Invasion

Invasion is the twenty-first Magic expansion and was released in October 2000 as the first set in the Invasion block.
==Set details==
Invasion contains 350 black-bordered cards (110 rare, 110 uncommon, 110 common, and 20 basic lands). Invasion's expansion symbol is the symbol of the coalition, a cooperative effort of Dominarian forces from all five colors banded together to oppose Yawgmoth and the Phyrexians. 
The set featured some legendary cards of the Weatherlight's crew: <c>Captain Sisay</c> and <c>Hanna, Ship's Navigator</c>. It also introduced the kavu. The set was accompanied by the novel of the same name.
===Design and Development===
Mark Rosewater calls Invasion the beginning of the “Third Age of Magic Design”, in which sets and blocks were designed around a specific theme rather than a collection of mechanics.Rosewater, Mark - “Stages of Design” (August 12, 2024) - https://magic.wizards.com/en/news/making-magic/stages-of-design 
The set’s primary mechanical focus was multicolored "gold" cards, absent since the Stronghold expansion. The designers used ideas from the unpublished Spectral Chaos set, designed by Alpha playtester Barry Reich. The most notable addition from Spectral Chaos was the Domain mechanic, which was nicknamed “The Barry Mechanic” at the time.Rosewater, Mark. “Drive to Work: Invasion”. https://magic.wizards.com/en/news/making-magic/drive-work-podcast-archive-2013-08-09-0
Invasion was initially designed to feature both allied and enemy multicolored cards. However, it was decided that it would be much more exciting if the enemy multicolored cards were held back until the last set in the block.Rosewater, Mark. “Drive to Work: Invasion”. https://magic.wizards.com/en/news/making-magic/drive-work-podcast-archive-2013-08-09-0
The set would also introduce split cards, originally designed for the canceled Unglued 2. These cards were extremely controversial within Wizards of the Coast during Invasion’s development because they were considered too strange.Rosewater, Mark. “Drive to Work: Invasion”. https://magic.wizards.com/en/news/making-magic/drive-work-podcast-archive-2013-08-09-0 According to Mark Rosewater, only himself, Bill Rose, and Richard Garfield initially liked them. The first development meeting for the set started with the question: “Can we just kill these things?” However, opinions turned around once people started playing with the cards. Rosewater, Mark. ”The History of Two-in-Ones”. https://magic.wizards.com/en/news/magic-story/the-history-of-two-in-ones-part-1
Invasion was also the first set to see a significant presence of former Pro Tour players and judges on its development team. These developers were hired to improve card balance in the aftermath of the overpowered Urza's block. For example, Randy Buehler’s first development contribution was convincing the rest of R&D that the cycle of tapped dual lands in Invasion wasn’t too powerful.Rosewater, Mark - Drive to Work Podcast #797: Randy Buehler - https://player.fm/series/magic-the-gathering-drive-to-work-podcast
Invasion also introduced the gradient dual-colored land text boxes for lands producing mana of two different colors, such as and , which would be used in all subsequent expansions and editions of Magic.
===Release and Reception===
Split cards were not previewed before the set’s release because Wizards thought that they would have a much greater impact if they were a surprise. This strategy was almost ruined when a sheet of Invasion cards leaked early online. However, players who saw the split cards on the sheet concluded that they must be some sort of test printing and dismissed them.Rosewater, Mark. “Drive to Work: Invasion”. https://magic.wizards.com/en/news/making-magic/drive-work-podcast-archive-2013-08-09-0
The popularity and appeal of gold cards and the new split cards along with a high but balanced power level culminated into making Invasion one of the most popular Magic sets in the game's history. 
===Storyline===
As the hordes of Phyrexia begin pouring into Dominaria, the world looks to Urza, planeswalker and master artificer, for defense against the onslaught. As entire cultures fall under the Phyrexian hell, Urza gathers heroes, renegades, common folk, and powerful artifacts to fight the invasion.
