Shadowmoor

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For other uses, see Shadowmoor (disambiguation).

Template:Expansion

Shadowmoor is the forty-sixth Magic expansion and was released in May 2008 as the first set in the Shadowmoor block. Prerelease events were held April 19-20, 2008. Release events were held May 2-4, 2008.

Set details

Shadowmoor takes place on the plane of the same name, which is a reflection of Lorwyn, the setting of the previous block. It is also a large expansion released in May, when usually a small expansion is released. Shadowmoor reboots mechanically and does not take over any mechanics or themes from Lorwyn and often inverts them, such as the case of power/toughness modifying counters. While Lorwyn had a subtheme promoting and heavily using +1/+1 counters, Shadowmoor uses -1/-1 counters instead.

The races native to Lorwyn also appear in Shadowmoor, but some switch color-alignment. The Elves who were green-black in Lorwyn are green-white in Shadowmoor. Kithkin who were once more green now have a blue influence. Merfolk go from blue-white to blue-black, Flamekin go from red to black and renamed Cinders, and Goblins who were uncharacteristically black in Lorwyn return to red and dabble in green. Additionally, a race of artifact creatures called Scarecrows is introduced.

The strongest theme of Shadowmoor is the usage of Hybrid mana which can be paid with mana of either of two colors. This mechanic was first introduced in the Ravnica block but is heavily expanded in this and the following set, Eventide. Shadowmoor focuses on Allied pairs whereas Eventide focuses on enemy pairs.

Promotion cards

The promotional pre-release card for Shadowmoor is Demigod of Revenge[1] with alternate art, a card that emphasizes hybrid mana. The promotional release card for Shadowmoor is Vexing Shusher.[2]

Mechanics

Shadowmoor expands on its hybrid theme with the the introduction of mono-colored hybrid mana. This case the mana can be paid by either one mana of a specified color, or by two mana of any color. The converted mana cost of these cards is the highest possible.

Another mechanical breakthrough was the Untap symbol {Q} which is used as a cost allowing a permanent to be untapped to produce some effect as listed on the card. The card must be tapped to use that ability, just as cards with {T} must be untapped. This ability appeared primarily in white and blue.

Further, the set includes a cycle of lands which have basic land types, despite not being basic lands. To prevent them from being strictly better than basic lands, these enter the battlefield tapped. However, they can also be used for a specific, somewhat weak effect, if its controller also controls at least two permanents of the appropriate color.

Shadowmoor introduced the following keyword mechanics:

  • Conspire — As you play this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it.
  • Persist — When this creature is put into the graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.
  • Wither — This deals damage to creatures in the form of -1/-1 counters. Primarily in red, black and green.

Marketing cards

Like Morningtide boosters before them, boosters of Shadowmoor come with a bonus sixteenth card that is either a "rules card" or a creature token from Shadowmoor. One face of the Shadowmoor bonus card has one of six different rules tips or is one of twelve different creature tokens. The other face has one of six advertisements for organized play programs, Gleemax, fat packs and Eventide.

Tips & Tricks

The tips & tricks cards are

Tokens

The Shadowmoor tokens are:

Cycles

Shadowmoor has 20 cycles:

Some cards are part of the seven Shadowmoor block mega cycles.

Reflections

Several cards from Shadowmoor were designed to reflect cards printed in Lorwyn and Morningtide, playing up the set's theme as a dark reflection of the world of Lorwyn:

Mechanical Reflections:

Flavor Reflections:

Reprinted cards

The following cards have been reprinted from previous sets and included in Shadowmoor:

Colorshifted cards

Notable cards

  • Firespout — A hybrid sorcery with a casting cost of {2}Template:Rg. This casting cost is cheaper than a 3 point Earthquake or Hurricane. If {R} is spent to cast Firesprout then it deals 3 damage to each non-flying creature, if {G} is spent to cast Firesprout then it deals 3 damage to each flying creature. Also, if {G}{R} is spent in the casting cost it deals 3 damage to all creatures - a very good bargain.
  • Kitchen Finks — Hard to kill due to Persist and gaining life, this card would often simply shut down very aggressive decks.
  • Murderous Redcap — May be characterized as the Finks evil twin, this card also has Persist and deals damage equal to its power when it enters the battlefield.
  • Painter's Servant — Infamous for being part of a two-card combo with Grindstone.
  • Reflecting Pool — As a reprint already famous, this card enabled some very strong and diverse mana-bases in combination with the Vivid Lands from Lorwyn.
  • Runed Halo — The first card to grant Protection to a player rather than a creature.
  • Safewright Quest — A land tutor with a casting cost of Template:Gw. It is also the first land tutor that can search for either a Forest or Plains specifically.
  • Savor the Moment — This is the cheapest casting cost "take an extra turn" spell since Alpha's Time Walk, at just {1}{U}{U} but has the drawback of skipping the untap step of that turn.
  • Smash to Smithereens — An improved version of the card Shatter, Smash to Smithereens also deals 3 damage to the artifact's controller.
  • Spectral Procession — A card which was initially dismissed later shaped Standard significantly as it provided three cheap, flying creatures who all individually would be able to take advantage of power/toughness boosting effects like Glorious Anthem or Ajani-Goldmane.
  • Strip Bare — At just {W}, this instant destroys all auras and equipment attached to a target creature.
  • Swans of Bryn Argoll — Used in a few combo decks wich would deal a large amount of damage to the Swans to draw a lot of cards and turn those cards into damage to the opponent, e.g. with Seismic Assault.
  • Wheel of Sun and Moon — One of only three cards that enchant a player, the others being Paradox Haze and Psychic Possession. This card can be used to hose an opponent who is reliant on his graveyard by enchanting him, or hosing an opponent with a mill strategy by enchanting oneself.

Misprints

Theme decks

Shadowmoor is the first expansion set with 5 ally-colored theme decks. The preconstructed theme decks are: Template:Theme decks

External links

References