Typal: Difference between revisions

From MTG Wiki
Jump to navigation Jump to search
>Hunterofsalvation
No edit summary
>Hunterofsalvation
(Redirected page to Tribal (theme))
Line 1: Line 1:
{{For|the card type|Tribal}}
#Redirect[[Tribal (theme)]]
'''Tribal''' is ''[[Magic: The Gathering|Magic]]'' [[slang]] for a [[block]], [[set]], or [[deck]] with a [[mechanic]]al theme centered around one or more [[creature type]]s.<ref>{{EzTumblr|https://markrosewater.tumblr.com/post/184758889548/what-is-lower-case-tribal|title=What is lower case tribal?|May 09, 2019}}</ref><ref name="Even More R&D">{{DailyRef|making-magic/even-more-words-rd-2022-01-10|Even More Words From R&D|[[Mark Rosewater]]|January 10, 2022}}</ref>  Tribal was a major focus of the [[Onslaught block|Onslaught]], [[Lorwyn block|Lorwyn]], [[Innistrad block|Innistrad]], and [[Ixalan block]]s, while many other blocks and sets have offered support to one or two creature types. As of ''[[The Lord of the Rings: Tales of Middle-earth]]'', [[R&D]] started to use the term '''typal''', instead of "tribal".<ref name="Crafting 2">{{DailyRef|making-magic/crafting-the-ring-part-2|Crafting the Ring, Part 2|[[Mark Rosewater]]|June 5, 2023}}</ref> This came about because the word “[[Wikipedia:Tribe|tribal]]” has some unintended connotations.<ref>{{EzTumblr|https://markrosewater.tumblr.com/post/719309982093426688|title=Just for clarification - is "typal" the same thing as what's commonly referred to amongst players as "tribal"? |June 5, 2023}}</ref>
 
The tribal theme should not be confused with the no longer supported [[Tribal|Tribal card type]].
 
==History of the tribal theme==
This history covers primarily draftable sets, focusing on [[premier set]]s, as Commander decks and the like typically point out their Tribal focus clearly on their descriptions.
 
The concept has been around since ''[[Alpha]]''<ref>{{DailyRef|making-magic/my-favorite-things-2020-06-01|My Favorite Things|[[Mark Rosewater]]|June 1, 2020}}</ref> , but was not explored in depth until ''[[Fallen Empires]]''. The [[Onslaught block]] was the first to delve very deeply into the mechanics of the tribal theme, to be followed several years later by the [[Lorwyn block]].<ref>{{DailyRef|making-magic/and-after-2007-10-08|Before and After|[[Mark Rosewater]]|October 08, 2007}}</ref> Many other blocks and sets have employed the tribal theme in a more minor capacity, most notably the [[Kamigawa block]] and [[Innistrad block]].<ref>{{DailyRef|feature/dancing-dark-ascension-part-1-2012-01-09|Dancing in the ''Dark Ascension'', Part 1|[[Mark Rosewater]]|January 09, 2012}}</ref>
 
Tribal decks have been persistently popular since the game's beginnings, in part because novice players find it easy to understand and fun to play with. Meanwhile, their range has expanded from being cute side strategies to being the core of many sets.<ref>{{DailyRef|beyond-basics/trouble-tribals-2016-07-07|The Trouble with Tribals|[[Gavin Verhey]]|July 7, 2016}}</ref>
 
[[R&D]] shifted all tribal effects many years ago to only affect the player's cards, instead of the appropriate cards of all players. It was what more players intuitively believed was supposed to happen and it leads to less tension when [[cast]]ing the cards.<ref>{{EzTumblr|http://markrosewater.tumblr.com/post/151780635698/hello-mark-when-slivers-return-will-they-be-all|title=When slivers return will they be "all slivers get" or "sliver creatures you control get"? |October 14, 2016}}</ref>
 