====Storyline sources====
Title 	Author 	Publishing date	Setting (plane)	Featuring
Invasion	J. Robert King 	October 2000 	Dominaria 	Gerrard Capashen, Sisay, Urza, Tsabo Tavoc, Hanna, Orim, Barrin, Thaddeus, Agnate, Multani, Eladamri, Lin Sivvi, Takara, Teferi, Taysir, Freyalise, Tevesh Szat, Windgrace, Guff, Bo Levar, Parcher, Daria, Kristina of the Woods, Karn, Squee
Invasion	Scott McGough & Kev Walker	November 2000 	Dominaria, Rath	Gerrard Capashen, Orim, Sisay, Hanna, Squee, Karn, Tahngarth
===Marketing===
Invasion was sold in 75-card tournament decks, 15-card boosters, four preconstructed theme decks and a fat pack. The booster packs featured artwork from <c>Captain Sisay</c>, <c>Dromar, the Banisher</c>, and <c>Kavu Titan</c>. At Invasion prerelease events on September 23, 2000, a foil <c>Kavu Furens</c> was handed out as a novelty. This was a <c>Raging Kavu</c> printed with Latin text. The set was accompanied by the novel of the same name.
===Tokens===
Several tokens for Invasion cards were offered as Magic Player Reward.
* 1/1 Saproling creature (for <c>Verdeloth, the Ancient</c>, <c>Rith, the Awakener</c>, <c>Aura Mutation</c>, <c>Artifact Mutation</c>, <c>Saproling Symbiosis</c>, <c>Saproling Infestation</c>)
* 3/3 Elephant creature (for <c>Assault//Battery</c>)
* 1/1 Bird creature with Flying (for <c>Ordered Migration</c>)
==Mechanics==
Invasion introduced the following mechanics:Invasion Frequently Asked Questions
*Domain cards which increase in power depending on the number of different basic lands you have in play.
*Divvy <c>Phyrexian Portal</c> from Alliances was the inspiration for this mechanic which a player separates several cards into two piles and the other player chooses what to do with them.
*Kicker pay an extra cost for a bonus effect. Invasion's five-colored Coalition Symbol, or at least part of it, is buried in the art of most cards with the kicker ability.
*Split cards cards with two sides, each with different costs and effects respectively, effectively serving as modal spells.
==Creature types==
The following creature types are introduced in this expansion: Kavu, Plant.
The following creature types are used in this expansion but also appear in previous sets: Angel, Assassin, Barbarian, Bird, Cat, Cleric, Crab, Djinn, Dragon, Drake, Dryad, Elemental, Elephant, Elf, Faerie, Giant, Goblin, Golem, Guardian (later changed to Soldier), Griffin, Horror, Knight, Leech, Lord (later changed to Elf), Merfolk, Minion, Mongoose, Rat, Serpent, Shade, Ship (later changed to Metathran), Skeleton, Soldier, Specter, Spider, Treefolk, Troll, Unicorn, Wall, Wizard, Wurm, Zombie.
==Cycles==
Invasion has 25 cycles:
Cycle name 	 	 	 	 	
Djinn 	 	 	 	 	
Djinn 	Each of these uncommon djinn gets weaker if their color is the most common or tied for the most common color among all permanents. 	Each of these uncommon djinn gets weaker if their color is the most common or tied for the most common color among all permanents. 	Each of these uncommon djinn gets weaker if their color is the most common or tied for the most common color among all permanents. 	Each of these uncommon djinn gets weaker if their color is the most common or tied for the most common color among all permanents. 	Each of these uncommon djinn gets weaker if their color is the most common or tied for the most common color among all permanents.
Leeches 	 	 	 	 	
Leeches 	Each of these rare leeches is aggressively costed but with the drawback that all colored spells of its color that you play cost an additional mana of that color. 	Each of these rare leeches is aggressively costed but with the drawback that all colored spells of its color that you play cost an additional mana of that color. 	Each of these rare leeches is aggressively costed but with the drawback that all colored spells of its color that you play cost an additional mana of that color. 	Each of these rare leeches is aggressively costed but with the drawback that all colored spells of its color that you play cost an additional mana of that color. 	Each of these rare leeches is aggressively costed but with the drawback that all colored spells of its color that you play cost an additional mana of that color.
Forward-Allied-color activated ability creatures 	 	 	 	 	
Forward-Allied-color activated ability creatures 	Each of these common creatures has an activated ability that requires colored mana from the next color in the color wheel ( requires , requires , etc.). 	Each of these common creatures has an activated ability that requires colored mana from the next color in the color wheel ( requires , requires , etc.). 	Each of these common creatures has an activated ability that requires colored mana from the next color in the color wheel ( requires , requires , etc.). 	Each of these common creatures has an activated ability that requires colored mana from the next color in the color wheel ( requires , requires , etc.). 	Each of these common creatures has an activated ability that requires colored mana from the next color in the color wheel ( requires , requires , etc.).
