Mirage

Mirage is the ninth Magic expansion. It was released in October 1996 as the first set in the Mirage block.
==Set details==
The set contains 350 cards . Fifth Edition rules were introduced in Mirage, although Fifth Edition wasn't released until March 1997. The Mirage expansion symbol is a palm tree, symbolizing the tropical aspects of Jamuraa.
Mirage non-basic lands have a dull green text box, which they share with Visions non-monocolor lands.
===Design & development===
Mirage was developed from 1992 through 1995 by a group of playtesters, including Bill Rose, who independently created their own cards and also reused cards from several prior sets. Initially called "The Menagerie", Mirage evolved over the years until it was finalized in October 1995. The African setting was devised by Sue Ann Harkey after the cards had been designed. Mirage was one of the first sets that was developed with Sealed Deck play in mind.
===Marketing===
Mirage was released on November 1, 1996. The print run is estimated at 400 million cards. The cards were sold in 60-card starter decks and 15-card boosters. The boosters showcased the art from the cards , , , and . The starter decks showcased the art from . Each booster box contained 36 sealed packs, and each pack contained 15 cards (11 commons, 3 uncommons, 1 rare).Crystal Keep Each starter deck box contained 12 sealed decks, and each deck contained 60 cards (26 commons, 9 uncommons, 3 rares, 22 land) and a rule book. Mirage had two significant different printings: one dark print with a rough finish, and one light print with a smooth finish. The dark Mirage was printed in US, the light one in Belgium at Carta Mundi.Magic Librarities (Mar 05, 2008) Question about different Mirage printings
This expansion began the first official block - one large expansion followed by two smaller expansions all tied together through card mechanics and setting. This model became the standard for the concept of "block rotation". Mirage introduced reminder text, and some changes to make the cards easier to read including a slightly expanded text box and frame, and more visible power/toughness numbers.
===Storyline===
Mirage and Visions (the second set in the block) stand apart from the rest of Magic for their tropical African-themed setting in Jamuraa and its three nations of Femeref, Zhalfir, and Suq'Ata.The Story of Jamuraa The storyline begins with the disappearance of the planeswalker Teferi (who would later play a crucial role in the Weatherlight Saga and the Time Spiral block) and the three powerful spellcasters — Mangara, Jolrael, and Kaervek — who come looking for him, setting off the events that would lead to the Mirage War.
====Storyline sources====
Title 	Author 	Publishing date	Setting (plane)	Featuring
The War of Mirage* 	Scott Hungerford 	October 1996 	Dominaria 	Teferi, Kaervek, Jolrael, Mangara
Mirage: Oasis* 	Wolfgang Baur, Kij Johnson, Michael G. Ryan, Mike Selinker, and Teeuwynn Woodruff	December 1996 	Dominaria 	Kaervek, Hakim Loreweaver, Fola, Jojo, Chouri, Spirit of the Night, Bwire, Neshi Malu, M'bari, Rashida Scalebane, Naimah, Jaleen Firedrinker, Jora, B'temba, Tulu, Kenta, Rika, Okulu, Kopu, Mwani, Hapari, Kjono, Fadira, Yellow-Ear, Short-Tail, Broad-Paw, Six-Toe, Raklok, Rhimak, Khiba
The Story of Jamuraa* 	Unknown 	May 1997 	Dominaria 	Teferi, Mangara, Jolrael, Kaervek, Hakim Loreweaver, Spirit of the Night
Born to Greatness part 1	J. Robert King 	September 1998 	Dominaria 	Crovax, Windgrace, Jolav, Selenia, Tevon, Hixton
===Magic Online===
Mirage was retroactively released on Magic Online on December 5, 2005. Release events began on December 7, 2005.
==Mechanics and themes==
Mirage introduces the mechanics Flanking (a combat ability that gives blockers -1/-1 until end of turn) and Phasing (a confusing 'removed from play/Phased out' ability). Flanking was frequently used to make 2/2 creatures for three mana worthwhile. Phasing was most often used as a drawback in this set, but it is now infamous for the complex rulings it inspired, especially when combined with enters-the-battlefield abilities that started appearing on many creatures in Visions.