===''Alpha''–''Weatherlight''===
The tribal concept is as old as the game itself, going back to [[Alpha]]. The three "[[lord]]s"—<c>Goblin King</c>, <c>Lord of Atlantis</c>, and <c>Zombie Master</c>—each encouraged players to build decks with creatures of their respective type ([[goblin]]s, [[merfolk]], and [[zombie]]s respectively), although this was hampered by the fact that none of these creatures actually ''had'' that creature type (all three would later be issued errata to change this) and that each lord had very few cards of their creature type to call subjects (two goblins, one merfolk, and one zombie). Ensuing sets would add a handful of new cards to each tribe, but for most of the game's early history, creating a tribal deck meant simply picking a large number of creatures of the same type and just throwing them in a deck together.
 
''[[Arabian Nights]]'' and ''[[Antiquities]]'' added little to the tribal theme (despite the preponderance of [[djinn]] and [[efreet]] in the former). ''[[Legends]]'' employed the tribal theme with the addition of the "[[legendary|legend]]" creature type (which has since been changed to a supertype) with numerous cards that helped or hindered legends; the set also included the [[kobold]]s, which are viewed by many as a failed early experiment in tribal design. ''[[The Dark]]'' added a few more goblins to players' arsenals, plus a handful of cards that rewarded players for playing with them (<c>Goblin Caves</c>, <c>Goblin Shrine</c>, <c>Orc General</c>) or against them (<c>Tivadar's Crusade</c>), setting goblins on their way to becoming Magic's preeminent tribe.
 
''[[Fallen Empires]]'' was the first set to bring the tribal theme into the limelight. Numerous cards were created that cared about certain existing creature types (mainly goblins, but also elves, [[dwarves]], merfolk, and [[orc]]s). [[Soldier]]s emerged as [[white]]'s preeminent creature type (though they wouldn't get considerable support until ''[[Invasion]]'', years later). The set also introduced three new tribes—[[fungus]], [[homarid]]s, and [[thrull]]s—but despite the enduring popularity of the fungus/[[saproling]] concept none of these made much of a splash. Despite adding new fodder to tribal decks, however, ''Fallen Empires'' is regarded as something of a failure, as each tribe (with the possible exception of the goblins) received very little useful support; like many early sets, it was built from a "flavor-first" perspective, and as such the set's mechanics suffered.
 
The rest of Magic's early, pre-[[Weatherlight Saga]] sets did little to expand the tribal theme. ''[[Ice Age]]'' and ''[[Alliances]]'' both brought in more goblins, elves, soldiers, and zombies, but without much in-game support. ''[[Homelands]]'' tried to encourage players to use unusual tribes (dwarves, [[faerie]]s, [[minotaur]]s, [[vampire]]s), but like much about the set, it fell flat. ''[[Mirage]]'', ''[[Visions]]'', and ''[[Weatherlight]]'' tossed in yet more new goblins and had a few cards that encouraged players to use [[knight]]s and [[griffin]]s, but did not play up the tribal concept.
 
===''Tempest''–''Judgment''===
With the release of the [[Tempest block]] and the beginning of the [[Rath Cycle|Rath cycle]] (kicking off the long-running [[Weatherlight Saga]]), Magic began moving toward a different model in which consistent game rules took precedence over the set's flavor, a model that would later be cemented by ''[[Invasion]]''. ''[[Tempest]]'' was not a "tribal" set, but it and the following set, ''[[Stronghold]]'', did introduce a new tribe that has proven enduringly popular and deadly: The [[sliver]]s. Every one of these creatures rewarded players for putting them in a deck together, making it relatively easy to build truly powerful decks around a single creature type for the first time. ''Tempest'' also saw the creation of the [[beast]] tribe, but it wouldn't receive adequate support until ''[[Onslaught]]''.
 
The last set of the Tempest block, ''[[Exodus]]'', added little to the tribal theme, nor did the ensuing [[Urza's block]], although <c>Priest of Titania</c> and <c>Goblin Lackey</c> from ''[[Urza's Saga]]'' empowered elf and goblin decks respectively. The [[Masques block]] did not play up the tribal theme, but it did include widespread support for two new tribes: [[rebel]]s and [[mercenaries]].
 
