Planeshift

Planeshift is the twenty-second Magic expansion and was released in February 2001 as the second set and first small expansion in the Invasion Block.
== Set details ==
Planeshift featured 143 black-bordered cards (55 commons, 44 uncommons and 44 rares). Its expansion symbol is a stylized dual swirl, meant to symbolize the planar overlay of Rath onto Dominaria. The set continued Invasion's theme of multicolored cards. Three rare legendary cards (<c>Ertai, the Corrupted</c>, <c>Tahngarth, Talruum Hero</c>, and <c>Skyship Weatherlight</c>) have alternate foil versions, so that each appears with its normal art as a foil and also appears with special art on the foil card. The special art versions have a star next to the collector's number.
=== Storyline ===
The Phyrexian invasion is in full swing, and despite some early victories, Urza and the armies of Dominaria are losing. As the struggle rages, portions of the artificial plane Rath begin appearing in Dominaria, bringing hordes of Phyrexian reinforcements into the battle.
====Storyline sources====
Title 	Author 	Publishing date	Setting (plane) 	Featuring
Planeshift	J. Robert King	February 2001 	Rath, Dominaria, Phyrexia	Urza, Taysir, Freyalise, Tevesh Szat, Windgrace, Guff, Bo Levar, Daria, Kristina of the Woods, Crovax, Tsabo Tavoc, Eladamri, Lin Sivvi, Astor, Darigaaz, Agnate, Dralnu, Tahngarth, Grizzlegom, Greven il-Vec, Sisay, Ertai, Gerrard, Squee, Yawgmoth, Hanna, Rith, Dromar, Treva, Crosis, Karn, Mishra, Nemata
=== Marketing ===
The cards were sold in 15-card boosters which had artwork from <c>Draco</c>, in four preconstructed theme decks, and a fat pack. At Planeshift prerelease events on January 27, 2001, a foil <c title="Ό πλανώμενος Φελδδαγρίφος">Questing Phelddagrif</c> was handed out. This was a <c>Questing Phelddagrif</c> printed with ancient Greek text. The set was accompanied by the novel of the same name.
===Token===
A 1/1 Spirit Token with Flying for <c>March of Souls</c> was released as a Magic Player Reward.
==Themes & mechanics==
Planeshift introduced the Gating mechanic. It is generally attached to an undercosted creature, when that creature comes into play, gating requires the player to return a creature they control to their hand. Planeshift expands upon the Kicker keyword introduced in Invasion by having other costs besides mana. It also expanded on domains and kickers.
==Creature types==
The following creature types are introduced in this expansion: Phelddagrif.
The following creature types are used in this expansion but also appear in previous sets: Beast, Cat, Crocodile, Dragon, Drake, Dryad, Elemental, Elf, Goblin, Griffin, Hound, Imp, Insect, Kavu, Lord (later changed to Zombie), Merfolk, Minotaur, Shapeshifter, Soldier, Specter, Spider, Toad (later changed to Frog), Treefolk, Wall, Wizard, Wurm, Zombie.
==Cycles==
Planeshift has thirteen cycles:
Cycle name 	 	 	 	 	
Cantrip Spells 	 	 	 	 	
Cantrip Spells 	Each of these spells has "Draw a card" as a secondary effect. 	Each of these spells has "Draw a card" as a secondary effect. 	Each of these spells has "Draw a card" as a secondary effect. 	Each of these spells has "Draw a card" as a secondary effect. 	Each of these spells has "Draw a card" as a secondary effect.
Land-sacrifice Kicker Spells	 	 	 	 	
Land-sacrifice Kicker Spells	Each of these common spells has the kicker mechanic with the sacrifice of one or two lands as a cost. 	Each of these common spells has the kicker mechanic with the sacrifice of one or two lands as a cost. 	Each of these common spells has the kicker mechanic with the sacrifice of one or two lands as a cost. 	Each of these common spells has the kicker mechanic with the sacrifice of one or two lands as a cost. 	Each of these common spells has the kicker mechanic with the sacrifice of one or two lands as a cost.
Planeswalker Enchantments 	(Guff) 	(Bo Levar) 	(Tevesh Szat) 	(Windgrace) 	(Freyalise)
Planeswalker Enchantments 	Each of these rare enchantments has a mana cost of M, has an activated ability that forces your opponent to reveal a card at random from his or her hand and creates an effect based on that card's converted mana cost, and depicts one of the planeswalkers gathered by Urza to aid him in the Invasion storyline.	Each of these rare enchantments has a mana cost of M, has an activated ability that forces your opponent to reveal a card at random from his or her hand and creates an effect based on that card's converted mana cost, and depicts one of the planeswalkers gathered by Urza to aid him in the Invasion storyline.	Each of these rare enchantments has a mana cost of M, has an activated ability that forces your opponent to reveal a card at random from his or her hand and creates an effect based on that card's converted mana cost, and depicts one of the planeswalkers gathered by Urza to aid him in the Invasion storyline.	Each of these rare enchantments has a mana cost of M, has an activated ability that forces your opponent to reveal a card at random from his or her hand and creates an effect based on that card's converted mana cost, and depicts one of the planeswalkers gathered by Urza to aid him in the Invasion storyline.	Each of these rare enchantments has a mana cost of M, has an activated ability that forces your opponent to reveal a card at random from his or her hand and creates an effect based on that card's converted mana cost, and depicts one of the planeswalkers gathered by Urza to aid him in the Invasion storyline.