Mirage includes a large number of creatures with the Knight creature type, all with flanking and an activated ability, such as <c>Cadaverous Knight</c> and <c>Teferi's Honor Guard</c>. The set also includes more multicolored cards than any set between Legends and Invasion, and the first enemy color cards for all pairs except black/green (which had <c>Dark Heart of the Wood</c> in The Dark expansion).
==Creature types==
The following creature types were introduced in this expansion: Ancestor (later changed to Cleric), Brushwagg, Cyclops, Griffin, Hyena, Mantis (later changed to Insect), Martyr (later changed to Cleric), Meerkat (later changed to Mongoose), Minion, Nature Spirit (later changed to Elemental), Pirate, Rhino, Scout, Wildcat (later changed to Cat), Viashino, Wyvern (later changed to Drake),
The following creature types are used in this expansion but also appear in previous sets: Angel, Archer, Atog, Basilisk, Centaur, Cleric, Cobra (later changed to Snake), Crocodile, Dragon, Dryad, Dwarf, Efreet, Elemental, Elephant, Elf, Faerie, Ghost (later changed to Spirit), Goblin, Guardian (later changed to Gargoyle), Griffin, Imp, Knight, Lion (later changed to Cat), Manticore, Merfolk, Minotaur, Nightstalker, Rat, Roc (later changed to Bird), Salamander, Serpent, Shade, Soldier, Specter, Spirit, Swarm (later changed to Insect), Tiger (later changed to Cat), Troll, Unicorn, Vampire, Wall, Wizard, Wraith, Wurm, Zombie.
Certain Mirage cards had additional creature types in Italian, Spanish, and German. <c>Shauku, Endbringer</c> was also a vampire, <c>Sidar Jabari</c> was also a knight. This situation was corrected by successive Oracle announcements and Grand Creature Type Updates.
==Cycles==
Mirage has thirteen cycles:
Cycle name 	 	 	 	 	
Charms 	 	 	 	 	
Charms 	Common instants that cost M and let you choose one of three possible effects. 	Common instants that cost M and let you choose one of three possible effects. 	Common instants that cost M and let you choose one of three possible effects. 	Common instants that cost M and let you choose one of three possible effects. 	Common instants that cost M and let you choose one of three possible effects.
Diamonds 	 	 	 	 	
Diamonds 	Uncommon artifacts that cost to cast, enter the battlefield tapped, and produce one mana of the appropriate color when tapped. This cycle was later reprinted in 6th Edition, 7th Edition, Commander 2014, and Commander Legends. 	Uncommon artifacts that cost to cast, enter the battlefield tapped, and produce one mana of the appropriate color when tapped. This cycle was later reprinted in 6th Edition, 7th Edition, Commander 2014, and Commander Legends. 	Uncommon artifacts that cost to cast, enter the battlefield tapped, and produce one mana of the appropriate color when tapped. This cycle was later reprinted in 6th Edition, 7th Edition, Commander 2014, and Commander Legends. 	Uncommon artifacts that cost to cast, enter the battlefield tapped, and produce one mana of the appropriate color when tapped. This cycle was later reprinted in 6th Edition, 7th Edition, Commander 2014, and Commander Legends. 	Uncommon artifacts that cost to cast, enter the battlefield tapped, and produce one mana of the appropriate color when tapped. This cycle was later reprinted in 6th Edition, 7th Edition, Commander 2014, and Commander Legends.
Dragons 	 	 	 	 	
Dragons 	Rare 4/4 Dragon creatures that have a mana cost of 4MM. 	Rare 4/4 Dragon creatures that have a mana cost of 4MM. 	Rare 4/4 Dragon creatures that have a mana cost of 4MM. 	Rare 4/4 Dragon creatures that have a mana cost of 4MM. 	Rare 4/4 Dragon creatures that have a mana cost of 4MM.