The [[Invasion block]] was the first time an entire block was built around a single concept (in this case, multi-color cards), laying the groundwork for the [[Onslaught block]] and [[Lorwyn block]]s to come. It also formally solidified in many players' minds Magic's five major tribes with the five "envoys" in ''[[Apocalypse]]'': Soldiers in [[white]], merfolk in [[blue]], zombies in [[black]], goblins in [[red]], and elves in [[green]]; the five enemy-color two-drop creatures from the same set reinforced this. The Invasion block also featured the [[kavu]] tribe across several colors.
 
The [[Odyssey block]]'s major theme was interactivity with the [[graveyard]], though it also encouraged the use of several new or unusual tribes: Barbarians, [[beast]]s, [[bird]]s, [[centaur]]s, [[cephalid]]s, [[druid]]s, horrors, [[insect]]s, minions, mystics, [[nightmare]]s, nomads, and [[squirrel]]s, plus some new zombies. However, there was minimal tribal support, as the different creature types existed more for story purposes than game ones.
 
===''Onslaught''–''Tenth Edition''===
The [[Onslaught block]] was a breakthrough in tribal design, as the entire block was built around the concept. Soldiers, zombies, goblins, and elves returned as the major tribes of their respective colors, though [[wizard]]s replaced merfolk as blue's major tribe. Beasts, birds, [[cleric]]s, [[dragon]]s, and even [[wall]]s received broad in-game support.<ref>{{DailyRef|making-magic/tribals-your-court-2002-09-23|Tribal's in Your Court|[[Mark Rosewater]]|September 23, 2002}}</ref><ref>{{DailyRef|making-magic/creature-feature-2002-10-14|Creature Feature|[[Mark Rosewater]]|October 14, 2002}}</ref> The [[sliver]]s made their triumphant return. Many [[enchantment]]s, [[instant]]s, and [[sorcery|sorceries]] bolstered tribal decks with tribe-specific effects. The [[mistform]] creatures, which could change their creature type between turns, were created to patch holes in the tribal concept, and the set saw the creation of <c>Mistform Ultimus</c>, the first creature to have all creature types. ''Onslaught'' represented a high-water mark in tribal design as goblin and elf decks saw widespread tournament play, and the depth of its exploration of the tribal concept wouldn't be matched until ''[[Lorwyn]]''.
 
At this time, ''[[Eighth Edition]]'' introduced the race/class model, in which almost all humanoid creatures were given not one but two creature types: One for their species and one for their profession. For instance, <c>Fyndhorn Elder</c> was both an [[elf]] and a [[druid]] and benefited from cards that cared about either. This model, which had been heralded by the many "bird soldiers" and other dual-typed creatures in the Odyssey and Onslaught blocks, opened up a whole new dimension for tribal deckbuilding.
 
The tribal theme was not played up in the [[artifact]]-centric [[Mirrodin block]], though it introduced playable tribes in the form of [[cat]]s and [[myr]], and added several new goblins, elves, zombies, soldiers, and others to complement those in ''Onslaught''.
 
The [[Kamigawa block]] had numerous tribal elements, though it is not considered a "tribal block" {{-}} its focus was more on the [[legendary]] mechanic. The [[spirit]] creature type, which had been in existence since [[Legends]], was a major part of the block, spanning all five colors and spawning what is so far two of only a handful of [[keyword]] abilities to relate to a single creature type: [[spiritcraft]] and [[channel]]. Other tribes to receive support included [[fox]]es, [[moonfolk]], [[rat]]s, goblins, [[snake]]s, [[ogre]]s, [[demon]]s, [[samurai]] (which received another type-specific keyword, [[bushido]]), and [[ninja]] (which was assigned [[ninjutsu]]).
 