Cycle name 	 	 	 	 	
Common Allied Color Spells 	 	 	 	 	
Common Allied Color Spells 	Each of these common spells has a mana cost that includes one mana each of two allied colors. 	Each of these common spells has a mana cost that includes one mana each of two allied colors. 	Each of these common spells has a mana cost that includes one mana each of two allied colors. 	Each of these common spells has a mana cost that includes one mana each of two allied colors. 	Each of these common spells has a mana cost that includes one mana each of two allied colors.
Common Gating Creatures 	 	 	 	 	
Common Gating Creatures 	Each of these common allied-colored creatures has the Gating mechanic. 	Each of these common allied-colored creatures has the Gating mechanic. 	Each of these common allied-colored creatures has the Gating mechanic. 	Each of these common allied-colored creatures has the Gating mechanic. 	Each of these common allied-colored creatures has the Gating mechanic.
Uncommon Gating Creatures 	 	 	 	 	
Uncommon Gating Creatures 	Each of these uncommon allied-colored creatures has the Gating mechanic. 	Each of these uncommon allied-colored creatures has the Gating mechanic. 	Each of these uncommon allied-colored creatures has the Gating mechanic. 	Each of these uncommon allied-colored creatures has the Gating mechanic. 	Each of these uncommon allied-colored creatures has the Gating mechanic.
Rare Allied Creature Spells 	 	 	 	 	
Rare Allied Creature Spells 	Each of these rare creature spells have a mana cost comprising of two allied colors. stands out by having a tribal enchantment instead of a creature. 	Each of these rare creature spells have a mana cost comprising of two allied colors. stands out by having a tribal enchantment instead of a creature. 	Each of these rare creature spells have a mana cost comprising of two allied colors. stands out by having a tribal enchantment instead of a creature. 	Each of these rare creature spells have a mana cost comprising of two allied colors. stands out by having a tribal enchantment instead of a creature. 	Each of these rare creature spells have a mana cost comprising of two allied colors. stands out by having a tribal enchantment instead of a creature.
Rare Allied Spells 	 	 	 	 	
Rare Allied Spells 	Each of these rare noncreature spells have a mana cost comprising of two allied colors. 	Each of these rare noncreature spells have a mana cost comprising of two allied colors. 	Each of these rare noncreature spells have a mana cost comprising of two allied colors. 	Each of these rare noncreature spells have a mana cost comprising of two allied colors. 	Each of these rare noncreature spells have a mana cost comprising of two allied colors.
Cycle name 	 	 	 	 	
Familiars 	 	 	 	 	
Familiars 	Each of these common creatures has a mana cost of M and reduces the casting costs of allied color spells you play by . 	Each of these common creatures has a mana cost of M and reduces the casting costs of allied color spells you play by . 	Each of these common creatures has a mana cost of M and reduces the casting costs of allied color spells you play by . 	Each of these common creatures has a mana cost of M and reduces the casting costs of allied color spells you play by . 	Each of these common creatures has a mana cost of M and reduces the casting costs of allied color spells you play by .
Battlemages 	 	 	 	 	
Battlemages 	Each of these uncommon wizard creatures has a mana cost of M and has one kicker cost for each of its allied colors. 	Each of these uncommon wizard creatures has a mana cost of M and has one kicker cost for each of its allied colors. 	Each of these uncommon wizard creatures has a mana cost of M and has one kicker cost for each of its allied colors. 	Each of these uncommon wizard creatures has a mana cost of M and has one kicker cost for each of its allied colors. 	Each of these uncommon wizard creatures has a mana cost of M and has one kicker cost for each of its allied colors.
Dragon Charms 	 	 	 	 	
Dragon Charms 	Each of these uncommon modal instants requires three colors of mana to play and has a converted mana cost of 3, its colors corresponding to one of the legendary dragons from Invasion. 	Each of these uncommon modal instants requires three colors of mana to play and has a converted mana cost of 3, its colors corresponding to one of the legendary dragons from Invasion. 	Each of these uncommon modal instants requires three colors of mana to play and has a converted mana cost of 3, its colors corresponding to one of the legendary dragons from Invasion. 	Each of these uncommon modal instants requires three colors of mana to play and has a converted mana cost of 3, its colors corresponding to one of the legendary dragons from Invasion. 	Each of these uncommon modal instants requires three colors of mana to play and has a converted mana cost of 3, its colors corresponding to one of the legendary dragons from Invasion.
