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There were two cycles in Exodus called by the name of "underdog" cards: cards that aid the player most when he is behind his opponent in a certain aspect of the game.The first cycle are the Oaths, one rare enchantment of each color, that would check a resource (life, creatures, cards in hand) of each player and then balance them out. There were also the keepers, that were weaker creature versions of the oaths, and uncommon.
There were two cycles in Exodus called by the name of "underdog" cards: cards that aid the player most when he is behind his opponent in a certain aspect of the game.The first cycle are the Oaths, one rare enchantment of each color, that would check a resource (life, creatures, cards in hand) of each player and then balance them out. There were also the keepers, that were weaker creature versions of the oaths, and uncommon.



==Notable Cards==
*'''[http://gatherer.wizards.com/gathererlookup.asp?set=Exodus&name=mind_over_matter Mind Over Matter]''' - This card allows a player to discard a card to tap or untap a permanent. This effect proved to be too powerful, and eventually led to the card's banning, which still remains in effect in Legacy. A toned-down, but still powerful version of this card exists in the ''[[Urza's Destiny]]'' card [http://ww2.wizards.com/gatherer/CardDetails.aspx?name=Opposition Opposition].
*'''[http://gatherer.wizards.com/gathererlookup.asp?set=Exodus&name=null_brooch Null Brooch]''' and '''[http://gatherer.wizards.com/gathererlookup.asp?set=Exodus&name=forbid Forbid]''' - These cards gave a player reusable ways to counter spells. Both cards had advantages: Forbid could counter any spell, could be reused multiple times in a turn (if a player had the mana and the cards to discard), and wasn't in play. Conversely, Null Brooch cost less to play (as a counterspell), was an ability rather than a spell (an ability is harder to counter than a spell), and did not require two cards in a player's hand to keep its reusability (according to Magic rules, a player can discard a hand of zero cards, but can't "discard two cards" as a cost if he doesn't have that many cards.)
*'''[http://gatherer.wizards.com/gathererlookup.asp?set=Exodus&name=oath_of_druids Oath of Druids]''' - This enchantment allowed a player to have a chance to put a large creature into play early if this card was his first play. Players enhanced these chances by making their decks nearly exclusively large creatures, Oaths, and lands. The power of such decks caused the Oath to be banned.
*'''[http://gatherer.wizards.com/gathererlookup.asp?set=Exodus&name=survival_of_the_fittest Survival of the Fittest]''' - This card allowed a player to discard creature cards to "tutor" for a creature card. The degenerate aspect of this card was its combination with the ''Tempest'' card [http://ww2.wizards.com/gatherer/CardDetails.aspx?name=Living%20Death Living Death], where a player could then put all those creatures he discarded into play. This led to this card also being banned.
*'''[http://ww2.wizards.com/gatherer/CardDetails.aspx?name=recurring%20nightmare Recurring Nightmare]''' - Recurring nightmare was paired frequently in 'RecSur' (Recurring Nightmare/Survival of the Fittest) decks. Considered one of the all time great decks, the seamless connection between both cards dominated standard and become one of the most feared and well known card pairings of all time. The player would use Survival of the Fittest to discard a deadly creature (typically with a high casting cost (Verdant Force)), then use Recurring Nightmare to bring the creature into play with a greatly reduced casting cost. Recurring Nightmare did not however see much play without its green counterpart. In casual, and minor tournament play, Recurring Nightmare would also see use with Deranged Hermit to quickly amass an army of mighty squirrels.


==External links==
==External links==

Revision as of 06:02, 1 June 2007

Exodus
File:Exp sym exodus.gif
Arch Bridge
ReleasedJune 15, 1998
Size143 cards
KeywordsNone New
MechanicsNone new
Development codeGorgonzola
Expansion codeEXO
Third set in the Rath Cycle block
Tempest Stronghold Exodus
Stronghold Portal Second Age

Exodus released on June 15, 1998, is the twenty-first Magic: The Gathering set. It is the final set in the Rath Cycle block. Its expansion symbol is a bridge.

Storyline

The crew of Weatherlight has rescued the pieces of the Legacy and Captain Sisay, and now must retreat through Volrath's Stronghold and escape to the portal that would lead them off of Rath. Volrath and his main lieutenant Greven il-Vec will stop at nothing to destroy them and reclaim the ancient artifacts that will allow Volrath to oppose his hidden master. However, they must also stave off the combined assault of Volrath's Stronghold by the elves of the Skyshroud forest and the human tribes of the Kor, Vec, and Dal, recently reunited by Gerrard of Weatherlight.

Also, a disturbing change has happened to Crovax, the noble who accompanied Weatherlight to Rath. His newly-formed bloodlust and thirst for power threatens to destroy the entire ship.

Set History

Exodus is the first set to make a card's rarity visibly apparent on the card itself. All previous expansions had no way to tell whether a card was a common card or a rare card. From Exodus on, the expansion symbol reveals what rarity a card is. If a card has a black expansion symbol, it is a common card (there are eleven common cards in a fifteen-card booster pack). If it has a silver expansion symbol, it is an uncommon card (three in a booster pack). If it has a gold expansion symbol, it is a rare card (one in a booster pack).

Exodus is also the first set to add collectors' numbers to the cards themselves. Next to the copyright information are two numbers in the format X/Y, where X is the card's collectors' number and Y the number of cards in the set in question. The cards were numbered in alphabetical order by color according to the Magic color wheel, starting with white and going clockwise (to blue, then black, then red, then green, then multicolored cards, then artifacts, then lands). Thus, in Exodus, the last white card alphabetically in the set, Zealots en-Dal, is numbered 26, and the first blue card alphabetically in the set, Æther Tide, is numbered 27.

Finally, Exodus is also the first set to center the artist and copyright information at the bottom of the card, rather than have that information aligned to the left side of the card. This change persisted until the card design change in 8th Edition.

Mechanics

Exodus introduces no new keywords or mechanics, but it did use the Buyback and Shadow mechanics introduced in Tempest.

There were two cycles in Exodus called by the name of "underdog" cards: cards that aid the player most when he is behind his opponent in a certain aspect of the game.The first cycle are the Oaths, one rare enchantment of each color, that would check a resource (life, creatures, cards in hand) of each player and then balance them out. There were also the keepers, that were weaker creature versions of the oaths, and uncommon.


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