The next block, [[Ravnica block|Ravnica]], centered around [[multicolor]] cards rather than creatures, but some new goblins, elves, rats, ogres, and spirits were included to bolster cross-set synergy. The [[Time Spiral block]], however, was a dumping ground for all themes and mechanics up to that point, included many tribal concepts, including bringing back the slivers for one more hurrah; it also included several tribes (such as [[kithkin]]) in anticipation of the upcoming set ''[[Lorwyn]]''.
 
===''Lorwyn''–''Scars of Mirrodin''===
To date, the [[Lorwyn block]] is the most thorough exploration of the tribal theme. To begin with, almost every creature in the block belonged to one of only eight racial tribes ([[elves]], [[goblin]]s, [[merfolk]], [[kithkin]], [[faerie]]s, [[giant]]s, [[treefolk]], and [[elemental]]s), and most belonged to one of five class tribes ([[soldier]]s, [[wizard]]s, [[rogue]]s, [[shaman]]s, and [[warrior]]s), all of which received numerous cards to promote play with them. In ''Lorwyn'', several tribes received support in colors they had previously not been very prevalent in. Minor tribes like [[knight]]s, [[cleric]]s, [[assassin]]s, [[archer]]s, and [[druid]]s also received some support, making decks built around some of them viable for the first time in ''Magic''<nowiki/>'s history. The Lorwyn block followed ''Kamigawa''<nowiki/>'s example by assigning keywords to single creature types, giving them a sense of thematic cohesion: [[evoke]] belonged to elementals and [[prowl]] to rogues. The [[kinship]] ability (focused on shamans but appearing in other tribes as well) rewarded players for playing with many cards of the same tribe in one deck, benefiting from the race/class model. That said, the depth of tribality made for prescriptive drafting and a mind-melting gameplay experience, which influenced tribal design from then on.
 
The [[Shadowmoor block]] following Lorwyn was not tribal-centered, but since it shared settings with the previous block it provided many cards that fit well into decks built around the Lorwyn tribes. For instance, <c>Inkfathom Infiltrator</c> and <c>Noggle Bandit</c> were boons to rogue/prowl decks, while <c>Sapling of Colfenor</c> played well with other treefolk. The Shadowmoor block also offered some support to the [[scarecrow]] artifact creature type.
 
The [[Alara block]] was light on tribal elements, focusing more on the three-color "shards" as card groupings. Dragons and Zombies got a couple of cards each, with the [[colored artifact]]s and [[5-power matters]] taking the place of tribal synergy gameplay. The [[Zendikar block]] similarly did not feature much tribal, with the introduction of Allies and Vampires being inducted as a characteristic race. ''[[Rise of the Eldrazi]]'' had some with the Eldrazi themselves getting a few colorless spells with the tribal supertype and a keyword tribal with Defenders. Over the block, Merfolk and Elves got two independent tribal cards, one Goblin and one Kor. [[Scars of Mirrodin block]] was again mostly devoid of tribal, concentrating on the Mirran/Phyrexian split, except for some minor elements of it in the continuation of the [[myr]] family. Golems have various lords through the Splicer mechanic, and Elves got another single lord.
 
===''Innistrad'' – ''Amonkhet''===
[[Innistrad block]] saw a return to tribal, but with less heavy-handedness than ''Lorwyn''. Though the tribal supertype was not present as it had been in ''Lorwyn'' and ''Rise of the Eldrazi'', each of the five main tribes of ''[[Innistrad]]'' and ''[[Dark Ascension]]''—[[human]]s, [[spirit]]s, [[vampire]]s, [[werewolves]] and [[zombie]]s—got some support cards, including the Dark Ascension "captains" cycle (a return to the concept of tribal "lords"). ''[[Avacyn Restored]]'', as a partial mechanical reboot, included some [[angel]] and [[demon]] tribal as well as further exploration of human tribal. The same tribes were used in the [[Shadows over Innistrad block]].
 