Dragon Lairs 	 	 	 	 	
Dragon Lairs 	Each of these uncommon triple lands must be sacrificed when it comes into play unless you to return a non-Lair land to your hand and can be tapped for one mana of any of three colors, corresponding to one of the legendary dragons from Invasion. 	Each of these uncommon triple lands must be sacrificed when it comes into play unless you to return a non-Lair land to your hand and can be tapped for one mana of any of three colors, corresponding to one of the legendary dragons from Invasion. 	Each of these uncommon triple lands must be sacrificed when it comes into play unless you to return a non-Lair land to your hand and can be tapped for one mana of any of three colors, corresponding to one of the legendary dragons from Invasion. 	Each of these uncommon triple lands must be sacrificed when it comes into play unless you to return a non-Lair land to your hand and can be tapped for one mana of any of three colors, corresponding to one of the legendary dragons from Invasion. 	Each of these uncommon triple lands must be sacrificed when it comes into play unless you to return a non-Lair land to your hand and can be tapped for one mana of any of three colors, corresponding to one of the legendary dragons from Invasion.
Tricolor Rares 	 	 	 	 	
Tricolor Rares 	Each of these rare spells requires three colors of mana to cast. 	Each of these rare spells requires three colors of mana to cast. 	Each of these rare spells requires three colors of mana to cast. 	Each of these rare spells requires three colors of mana to cast. 	Each of these rare spells requires three colors of mana to cast.
===Mega Vertical cycles===
Cycle name 	 	 	 	 	
Sunscape Wizards 	 	 	 	 	
Sunscape Wizards 	White Wizards with two allied-color costs abilities.	White Wizards with two allied-color costs abilities.	White Wizards with two allied-color costs abilities.	White Wizards with two allied-color costs abilities.	White Wizards with two allied-color costs abilities.
Stormscape Wizards 	 	 	 	 	
Stormscape Wizards 	Blue Wizards with two allied-color costs abilities. 	Blue Wizards with two allied-color costs abilities. 	Blue Wizards with two allied-color costs abilities. 	Blue Wizards with two allied-color costs abilities. 	Blue Wizards with two allied-color costs abilities.
Nightscape Wizards 	 	 	 	 	
Nightscape Wizards 	Black Wizards with two allied-color costs abilities.	Black Wizards with two allied-color costs abilities.	Black Wizards with two allied-color costs abilities.	Black Wizards with two allied-color costs abilities.	Black Wizards with two allied-color costs abilities.
Thunderscape Wizards	 	 	 	 	
Thunderscape Wizards	Red Wizards with two allied-color costs abilities. 	Red Wizards with two allied-color costs abilities. 	Red Wizards with two allied-color costs abilities. 	Red Wizards with two allied-color costs abilities. 	Red Wizards with two allied-color costs abilities.
Thornscape Wizards 	 	 	 	 	
Thornscape Wizards 	Green Wizards with two allied-color costs abilities.	Green Wizards with two allied-color costs abilities.	Green Wizards with two allied-color costs abilities.	Green Wizards with two allied-color costs abilities.	Green Wizards with two allied-color costs abilities.
==Reprints==
Planeshift has no reprints.
==Card comparisons==
*<c>Bog Down</c> is strictly better than <c>Mind Rot</c>.
*<c>Eladamri's Call</c> is strictly better than <c>Altar of Bone</c>.
==Notable cards==
* <c>Diabolic Intent</c> A cheap tutor capable of fetching any card in your library for the low cost of and the sacrifice of a creature.
* <c>Draco</c> With a converted mana cost of 16, Draco is the most costly creature card in the game. For this reason, it has been seen at tournament-level Magic, used in combination with <c>Erratic Explosion</c> or <c>Kaboom!</c> to deal 16 damage.
* <c>Flametongue Kavu</c> A 4/2 that deals 4 damage to any creature when it comes into play for the cost of . A format-defining card, capable of destroying almost any blocker while putting a serious threat on the board and being reusable with the gating creatures (most notably <c>Horned Kavu</c> and <c>Shivan Wurm</c>, two other aggressively-costed creatures).
* <c>Lord of the Undead</c> A Zombie lord with a recursive ability.
* <c>Meddling Mage</c> This invitational card, designed in the image of Chris Pikula, has seen much play for its ability to deny the playing of a specific spell, the name of which is chosen as the Mage comes into play. Before <c>Snapcaster Mage</c> got released, <c>Meddling Mage</c> was considered the most powerful Wizard ever printed.
* <c>Orim's Chant</c> Much like Meddling Mage, Orim's Chant prevent the playing of cards, but in this case it prevents a player from playing any spells during a whole turn, and, if the kicker cost is paid, to attack with any creature. With the release of Mirrodin, Orim's Chant saw a considerable amount of play in decks that also hosted <c>Isochron Scepter</c>; using both cards to create an often hard-lock.
* <c>Shivan Wurm</c> An aggressive 7/7 gating creature with Trample for that could easily come out turn 3 or 4.
* <c>Voice of All</c> An homage to the Voices mega-mega-cycle of Angels with protection from a single color. <c>Voice of Law</c> and <c>Voice of Grace</c> started this cycle in Urza's Saga, <c>Voice of Duty</c> and <c>Voice of Reason</c> continued it in Urza's Destiny, <c>Voice of Truth</c> completed it in Nemesis.
==Preconstructed decks==
Planeshift has four theme decks.
==References==
==External links==
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