Guildmages 	 	 	 	 	
Guildmages 	Common 1/1 Wizard creatures that cost M and have two activated abilities, each with the cost of and an allied mana. 	Common 1/1 Wizard creatures that cost M and have two activated abilities, each with the cost of and an allied mana. 	Common 1/1 Wizard creatures that cost M and have two activated abilities, each with the cost of and an allied mana. 	Common 1/1 Wizard creatures that cost M and have two activated abilities, each with the cost of and an allied mana. 	Common 1/1 Wizard creatures that cost M and have two activated abilities, each with the cost of and an allied mana.
Instantments 	 	 	 	 	
Instantments 	Common Aura enchantments that have a converted mana cost of 2 and flash, but are sacrificed at the beginning of the next cleanup step if cast any time a sorcery couldn't have been cast. 	Common Aura enchantments that have a converted mana cost of 2 and flash, but are sacrificed at the beginning of the next cleanup step if cast any time a sorcery couldn't have been cast. 	Common Aura enchantments that have a converted mana cost of 2 and flash, but are sacrificed at the beginning of the next cleanup step if cast any time a sorcery couldn't have been cast. 	Common Aura enchantments that have a converted mana cost of 2 and flash, but are sacrificed at the beginning of the next cleanup step if cast any time a sorcery couldn't have been cast. 	Common Aura enchantments that have a converted mana cost of 2 and flash, but are sacrificed at the beginning of the next cleanup step if cast any time a sorcery couldn't have been cast.
Mirage Boons 	 	 	 	 	
Mirage Boons 	Each of these cards has a small mana value and an effect involving the number 3. This cycle is loosely linked to the Boons cycle in Alpha (and Ice Age), including two reprints and three new cards. , , and the overpowered were replaced.	Each of these cards has a small mana value and an effect involving the number 3. This cycle is loosely linked to the Boons cycle in Alpha (and Ice Age), including two reprints and three new cards. , , and the overpowered were replaced.	Each of these cards has a small mana value and an effect involving the number 3. This cycle is loosely linked to the Boons cycle in Alpha (and Ice Age), including two reprints and three new cards. , , and the overpowered were replaced.	Each of these cards has a small mana value and an effect involving the number 3. This cycle is loosely linked to the Boons cycle in Alpha (and Ice Age), including two reprints and three new cards. , , and the overpowered were replaced.	Each of these cards has a small mana value and an effect involving the number 3. This cycle is loosely linked to the Boons cycle in Alpha (and Ice Age), including two reprints and three new cards. , , and the overpowered were replaced.
Enemy-color hosers 	 	 	 	 	
Enemy-color hosers 	Uncommon spells that hamper both enemy colors. 	Uncommon spells that hamper both enemy colors. 	Uncommon spells that hamper both enemy colors. 	Uncommon spells that hamper both enemy colors. 	Uncommon spells that hamper both enemy colors.
Counter-clockwise color hosers 	 	 	 	 	
Counter-clockwise color hosers 	Uncommon spells that hamper one enemy color (white > red > blue > green > black > white). 	Uncommon spells that hamper one enemy color (white > red > blue > green > black > white). 	Uncommon spells that hamper one enemy color (white > red > blue > green > black > white). 	Uncommon spells that hamper one enemy color (white > red > blue > green > black > white). 	Uncommon spells that hamper one enemy color (white > red > blue > green > black > white).
Clockwise enemy boosters 	 	 	 	 	
Clockwise enemy boosters 	Uncommon spells with a basic effect that is boosted if the target(s) has an enemy color (white > black > green > blue > red > white). 	Uncommon spells with a basic effect that is boosted if the target(s) has an enemy color (white > black > green > blue > red > white). 	Uncommon spells with a basic effect that is boosted if the target(s) has an enemy color (white > black > green > blue > red > white). 	Uncommon spells with a basic effect that is boosted if the target(s) has an enemy color (white > black > green > blue > red > white). 	Uncommon spells with a basic effect that is boosted if the target(s) has an enemy color (white > black > green > blue > red > white).
Clockwise protection creatures	 	 	 	 	
Clockwise protection creatures	Uncommon creatures with either Protection or an ability that protects them from one enemy color (white > black > green > blue > red > white). 	Uncommon creatures with either Protection or an ability that protects them from one enemy color (white > black > green > blue > red > white). 	Uncommon creatures with either Protection or an ability that protects them from one enemy color (white > black > green > blue > red > white). 	Uncommon creatures with either Protection or an ability that protects them from one enemy color (white > black > green > blue > red > white). 	Uncommon creatures with either Protection or an ability that protects them from one enemy color (white > black > green > blue > red > white).