[[Return to Ravnica block]], like the original ''Ravnica'', was not tribal-focused (although there was an unusual example of some minor ''land'' subtype themes, with the bicolored [[Gate]] lands). Slivers returned in ''[[Magic 2014]]''. [[Theros block]] has featured a significant amount of tribal in black-red [[minotaur]]s (and less so with [[gorgon]]s), but it has not proven to be a major theme of the set as played.
 
''[[Khans of Tarkir]]'' block featured [[Warrior]] tribal as a prominent sub-theme of the [[Mardu Horde]] (and some {{B}}{{W}} cards in ''[[Dragons of Tarkir]]''), though ''[[Dragons of Tarkir]]'' would fully embrace tribal play with a predictably heavy [[Dragon]] tribal focus. A Zombie lord was printed at Mythic in Dragons, which was strange given how the set generally didn't support a tribal build.
 
In keeping with the tradition established by its predecessor, ''[[Battle for Zendikar]]'' showcased both [[Eldrazi]] and [[ally]] tribal gameplay, though strictly speaking the Eldrazi cards all referred to "colorless creatures" to encompass the surrounding morphs in Tarkir and the artifact creatures in Kaladesh. Likewise, [[Shadows over Innistrad block]] maintained the precedent set by its predecessor with its five tribes - more Eldrazi were printed in [[Eldritch Moon]], but there were no callouts to support them.
 
''[[Kaladesh]]'' featured only sparse tribal elements, mainly about [[Vehicle]]s rather than any creatures. That said, the [[Dwarf]], [[Thopter]], [[Servo]] and [[Aetherborn]] tribes all received [[lord]]s during the block.
 
''[[Amonkhet]]'' was built with [[Zombie]]s as a central theme, with a dose of [[Cat]] and [[Minotaur]] tribal mixed in. In ''[[Hour of Devastation]]'', a significant number of [[Desert]] related cards were also printed, making yet another instance of land-subtype tribal. A [[Horse]] lord was printed, with its creature type chosen specifically not to overlap with any relevant cards.
 
===''Ixalan - Modern Horizons''===
The [[Ixalan block]] places tribal gameplay front and center, arguably to the greatest degree since ''Lorwyn''. [[Pirate]]s, [[Dinosaur]]s, [[Merfolk]], and [[Vampire]]s receive substantial support, the first two receiving it for the first time.<ref>{{DailyRef|card-preview/developing-tribal-set-2017-09-12|Developing a Tribal Set|[[Sam Stoddard]]|September 12, 2017}}</ref> ''Ixalan'' was somewhat unusual in that Pirates ({{U}}{{B}}{{R}}) and Dinosaurs ({{R}}{{G}}{{W}}) were three-color tribes, while Vampires ({{W}}{{B}}) and Merfolk ({{U}}{{G}}) were two-color tribes. Most of the two-color draft archetypes in ''Ixalan'' were centered on drafting from a single tribe.
 
''[[Dominaria]]'' offers support to Wizards and Goblins tribal, with lesser but still noticeable support for [[Knight]]s and the triumphant return of [[Fungus]] and [[Saproling]] tribal. It also supported legendary as a form of supertype tribal, with it being part of a new way to group card types called [[batching]], represented with the [[Historic]] batch.
 
The return to Ravnica in [[Guilds of Ravnica block]] was low on creature-type tribal, though it expanded on the [[Gate]] land tribal. [[War of the Spark]] had four cards that boosted the [[Amass]] drafting archetype which could be used in [[Zombie]] tribal, though restricted to tokens. The oft-requested [[Ooze]] lord <c>Biogenic Ooze</c> was printed in [[Ravnica Allegiance]]; <c>Persistent Petitioners</c> called for Advisors and <c>Mesmerizing Benthid</c> called for Illusions, though both cases are self-contained cards.
 
