Sixth Edition

Sixth Edition (6th Edition), also known as Classic, is a Magic Core Set that was released in April 1999. Major rule changes occurred with the release of 6th Edition.
==Set details==
Classic Sixth Edition contained a total of only 350 cards, compared to the 449 of Fifth Edition (110 Common, 110 Uncommon, 110 Rare, 20 Basic Land). The set for the first time added reprints from Alliances, Mirage, Visions and Weatherlight to the mix. It was the first English-language core set to have an expansion symbol (Roman numeral VI), color-coded for rarity. It also used the collector numbers first introduced in Exodus. Furthermore, it was the first core set to have its artist information centered on the card (a printing practice also started in Exodus). The rules text on basic lands was replaced with just a mana symbol, as previously seen featured in the Portal sets of 1997 and 1998. No cards with trample were printed in Sixth Edition.
===Rules changes===
The Sixth Edition rules were the largest rules change the game had ever seen. R&D and the top rules experts knew there had been problems with the rules for years. They also knew they were needlessly complicated.Bill Rose (May 1999). Classic, Sixth Edition and you. Duelist #37 A lot of excess complication had been removed in earlier versions of the rules, but it wasn't deemed enough. The aim of the current rules change was to reduce the amount of rules, maintain Magic strategy, and make the rules more intuitive. The developers also wanted to fix the rules problem once and for all. They didn't want to revamp Magic rules ever again. When the Classic (Sixth Edition) rules were introduced, they were highly debated. Some players thought them to be further proof that the rules were being "dumbed down".
*A player who reached 0 life now lost immediately instead of waiting until the end of a phase.
*The stack was introduced for resolving spells and abilities, replacing the old batch system.
*Interrupts and mana sources were removed, with all old interrupt and mana source cards receiving errata to make them instants.
*The word "summon" was replaced with "creature" on creature card type lines.
*The effect "is unaffected by summoning sickness" was keyworded to haste.
*Most tapped artifacts no longer had their abilities turned off. Those that still had their abilities turned off received errata so that it was an ability of the card rather than a feature of the card type.
*Tapped blocking creatures now dealt combat damage just like untapped ones.
*The type line on creature cards was changed so that each word on it counted as a separate creature type, allowing creature cards to have multiple subtypes without needing extra rules text. Artifact creatures with creature types also had their creature type printed on their type line, rather than having it stated in their rules text.
===Marketing===
The name "Classic" was prominently featured on products, and the set was referred to by both titles by Wizards of the Coast as well as the players. Classic Sixth Edition cards were sold in 15-card boosters, and - as the first core set - in 75 card tournament decks (including 3 rares, 10 uncommon, 32 common, 30 land, and a rule sheet). The set was supplemented with a special 2-Player Starter Set. The Sixth Edition 2-Player Starter Deck included two 40-card, ready to play decks, a play guide and a rulebook. The Classic set featured only one piece of art on the boosters, which was notable for not being featured on any card. The accompanying Official Classic Game Strategy Guide provided strategy tips and an overview of the new rules.
In order to comply to strict regulations from the Chinese government concerning the depiction of skeletons, an altered version of <c>Unworthy Dead</c> from Urza's Saga was reused for the Chinese Sixth Edition <c>Drudge Skeletons</c>.
==Cycles==
Sixth Edition has five cycles:
Cycle name 	 	 	 	 	
Circles of protection 	 	 	 	 	
Circles of protection 	Each of these common white enchantments has a mana cost of and the ability to prevent the all damage from a source of a given color for . 	Each of these common white enchantments has a mana cost of and the ability to prevent the all damage from a source of a given color for . 	Each of these common white enchantments has a mana cost of and the ability to prevent the all damage from a source of a given color for . 	Each of these common white enchantments has a mana cost of and the ability to prevent the all damage from a source of a given color for . 	Each of these common white enchantments has a mana cost of and the ability to prevent the all damage from a source of a given color for .