Backward-Allied-color activated ability creatures 	 	 	 	 	
Backward-Allied-color activated ability creatures 	Each of these common creatures has an activated ability that requires colored mana from the previous color in the color wheel ( requires , requires , etc.). 	Each of these common creatures has an activated ability that requires colored mana from the previous color in the color wheel ( requires , requires , etc.). 	Each of these common creatures has an activated ability that requires colored mana from the previous color in the color wheel ( requires , requires , etc.). 	Each of these common creatures has an activated ability that requires colored mana from the previous color in the color wheel ( requires , requires , etc.). 	Each of these common creatures has an activated ability that requires colored mana from the previous color in the color wheel ( requires , requires , etc.).
Allied-color plus Tapping activated ability creatures	 	 	 	 	
Allied-color plus Tapping activated ability creatures	Each of these uncommon creatures has an activated ability that requires colored mana from the next color in the color wheel ( requires , requires , etc.) plus . 	Each of these uncommon creatures has an activated ability that requires colored mana from the next color in the color wheel ( requires , requires , etc.) plus . 	Each of these uncommon creatures has an activated ability that requires colored mana from the next color in the color wheel ( requires , requires , etc.) plus . 	Each of these uncommon creatures has an activated ability that requires colored mana from the next color in the color wheel ( requires , requires , etc.) plus . 	Each of these uncommon creatures has an activated ability that requires colored mana from the next color in the color wheel ( requires , requires , etc.) plus .
Colorless-Kicked Creatures 	 	 	 	 	or
Colorless-Kicked Creatures 	Each of these common creatures had one ability plus it could come into play with extra +1/+1 counters if you paid its colorless kicker cost. 	Each of these common creatures had one ability plus it could come into play with extra +1/+1 counters if you paid its colorless kicker cost. 	Each of these common creatures had one ability plus it could come into play with extra +1/+1 counters if you paid its colorless kicker cost. 	Each of these common creatures had one ability plus it could come into play with extra +1/+1 counters if you paid its colorless kicker cost. 	Each of these common creatures had one ability plus it could come into play with extra +1/+1 counters if you paid its colorless kicker cost.
Same-Color-Kicked Creatures 	or 	 	 	 	
Same-Color-Kicked Creatures 	Each of these common creatures could come into play with extra +1/+1 counters plus a color-appropriate ability if you paid its same-color kicker cost. Green stands out by having its creature be rare. 	Each of these common creatures could come into play with extra +1/+1 counters plus a color-appropriate ability if you paid its same-color kicker cost. Green stands out by having its creature be rare. 	Each of these common creatures could come into play with extra +1/+1 counters plus a color-appropriate ability if you paid its same-color kicker cost. Green stands out by having its creature be rare. 	Each of these common creatures could come into play with extra +1/+1 counters plus a color-appropriate ability if you paid its same-color kicker cost. Green stands out by having its creature be rare. 	Each of these common creatures could come into play with extra +1/+1 counters plus a color-appropriate ability if you paid its same-color kicker cost. Green stands out by having its creature be rare.
Emissaries 	(Benalia) 	(Tolaria) 	(Urborg) 	(Shiv) 	(Verdura)
Emissaries 	Representing one of Dominaria's signature locations, each of these uncommon human wizards has a converted mana cost of and an allied-color kicker cost that provides an enter-the-battlefield ability that either destroys one of an opponent's permanents or returns it to its owner's hand. The kicker costs go backward in the color wheel ( gets a kicker cost, gets a kicker cost, etc.). 	Representing one of Dominaria's signature locations, each of these uncommon human wizards has a converted mana cost of and an allied-color kicker cost that provides an enter-the-battlefield ability that either destroys one of an opponent's permanents or returns it to its owner's hand. The kicker costs go backward in the color wheel ( gets a kicker cost, gets a kicker cost, etc.). 	Representing one of Dominaria's signature locations, each of these uncommon human wizards has a converted mana cost of and an allied-color kicker cost that provides an enter-the-battlefield ability that either destroys one of an opponent's permanents or returns it to its owner's hand. The kicker costs go backward in the color wheel ( gets a kicker cost, gets a kicker cost, etc.). 	Representing one of Dominaria's signature locations, each of these uncommon human wizards has a converted mana cost of and an allied-color kicker cost that provides an enter-the-battlefield ability that either destroys one of an opponent's permanents or returns it to its owner's hand. The kicker costs go backward in the color wheel ( gets a kicker cost, gets a kicker cost, etc.). 	Representing one of Dominaria's signature locations, each of these uncommon human wizards has a converted mana cost of and an allied-color kicker cost that provides an enter-the-battlefield ability that either destroys one of an opponent's permanents or returns it to its owner's hand. The kicker costs go backward in the color wheel ( gets a kicker cost, gets a kicker cost, etc.).