[[Core Set 2020]] featured Elemental tribal as a draft theme in {{R}}{{G}} and {{U}}{{G}} pairs, and also had a selection of independent tribal cards, notably <C>Sorin, Imperious Bloodlord</c> and <c>Marauding Raptor</c> for the outgoing Ixalan tribes. An extremely powerful Wolf and Werewolf lord printed is <c>Nightpack Ambusher</c>, incidentally following two other Wolf tribal cards in [[War of the Spark]]. Given the lack of Wolves in the following year, the card was printed as a stand-alone power card with Werewolf for flavor.
 
[[Modern Horizons]] brought back [[Sliver]]s, [[Goblin]]s, and [[Ninja]]s for tribal draft archetypes, alongside four independent tribal cards, two of which have no support within the set. These were designed for the "arbitrary tribal" Shapeshifter deck in {{W}}{{B}}.
 
===''Throne of Eldraine'' - ''Adventure in the Forgotten Realms''===
The following year of sets was not in blocks; none had tribal as a major theme, with Eldraine having a Knight theme for pairs in the {{W}}{{B}}{{R}} wedge and minor {{W}}{{B}} Human tribal in Ikoria. However, there was an experimental through-line for [[Throne of Eldraine]] and [[Ikoria: Lair of Behemoths]] of anti-tribal or "non-Human" tribal. Ikoria had lesser benefits for non-Humans, being only for Mutate and some callouts that support controlling both Humans and non-Humans; whereas Eldraine had more true rewards. Ikoria also introduced the keyword tribal in four spells for five different keywords - previously a treatment only seen at length for [[flying]]. [[Satyr]]s received a lord in [[Theros Beyond Death]]. With the consolidation of the [[Dog]] creature type, a Dog lord was printed in celebration in [[Core 2021]] - it was also the white constituent of a loose tribal cycle, with blue [[Spirit]]s, black [[Rogue]]s, red [[Goblin]]s and green [[Cat]]s getting one card in support.
 
''[[Zendikar Rising]]'' brought about subtype [[batching]] in the mechanic [[party]], which collects [[Rogue]] {{nowrap|({{B}}),}} [[Wizard]] {{nowrap|({{U}}),}} [[Warrior]] {{nowrap|({{R}}),}} and [[Cleric]] {{nowrap|({{W}})}} together, four iconic Dungeons and Dragons classes. Each has primary (listed) and secondary (the color next listed) colors, with {{G}} being tertiary in each. This allows for a scaling tribal count that caps at four, where previously it was clunky to implement limits in tribal counting. It also incentivized some diversification of classes, unlike previous tribal being strong enough that one was inclined to always go all-in. The imbalanced color distribution provides an unusual archetype dynamic: four two-color tribal decks, two Party decks in the off-colors of {{B}}{{R}} and {{U}}{{W}}, and four non-tribal {{G}} decks. [[Ally]]s do not make a return from the previous two blocks due to type line space, but it gets a callout on one card: <c>Tazri, Beacon of Unity</c>.
 
''[[Kaldheim]]'' takes the Innistrad approach of top-down tribal, with a tribe per pair but with lower mechanical focus, unlike a set like Ixalan or Zendikar Rising. Multiple cards support cards that share creature types, but the tribe the cards are is not relevant. To up the density and relevance of these cards, Changeling returns as a mechanic. Of the ten tribes of the realms, {{U}}{{R}} Giants and {{B}}{{G}} Elves have the most tribal synergies; the Giant spells sometimes also refer to Wizards. Dwarves and Zombies get a lord each; Berserker, Cleric, Warrior, God, Serpent, Shapeshifter, and Angel receive one or two references in stand-alone cards. A few cards check for Legendary creatures, though each of them uses it as a small bonus to their normal function.
 