Diamonds 	 	 	 	 	
Diamonds 	Each diamond artifact costs to play; comes into play tapped; and produces one mana of the appropriate color when tapped. They were originally printed in Mirage, then reprinted again in 7th Edition. 	Each diamond artifact costs to play; comes into play tapped; and produces one mana of the appropriate color when tapped. They were originally printed in Mirage, then reprinted again in 7th Edition. 	Each diamond artifact costs to play; comes into play tapped; and produces one mana of the appropriate color when tapped. They were originally printed in Mirage, then reprinted again in 7th Edition. 	Each diamond artifact costs to play; comes into play tapped; and produces one mana of the appropriate color when tapped. They were originally printed in Mirage, then reprinted again in 7th Edition. 	Each diamond artifact costs to play; comes into play tapped; and produces one mana of the appropriate color when tapped. They were originally printed in Mirage, then reprinted again in 7th Edition.
Fallen Empires Sac lands	 	 	 	 	
Fallen Empires Sac lands	Uncommon lands illustrated by Mark Poole that share the text "[This] comes into play tapped. : Add M. , sacrifice [this]: Add MM.", where M is the respective color of the land. 	Uncommon lands illustrated by Mark Poole that share the text "[This] comes into play tapped. : Add M. , sacrifice [this]: Add MM.", where M is the respective color of the land. 	Uncommon lands illustrated by Mark Poole that share the text "[This] comes into play tapped. : Add M. , sacrifice [this]: Add MM.", where M is the respective color of the land. 	Uncommon lands illustrated by Mark Poole that share the text "[This] comes into play tapped. : Add M. , sacrifice [this]: Add MM.", where M is the respective color of the land. 	Uncommon lands illustrated by Mark Poole that share the text "[This] comes into play tapped. : Add M. , sacrifice [this]: Add MM.", where M is the respective color of the land.
Lucky charms 	 	 	 	 	
Lucky charms 	Each of these uncommon artifacts has a triggered ability that allows the controller pay to gain 1 life when a spell of a given color resolves. 	Each of these uncommon artifacts has a triggered ability that allows the controller pay to gain 1 life when a spell of a given color resolves. 	Each of these uncommon artifacts has a triggered ability that allows the controller pay to gain 1 life when a spell of a given color resolves. 	Each of these uncommon artifacts has a triggered ability that allows the controller pay to gain 1 life when a spell of a given color resolves. 	Each of these uncommon artifacts has a triggered ability that allows the controller pay to gain 1 life when a spell of a given color resolves.
Cycle name 	 	 	 	 	
Pain lands 	 	 	 	 	
Pain lands 	Rare dual lands with ": Add . : Add M or N. [This] deals 1 damage to you." M and N are allied colors of mana. These lands are called pain lands because their use for colored mana is "painful," referring to the damage they do to you.	Rare dual lands with ": Add . : Add M or N. [This] deals 1 damage to you." M and N are allied colors of mana. These lands are called pain lands because their use for colored mana is "painful," referring to the damage they do to you.	Rare dual lands with ": Add . : Add M or N. [This] deals 1 damage to you." M and N are allied colors of mana. These lands are called pain lands because their use for colored mana is "painful," referring to the damage they do to you.	Rare dual lands with ": Add . : Add M or N. [This] deals 1 damage to you." M and N are allied colors of mana. These lands are called pain lands because their use for colored mana is "painful," referring to the damage they do to you.	Rare dual lands with ": Add . : Add M or N. [This] deals 1 damage to you." M and N are allied colors of mana. These lands are called pain lands because their use for colored mana is "painful," referring to the damage they do to you.
==Core set changes==
;Notable changes
*Sixth Edition was the first core set not to have the mirrored pair of <c>Holy Strength</c> and <c>Unholy Strength</c>. The pair returned in 7th Edition and was in every core set until Magic 2012, which replaced it with a similar mirrored pair: <c>Divine Favor</c> and <c>Dark Favor</c>.
*Urzatron was removed from the core set to make a comeback in Eighth Edition.
==References==
==External links==
*Sixth Edition's Official Page (old)
*Classic Sixth Edition (new)
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