Domain Spells 	 	 	 	 	
Domain Spells 	Each of these common spells has the Domain ability, making them scale in effectiveness with the number of different basic land types the player controls. 	Each of these common spells has the Domain ability, making them scale in effectiveness with the number of different basic land types the player controls. 	Each of these common spells has the Domain ability, making them scale in effectiveness with the number of different basic land types the player controls. 	Each of these common spells has the Domain ability, making them scale in effectiveness with the number of different basic land types the player controls. 	Each of these common spells has the Domain ability, making them scale in effectiveness with the number of different basic land types the player controls.
Auras with Self-Bounce 	 	 	 	 	
Auras with Self-Bounce 	Each of these common enchant creatures includes the following activated ability: "M: Return [cardname] to its owner's hand". 	Each of these common enchant creatures includes the following activated ability: "M: Return [cardname] to its owner's hand". 	Each of these common enchant creatures includes the following activated ability: "M: Return [cardname] to its owner's hand". 	Each of these common enchant creatures includes the following activated ability: "M: Return [cardname] to its owner's hand". 	Each of these common enchant creatures includes the following activated ability: "M: Return [cardname] to its owner's hand".
Kicked Spells 	 	 	 	 	
Kicked Spells 	Each of these common spells (instants or sorceries) did something traditionally associated with its color and did more of it if you paid its colorless kicker cost. 	Each of these common spells (instants or sorceries) did something traditionally associated with its color and did more of it if you paid its colorless kicker cost. 	Each of these common spells (instants or sorceries) did something traditionally associated with its color and did more of it if you paid its colorless kicker cost. 	Each of these common spells (instants or sorceries) did something traditionally associated with its color and did more of it if you paid its colorless kicker cost. 	Each of these common spells (instants or sorceries) did something traditionally associated with its color and did more of it if you paid its colorless kicker cost.
Allied kicker costs Spells 	 	 	 	 	
Allied kicker costs Spells 	Each of these common spells (either instants or sorceries) had a kicker cost requiring a colored mana from the next color in the color wheel ( requires , requires , etc.). 	Each of these common spells (either instants or sorceries) had a kicker cost requiring a colored mana from the next color in the color wheel ( requires , requires , etc.). 	Each of these common spells (either instants or sorceries) had a kicker cost requiring a colored mana from the next color in the color wheel ( requires , requires , etc.). 	Each of these common spells (either instants or sorceries) had a kicker cost requiring a colored mana from the next color in the color wheel ( requires , requires , etc.). 	Each of these common spells (either instants or sorceries) had a kicker cost requiring a colored mana from the next color in the color wheel ( requires , requires , etc.).
Instant sorceries 	 	 	 	 	
Instant sorceries 	Each of these rare sorceries could be played any time you could play an instant for an extra cost of . 	Each of these rare sorceries could be played any time you could play an instant for an extra cost of . 	Each of these rare sorceries could be played any time you could play an instant for an extra cost of . 	Each of these rare sorceries could be played any time you could play an instant for an extra cost of . 	Each of these rare sorceries could be played any time you could play an instant for an extra cost of .
Cycle name 	 	 	 	 	
Allied-color two-mana 2/2 creatures 	(Knight/Merfolk) 	(Merfolk/Zombie) 	(Zombie/Barbarian) 	(Barbarian/Elf) 	(Elf/Knight)
Allied-color two-mana 2/2 creatures 	Each of these 2/2 common multicolored creatures has a mana cost comprised of two allied colors, a converted mana cost and protection from their enemy color. Each shares one creature type with two other cards in the cycle based on its colors. This cycle forms a ten-card mega-cycle with the corresponding enemy-color two-drop cycle from Apocalypse. This cycle is sometimes nicknamed the "Invasion bears" after <c>Grizzly Bears</c>, the archetypal 2/2 2-drop.	Each of these 2/2 common multicolored creatures has a mana cost comprised of two allied colors, a converted mana cost and protection from their enemy color. Each shares one creature type with two other cards in the cycle based on its colors. This cycle forms a ten-card mega-cycle with the corresponding enemy-color two-drop cycle from Apocalypse. This cycle is sometimes nicknamed the "Invasion bears" after <c>Grizzly Bears</c>, the archetypal 2/2 2-drop.	Each of these 2/2 common multicolored creatures has a mana cost comprised of two allied colors, a converted mana cost and protection from their enemy color. Each shares one creature type with two other cards in the cycle based on its colors. This cycle forms a ten-card mega-cycle with the corresponding enemy-color two-drop cycle from Apocalypse. This cycle is sometimes nicknamed the "Invasion bears" after <c>Grizzly Bears</c>, the archetypal 2/2 2-drop.	Each of these 2/2 common multicolored creatures has a mana cost comprised of two allied colors, a converted mana cost and protection from their enemy color. Each shares one creature type with two other cards in the cycle based on its colors. This cycle forms a ten-card mega-cycle with the corresponding enemy-color two-drop cycle from Apocalypse. This cycle is sometimes nicknamed the "Invasion bears" after <c>Grizzly Bears</c>, the archetypal 2/2 2-drop.	Each of these 2/2 common multicolored creatures has a mana cost comprised of two allied colors, a converted mana cost and protection from their enemy color. Each shares one creature type with two other cards in the cycle based on its colors. This cycle forms a ten-card mega-cycle with the corresponding enemy-color two-drop cycle from Apocalypse. This cycle is sometimes nicknamed the "Invasion bears" after <c>Grizzly Bears</c>, the archetypal 2/2 2-drop.
Allied-color gold Spells 	 	 	 	 	
Allied-color gold Spells 	Each of these common spells has a mana cost with two allied colors of mana. 	Each of these common spells has a mana cost with two allied colors of mana. 	Each of these common spells has a mana cost with two allied colors of mana. 	Each of these common spells has a mana cost with two allied colors of mana. 	Each of these common spells has a mana cost with two allied colors of mana.
Allied-color gold Enchantments 	 	 	 	 	
Allied-color gold Enchantments 	Each of these uncommon enchantments has a static or triggered ability and an activated sacrifice effect. 	Each of these uncommon enchantments has a static or triggered ability and an activated sacrifice effect. 	Each of these uncommon enchantments has a static or triggered ability and an activated sacrifice effect. 	Each of these uncommon enchantments has a static or triggered ability and an activated sacrifice effect. 	Each of these uncommon enchantments has a static or triggered ability and an activated sacrifice effect.
Allied-color Split cards 	 	 	 	 	
Allied-color Split cards 	Each of these split cards is made up of two spells, each of which is an allied color to the other. 	Each of these split cards is made up of two spells, each of which is an allied color to the other. 	Each of these split cards is made up of two spells, each of which is an allied color to the other. 	Each of these split cards is made up of two spells, each of which is an allied color to the other. 	Each of these split cards is made up of two spells, each of which is an allied color to the other.
Cameos 	 	 	 	 	
Cameos 	Each of these uncommon artifacts costs and can be tapped for one mana of any two allied colors. 	Each of these uncommon artifacts costs and can be tapped for one mana of any two allied colors. 	Each of these uncommon artifacts costs and can be tapped for one mana of any two allied colors. 	Each of these uncommon artifacts costs and can be tapped for one mana of any two allied colors. 	Each of these uncommon artifacts costs and can be tapped for one mana of any two allied colors.
Taplands 	 	 	 	 	
Taplands 	Each of these dual lands comes into play tapped and can be tapped for one mana of any two allied colors. These lands were initially not in the set early in its design. Developer Randy Buehler had to convince the rest of the team that they weren’t too powerful to print into Standard.Rosewater, Mark - Drive to Work Podcast #797: Randy Buehler - https://player.fm/series/magic-the-gathering-drive-to-work-podcast 	Each of these dual lands comes into play tapped and can be tapped for one mana of any two allied colors. These lands were initially not in the set early in its design. Developer Randy Buehler had to convince the rest of the team that they weren’t too powerful to print into Standard.Rosewater, Mark - Drive to Work Podcast #797: Randy Buehler - https://player.fm/series/magic-the-gathering-drive-to-work-podcast 	Each of these dual lands comes into play tapped and can be tapped for one mana of any two allied colors. These lands were initially not in the set early in its design. Developer Randy Buehler had to convince the rest of the team that they weren’t too powerful to print into Standard.Rosewater, Mark - Drive to Work Podcast #797: Randy Buehler - https://player.fm/series/magic-the-gathering-drive-to-work-podcast 	Each of these dual lands comes into play tapped and can be tapped for one mana of any two allied colors. These lands were initially not in the set early in its design. Developer Randy Buehler had to convince the rest of the team that they weren’t too powerful to print into Standard.Rosewater, Mark - Drive to Work Podcast #797: Randy Buehler - https://player.fm/series/magic-the-gathering-drive-to-work-podcast 	Each of these dual lands comes into play tapped and can be tapped for one mana of any two allied colors. These lands were initially not in the set early in its design. Developer Randy Buehler had to convince the rest of the team that they weren’t too powerful to print into Standard.Rosewater, Mark - Drive to Work Podcast #797: Randy Buehler - https://player.fm/series/magic-the-gathering-drive-to-work-podcast
Cycle name 	 	 	 	 	
Apprentices 	 	 	 	 	
Apprentices 	Each of these common 1/1 wizards has two minor activated abilities with allied-color costs. This cycle forms a ten-cards mega-cycle with the Disciples from Apocalypse. 	Each of these common 1/1 wizards has two minor activated abilities with allied-color costs. This cycle forms a ten-cards mega-cycle with the Disciples from Apocalypse. 	Each of these common 1/1 wizards has two minor activated abilities with allied-color costs. This cycle forms a ten-cards mega-cycle with the Disciples from Apocalypse. 	Each of these common 1/1 wizards has two minor activated abilities with allied-color costs. This cycle forms a ten-cards mega-cycle with the Disciples from Apocalypse. 	Each of these common 1/1 wizards has two minor activated abilities with allied-color costs. This cycle forms a ten-cards mega-cycle with the Disciples from Apocalypse.
Masters 	 	 	 	 	
Masters 	Each of these rare 2/2 wizards has two powerful activated abilities with allied-color costs. 	Each of these rare 2/2 wizards has two powerful activated abilities with allied-color costs. 	Each of these rare 2/2 wizards has two powerful activated abilities with allied-color costs. 	Each of these rare 2/2 wizards has two powerful activated abilities with allied-color costs. 	Each of these rare 2/2 wizards has two powerful activated abilities with allied-color costs.
Weavers 	 	 	 	 	
Weavers 	Each of these uncommon 2/1 wizards has an activated ability that costs and can only target creatures of its allied colors to give them a bonus. This cycle was reprinted in Tenth Edition. 	Each of these uncommon 2/1 wizards has an activated ability that costs and can only target creatures of its allied colors to give them a bonus. This cycle was reprinted in Tenth Edition. 	Each of these uncommon 2/1 wizards has an activated ability that costs and can only target creatures of its allied colors to give them a bonus. This cycle was reprinted in Tenth Edition. 	Each of these uncommon 2/1 wizards has an activated ability that costs and can only target creatures of its allied colors to give them a bonus. This cycle was reprinted in Tenth Edition. 	Each of these uncommon 2/1 wizards has an activated ability that costs and can only target creatures of its allied colors to give them a bonus. This cycle was reprinted in Tenth Edition.
Attendants 	 	 	 	 	
Attendants 	Each of these uncommon 3/3 Golem artifact creatures costs and has ", Sacrifice this creature: Add MNO", where M, N, and O are mana of colors that help to cast one of the legendary dragons. 	Each of these uncommon 3/3 Golem artifact creatures costs and has ", Sacrifice this creature: Add MNO", where M, N, and O are mana of colors that help to cast one of the legendary dragons. 	Each of these uncommon 3/3 Golem artifact creatures costs and has ", Sacrifice this creature: Add MNO", where M, N, and O are mana of colors that help to cast one of the legendary dragons. 	Each of these uncommon 3/3 Golem artifact creatures costs and has ", Sacrifice this creature: Add MNO", where M, N, and O are mana of colors that help to cast one of the legendary dragons. 	Each of these uncommon 3/3 Golem artifact creatures costs and has ", Sacrifice this creature: Add MNO", where M, N, and O are mana of colors that help to cast one of the legendary dragons.
Legendary Dragons 	 	 	 	 	
Legendary Dragons 	Each of these rare 6/6 legendary dragons has converted mana cost that include 3 allied colors, flying, and a triggered ability with a cost of M (M being the middle color of the casting cost) that triggers on dealing combat damage to a player. These are the primeval dragons of the Invasion storyline (introduced in Planeshift (novel)). 	Each of these rare 6/6 legendary dragons has converted mana cost that include 3 allied colors, flying, and a triggered ability with a cost of M (M being the middle color of the casting cost) that triggers on dealing combat damage to a player. These are the primeval dragons of the Invasion storyline (introduced in Planeshift (novel)). 	Each of these rare 6/6 legendary dragons has converted mana cost that include 3 allied colors, flying, and a triggered ability with a cost of M (M being the middle color of the casting cost) that triggers on dealing combat damage to a player. These are the primeval dragons of the Invasion storyline (introduced in Planeshift (novel)). 	Each of these rare 6/6 legendary dragons has converted mana cost that include 3 allied colors, flying, and a triggered ability with a cost of M (M being the middle color of the casting cost) that triggers on dealing combat damage to a player. These are the primeval dragons of the Invasion storyline (introduced in Planeshift (novel)). 	Each of these rare 6/6 legendary dragons has converted mana cost that include 3 allied colors, flying, and a triggered ability with a cost of M (M being the middle color of the casting cost) that triggers on dealing combat damage to a player. These are the primeval dragons of the Invasion storyline (introduced in Planeshift (novel)).
Sac lands 	 	 	 	 	
Sac lands 	Each of these common triple lands come into play tapped, can be tapped for one mana of a given color, or tapped and sacrificed for one of each of that color's allied colors. 	Each of these common triple lands come into play tapped, can be tapped for one mana of a given color, or tapped and sacrificed for one of each of that color's allied colors. 	Each of these common triple lands come into play tapped, can be tapped for one mana of a given color, or tapped and sacrificed for one of each of that color's allied colors. 	Each of these common triple lands come into play tapped, can be tapped for one mana of a given color, or tapped and sacrificed for one of each of that color's allied colors. 	Each of these common triple lands come into play tapped, can be tapped for one mana of a given color, or tapped and sacrificed for one of each of that color's allied colors.
===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.
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.
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.
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.
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.
===Mega-mega cycles===
Cycle name 	 	 	 	 	
Legendary lands	 	 	 	 	
Legendary lands	is the final card in this mega-mega cycle of lands representing notable locations from the Weatherlight Saga storyline.	is the final card in this mega-mega cycle of lands representing notable locations from the Weatherlight Saga storyline.	is the final card in this mega-mega cycle of lands representing notable locations from the Weatherlight Saga storyline.	is the final card in this mega-mega cycle of lands representing notable locations from the Weatherlight Saga storyline.	is the final card in this mega-mega cycle of lands representing notable locations from the Weatherlight Saga storyline.
===Pairs===
Invasion has four mirrored pairs and two matched pairs.
====Mirrored Pairs====
Mirrored Pairs	Mirrored Pairs	Description
 	 	Each of these rare 2/2 knight creatures costs MM, has protection from the other's color, and gets +1/+1 for each land of a certain type (Swamps or Plains respectively) your opponents control.
 	 	These two mana sorceries deal 1 damage to each creature (either with or without flying) and player, or 4 damage if the kicker cost of was paid.
 	 	Each of these rare counterspells costs UUM and has the additional effect of causing a change in 3 life.
 	 	Each of these rare instants sharing a cost destroys an artifact or enchantment (respectively) and then puts X Saproling tokens into play equal to the converted mana cost of the destroyed artifact or enchantment. Their flavor texts are by the two maro-sorcerers (Molimo and Multani).
====Matched Pairs====
Matched Pairs	Matched Pairs	Description
 	 	Each of these common 1/1 Cleric creatures costs , has protection from one of white's enemy colors (Red or Black, respectively), and has an activated ability for that allows it to grant any target creature protection from the same enemy color. Even the flavor text is parallel.
 	 	Each of these common black creatures has an ability that says whenever this creature is blocked by a creature of one of black's enemy colors (White or Green, respectively), that creature is destroyed and can't be regenerated.
==Reprinted cards==
The following 20 cards have been reprinted from previous sets and included in Invasion.
*<c>Angel of Mercy</c> was last seen in Starter 1999.
*<c>Blinding Light</c> was last seen in Starter 1999.
*<c>Crown of Flames</c> was last seen in Tempest.
*<c>Cursed Flesh</c> was last seen in Exodus.
*<c>Disrupt</c> was last seen in Weatherlight.
*<c>Fertile Ground</c> was last seen in Battle Royale.
*<c>Harrow</c> was last seen in Tempest.
*<c>Holy Day</c> was last seen in Legends.
*<c>Lobotomy</c> was last seen in Tempest.
*<c>Maniacal Rage</c> was last seen in Battle Royale.
*<c>Phantasmal Terrain</c> was last seen in 6th Edition.
*<c>Quirion Elves</c> was last seen in Mirage.
*<c>Ravenous Rats</c> was last seen in Starter 1999.
*<c>Reckless Spite</c> was last seen in Tempest.
*<c>Shackles</c> was last seen in Exodus.
*<c>Shimmering Wings</c> was last seen in Tempest.
*<c>Simoon</c> was last seen in Visions.
*<c>Soul Burn</c> was last seen in Ice Age.
*<c>Stun</c> was last seen in Tempest.
*<c>Tranquility</c> was last seen in Battle Royale.
===Functional reprints===
Invasion has eleven functional reprints:
*<c>Ancient Kavu</c> is a functional reprint of <c>Raging Spirit</c> from Mirage, save for creature type.
*<c>Benalish Trapper</c> is a functional reprint of <c>Master Decoy</c> from Tempest.
*<c>Horned Cheetah</c> is a functional reprint of <c>Zebra Unicorn</c> from Mirage, save for creature type.
*<c>Hunting Kavu</c> is a functional reprint of <c>Giant Trap Door Spider</c> from Ice Age, save for creature type.
*<c>Metathran Transport</c> is a functional reprint of <c>Fylamarid</c> from Tempest, save for creature type.
*<c>Metathran Zombie</c> is a functional reprint of <c>Drowned</c> from The Dark.
*<c>Phyrexian Battleflies</c> is a functional reprint of <c>Pit Imp</c> from Tempest and <c>Vampire Bats</c> from Legends, save for creature type.
*<c>Razorfoot Griffin</c> is a functional reprint of <c>Ekundu Griffin</c> from Mirage.
*<c>Teferi's Care</c> is a functional reprint of <c>Arenson's Aura</c> from Ice Age.
*<c>Urborg Shambler</c> is a functional reprint of <c>Stronghold Taskmaster</c> from Stronghold, save for creature type.
*<c>Vodalian Merchant</c> is a functional reprint of <c>Merfolk Traders</c> from Weatherlight.
==Misprint==
*The prerelease version of <c>Raging Kavu</c> shows a copyright line of 1993–1999, and is the only Invasion card to have these dates; Invasion was released in late 2000.
==Notable cards==
*<c>Absorb</c> A staple in legacy Blue/White Control.
*<c>Artifact Mutation</c> Vintage anti-artifact.
*<c>Assault//Battery</c> The first split card ever created by R&D. Originally made as a one-off for the canceled Unglued 2 set, where it was called Hit//Run. Eventually, it was expanded to an allied-color cycle before being moved to Invasion.
*<c>Dueling Grounds</c>
*<c>Fact or Fiction</c> A powerful blue draw spell.
*<c>Fires of Yavimaya</c>
*<c>Sabertooth Nishoba</c>
*<c>Urza's Rage</c>
*<c>Tribal Flames</c> A staple in legacy five color zoo.
==Preconstructed decks==
Invasion has four theme decks.
==References==
==External links==
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