[[Strixhaven: School of Mages|''Strixhaven: School of Mages'']] is primarily an enemy-color set, but each school features a token type, and tokens themselves as a type have some support. [[Spirit]]s have definitive support across various cards. [[Fractal]]s have one card in <c>Biomathematician</c>. [[Pest]]s are supported obliquely by lifegain triggers (Pests are defined to gain the controller a life upon dying), with <c>Blex, Vexing Pest</c> also being a lord for Bats, Insects, Snakes, and Spiders. [[Inkling]]s and [[Elemental]]s round out the quintet but have no support.
 
''[[Modern Horizons 2]]'' featured the return of [[Squirrel]] tribal support as an element of the {{B}}{{G}} draft archetype, centered on creature sacrifice. A large selection of cards have explicit token-tribal effects, extending them to noncreature tokens also, like [[Food]] or [[Clue]]s. Like the previous Modern Horizons, several types received one-off tribal support, like [[Merfolk]], [[Lhurgoyf]], and [[Crab]].
 
''[[Adventures in the Forgotten Realms]]'' has minor themes of Dragon tribal, alongside two Goblin lords and one "undead" (Skeleton, Zombie, and Vampires) lord. "Legend" tribal returns in some Bard-flavored cards.
 
===''Innistrad: Double Feature'' - present===
''[[Innistrad: Midnight Hunt|Midnight Hunt]]'' continued the five-tribe tribal seen in the previous two blocks of Innistrad, now with a stronger mechanical link over a subtype link. As previously, there are four or five cards in the set for each type. Part of this approach leads to a far fewer number of Spirits and Zombies, as the former are represented on the back faces of [[Disturb]] cards, while the latter are scattered across various instants and sorceries with the downside mechanic [[Decayed]]. ''Crimson Vow'' restores these numbers with different mechanics, with a similar number of tribal effects, plus a cycle of tribal hate cards.
 
''[[Kamigawa: Neon Dynasty]]'' brings back Samurai and Ninja as supported types, but [[Tribal coupling|couples]] them with Warrior and Rogue respectively to give some level of format cross-compatibility. Vehicles, in the form of [[Mech]]s, now have tribal effects that were previously limited to Pilots. Dragons and Frogs got independent callouts, and one card ends up being an incidental anti-tribal Rat card. Unlike the previous visit to Kamigawa, Spirits get no tribal support, instead having enchantment synergies representing the spiritual realm. ''[[Streets of New Capenna]]'' is a tricolor faction set foremost; but like the previous tricolor set Khans, one overlapping color pair uses tribal ([[Citizen|Citizens]]) as an archetype. Angels and Vampires have independent callouts, while Spirits got a card that called for a type specifically not represented in the set. ''[[Commander Legends: Battle for Baldur's Gate]]'' gave some more Party, Gate and Dragon support, introduced Horror tribal, and batches a set of "Demonic" creatures (Demons, Devils, Tyflings and Imps) on a lord.
 
''[[Dominaria United]]'' was low on tribal as a theme, but many single lords, with Goblin, Soldier, Merfolk, Elf, Cleric, and Dragon, with self-contained Saproling and Zombie cards. Partial themes of legends and defenders are also present. ''[[The Brothers' War]]'' prominently featured [[Soldier]] tribal as its white-blue draft archetype, with some [[Assembly-Worker]] and a Beast-and-Bird supporting creature. ''[[Phyrexia: All Will Be One]]'' featured [[toxic]] keyword tribal, alongside a tribal land for Phyrexians. Self-contained Cat and Juggernaut cards and a Rat lord were printed. ''[[March of the Machine]]'' added [[Knight]] and a greater amount of [[Phyrexian]] tribal, with one Hydra, Praetor, Spirit, and two Dragon cards. The introduction of [[Incubator]]s makes for a subset of Phyrexian tribal, as all Incubators create Phyrexians and effects regarding Incubators are related to transforming them. Transformed cards are a new quasi-tribal grouping.
There is also a God, Demigod and Aura batching, and a battle that supports tribal in general.
 
==References==
{{Reflist}}
 
[[Category:Magic slang]]

Revision as of 04:29, 7 June 2023

Redirect to: