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*<c>Memory Lapse</c>, despite being unpopular at first, would go on to become considered one of the better cards in the set.
 
*<c>Memory Lapse</c>, despite being unpopular at first, would go on to become considered one of the better cards in the set.
 
*<c>Apocalypse Chime</c> was the last expansion-hosing card to be printed.
 
*<c>Apocalypse Chime</c> was the last expansion-hosing card to be printed.
  +
*<c>Timmerian Fiends</c> was the last card to mention [[ante]].
   
 
==Trivia==
 
==Trivia==

Revision as of 23:37, 18 March 2013

For other uses, see Homelands (disambiguation).

Homelands
Set Information
Set symbol
Themes and mechanics None new
Keywords/​ability words None new
Set size 115 (25 Common 47 Uncommon 43 Rare)
Expansion code HML

Homelands, released in 1995, is the seventh Magic expansion. It was the second expansion of Ice Age block until July 2006, when it was replaced by Coldsnap in this role.

The mechanics found throughout the Ice Age block, such as Snow lands and cumulative upkeep, were absent from Homelands. This and the fact that it didn't follow the Ice Age block storyline made it a poor fit in its former block.

Homelands is frequently panned as Magic's all-time low in game design, though it has also been praised for the quality of its setting and flavor.

Set details

It was sold in 8-card booster packs, each bearing the same green background image.

Homelands was the last set printed by Cartamundi in Belgium.[citation needed] However, Cartamundi started printing magic cards again later on.

Homelands was developed as a separate expansion from the current Ice Age block at the time.

The art on all versions of the same card are illustrated by the same artist.

Homelands is the last expansion to be printed on only two sheets and sold in eight-card booster packs (two cards from the uncommon sheet and six cards from the common sheet).

The set's rarity breakdown is: 25 commons (25@C4), 47 Uncommons (26@U3, 21@C1), 43 Rares (43@U1). Each common card has 2 pieces of art, making collectors view this as a 140 card set.

Mechanics and themes

Homelands introduced no new mechanics. It had a number of themes, including a large number of real-world creature types, clockwork artifact creatures, Legendary creatures, and a number of "tribal" effects that enhanced only one creature type.

Homelands explored popular characters including Sengir and Serra and had a strong flavor, meaning that the cards were designed to fill specific roles. The flavor text on the cards can also be used to piece together parts of a story.

Creature types

Homelands, like many early expansions, has many creature types that are unique to the creatures they are found on. Many of these are real-world animals and types of people, grounding this expansion more in the real world than other expansions.

There are a few cards in this expansion that reference specific creature types, but most of these are not well supported, often with only one creature in this expansion with the referenced creature type. Those that are referenced are Dwarf, Faerie, Falcon (later changed to Bird), Hero, Minotaur, and Vampire. The best supported creature types were Minotaurs, Dwarves, and Faeries.

The following creature types are introduced in this expansion: Albatross (later changed to Bird), Alchemist (later changed to Cleric), Ambush Party (later changed to Rogue), Autocrat (later changed to Human), Badger, Bureaucrat (later changed to Advisor), Caravan (later changed to Nomad), Carriage (later changed to Horse), Constable (later changed to Human), Crusader (later changed to Knight), Ferret, Folk of An-Havva (later changed to Townsfolk), Hound, Inquisitor (later changed to Cleric), Lizard, Mist (later changed to Elemental), Narwhal (later changed to Whale), Noble (later changed to Faerie), Oyster, Pony (later changed to Horse), and Speaker (later changed to Cleric).

The following creature types are used in this expansion but also appear in previous sets: Bat, Bear, Bodyguard (later changed to Minotaur), Cleric, Dwarf, Faerie, Falcon (later changed to Bird), Fiend (later changed Horror), Gargoyle, Ghost, Hero (later changed to Soldier or Beast Soldier), Lycanthrope, Minotaur, Paladin (later changed to Knight), Serpent (later changed to Leviathan), Ship, Spider, Troll, and Wolf.

Storyline

The planeswalker Feroz came across Ulgrotha, the once-beautiful plane now destroyed by the Wizards' Wars. At the last unspoilt oasis on this plane he met fellow planeswalker Serra, whom he married. Together they worked to restore the plane, and to protect it, Feroz's Ban was created. Feroz died during its creation, however, and the grief-stricken Serra abandoned the plane. In her absence the isolated civilizations of the plane fight amongst each other while the vampire Baron Sengir plots to take control of the plane under the fading Ban of Feroz.

Design & Development

Homelands was developed, as many of the earlier sets were, without much comunication between designers of various sets. It was developed with a flavor-first design philosophy, which, along with its separate story line, resulted in its strong difference from the Ice Age and Alliances expansions to which it was related in time. This flavor-first design also led to oddities in abilities. For example, many abilities were found in colors that normally do not recieve them, such as flying in green or vigilance and trample in black, although this philosophy was not as developed in 1995 as it is today. Mark Rosewater wrote that "Homelands was a poorly designed set". [1]

Cycles

Homelands has one cycle:

Notable Cards

Trivia

Main article: Homelands/Trivia

References

  1. Template:MTGref

External links