Invasion (Magic: The Gathering)
Released | September 2000 | |||
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Size | 350 cards (110 commons, 110 uncommons, 110 rares, 20 basic lands) | |||
Keywords | Kicker | |||
Mechanics | Multicolored Cards, Split cards | |||
Development code | Beijing | |||
Expansion code | INV | |||
First set in the Invasion block | ||||
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Invasion is the 21st expert level set, and the first set in the Invasion block of cards of Magic: The Gathering. The rest of the block is Planeshift and Apocalypse. It contains 350 cards.
Storyline
The time has come. Urza the Planeswalker must now help Gerrard Capashen and the crew of Weatherlight to repel the invading Phyrexians from Dominaria. However, it will not be easy, as Yawgmoth will stop at nothing to get what he wants.
Set History
Invasion saw the return of multi-colored "gold" cards, absent since the Stronghold expansion. Its major themes revolved around multicolor decks and strategies. The popularity and appeal of "gold" cards along with high but balanced power level culminated into making Invasion one of the most popular Magic sets in the game's history.
Mechanics
The following mechanics first appeared in Invasion:
- Kicker - Cards with kicker had an optional cost in addition to the card's casting cost. Paying this additional cost would activate an additional ability or effect on the card.
- Domain - A pseudo-keyword. Cards that have an effect based on the number of basic land types the casting player controlled. When printed this effect had no keyword; only when it was revived in Conflux was it named. Cards from the Invasion block would later have their rules text errataed with Domain.
- Split cards - Literally two cards printed on one, Split cards had two different effects for different costs. As they were played, their controller chose which half to use.