Cycle name 	 	 	 	 	
Multicolored hosers 	 	 	 	 	
Multicolored hosers 	Uncommon multicolored spells that gain an advantage from their mutual enemy color. 	Uncommon multicolored spells that gain an advantage from their mutual enemy color. 	Uncommon multicolored spells that gain an advantage from their mutual enemy color. 	Uncommon multicolored spells that gain an advantage from their mutual enemy color. 	Uncommon multicolored spells that gain an advantage from their mutual enemy color.
Allied-color X-spells 	 	 	 	 	
Allied-color X-spells 	Uncommon nonpermanents that cost MN, where MN are an allied pair of colors. 	Uncommon nonpermanents that cost MN, where MN are an allied pair of colors. 	Uncommon nonpermanents that cost MN, where MN are an allied pair of colors. 	Uncommon nonpermanents that cost MN, where MN are an allied pair of colors. 	Uncommon nonpermanents that cost MN, where MN are an allied pair of colors.
Fetch lands 	 	 	 	 	
Fetch lands 	Uncommon lands that enter the battlefield tapped and can be tapped and sacrificed to fetch a land with one of two basic land types associated with allied colors from your library. 	Uncommon lands that enter the battlefield tapped and can be tapped and sacrificed to fetch a land with one of two basic land types associated with allied colors from your library. 	Uncommon lands that enter the battlefield tapped and can be tapped and sacrificed to fetch a land with one of two basic land types associated with allied colors from your library. 	Uncommon lands that enter the battlefield tapped and can be tapped and sacrificed to fetch a land with one of two basic land types associated with allied colors from your library. 	Uncommon lands that enter the battlefield tapped and can be tapped and sacrificed to fetch a land with one of two basic land types associated with allied colors from your library.
===Mega-mega cycle===
Cycle name 	 	 	 	 	
Atogs 	 	 	 	 	
Atogs 	is the second card of this mega-mega cycle of creatures that began in Antiquities with the eponymous <c>Atog</c> and continued through Tempest.	is the second card of this mega-mega cycle of creatures that began in Antiquities with the eponymous <c>Atog</c> and continued through Tempest.	is the second card of this mega-mega cycle of creatures that began in Antiquities with the eponymous <c>Atog</c> and continued through Tempest.	is the second card of this mega-mega cycle of creatures that began in Antiquities with the eponymous <c>Atog</c> and continued through Tempest.	is the second card of this mega-mega cycle of creatures that began in Antiquities with the eponymous <c>Atog</c> and continued through Tempest.
Legendary lands	 	 	 	 	
Legendary lands	is the first card of this mega-mega cycle of lands representing notable locations from the Weatherlight Saga storyline. 	is the first card of this mega-mega cycle of lands representing notable locations from the Weatherlight Saga storyline. 	is the first card of this mega-mega cycle of lands representing notable locations from the Weatherlight Saga storyline. 	is the first card of this mega-mega cycle of lands representing notable locations from the Weatherlight Saga storyline. 	is the first card of this mega-mega cycle of lands representing notable locations from the Weatherlight Saga storyline.
===Pairs===
Mirage has one matched pair and two mirrored pairs:
Matched Pair	Matched Pair	
 	 	Each of these common instants costs . One detroys all non-Aura enchantments and the other destroys all Auras. Both are illustrated by D. Alexander Gregory.
Mirrored Pairs	Mirrored Pairs	
 	 	These uncommon 2/2 Efreet creatures, one blue and one red, both cost MM and have an activated ability for MM that grants or removes flying, respectively, from a target creature.
 	 	These common 2/2 Knight creatures, one white and one red, both cost M and have flanking and "MM: [This] gains first strike until end of turn".
==Reprinted cards==
The following cards from previous sets were reprinted in Mirage.
Mirage	First Seen 	Last Seen
 	Legends 	Chronicles
 	Ice Age 	Ice Age
 	Alpha 	Ice Age
 	Alpha 	Chronicles
 	Legends 	Chronicles
 	Alpha 	Fourth Edition
 	Alpha 	Fourth Edition
 	Ice Age 	Ice Age
 	Alpha 	Fourth Edition
 	Alpha 	Fourth Edition
 	Ice Age 	Ice Age
 	Homelands 	Homelands
 	Alpha 	Ice Age
 	Ice Age 	Ice Age
 	Alpha 	Ice Age
 	Arabian Nights	Fourth Edition
 	Alpha 	Ice Age
===Functional reprints===
Functional Reprints	Functional Reprints
 	
 	
 	
 	
 	, save for creature type
 	
 	
 	, save for creature type
==Notable cards==
*<c>Cadaverous Bloom</c> allowed a player to generate large amounts of mana, frequently used in conjunction with <c>Drain Life</c> and famously as a part of the ProsBloom combo with <c>Prosperity</c>.
*<c>Celestial Dawn</c>, nicknamed "bleach" by players, could make a muticolored deck into monochrome white. Counterspells, direct damage, and all the other color specialities are then available to the white player.
*<c>Afiya Grove</c> is the first noncreature permanent to enter with +1/+1 counters.
*<c>Grinning Totem</c> evolved the <c>Jester's Cap</c> concept one step further, not only letting one look through their opponent's library and remove a card, but then, adding injury to insult, allows you to play that card as if it were in your own hand, possibly turning your opponent's most powerful spell against them.
*<c>Maro</c> was named after designer Mark Rosewater and quickly became a favorite for green creature-based decks. The name came about when Rosewater came up with the design but only put his internal tag (MaRo) as the placeholder name, and the Creative team liked it. Its concept would be revisited with <c>Multani, Maro-Sorcerer</c> in Urza's Legacy and <c>Molimo, Maro-Sorcerer</c> in Invasion. In 2005's Saviors of Kamigawa, a rare cycle of creatures based on hand size were printed with "Maro" in their names, such as <c>Kagemaro, First to Suffer</c>. The art was an original piece of art, depicting the so-called Green Man, which was acquired by art director Sue Ann Harkey.
*<c>Political Trickery</c> was one of the first control exchangers and remains one of the few ways to exchange lands, as most control exchangers exclude them.
*<c>Teeka's Dragon</c> was based on the artificial dragon made by a character named Teeka in the short story “Better Mousetrap” from the anthology Distant Planes.
*<c>Kaervek's Torch</c> and <c>Torrent of Lava</c> have unusual stack-based abilities that have yet to see a repeat since. <c>Kaervek's Torch</c> has something akin to "Ward against counterspells", years before Ward was keyworded. <c>Torrent of Lava</c> didn't actually work with templating, as the ability as written would grant the prevention effect after the damage was dealt, a futile response. It needed to be errata'd to grant the ability while on the stack. These two, plus <c>Lightning Storm</c>, are the only spells that refer to themselves being "on the stack" in their plain Oracle text.
===Banned and restricted cards===
*<c>Lion's Eye Diamond</c> was a rebalanced Black Lotus with the ostensibly impossible-to-break secondary cost of discarding one's hand. This cost was actually not as difficult as paying costs was the step after declaring a spell, which let it cast one card, so it was errata'd in August 1999 to be activated at an instant only, preventing any spells in hand to be cast. It still needed to be restricted from Vintage in 2003, before Legacy as a format was separated and allowed it. It began to see more play with <c>Infernal Tutor</c>, and eventually with the expanding list of graveyard mechanics it remains a pivotal combo piece in Storm decks. Commander banned it for three years from 2008 to 2011, and Oathbreaker bans it.
*<c>Mystical Tutor</c> and <c>Enlightened Tutor</c> are cheap, specific tutors with card disadvantage, but even then were noted to be too powerful, restricted in September 1999 before the division to Legacy in 2004. Enlightened Tutor was unrestricted in June 2009, but Mystical Tutor was banned in Legacy shortly after in June 2010 as spells continued being powerful.
*<c>Flash</c> was a way to surprise an attacker or control player by putting a creature in at instant speed but kept the same effective mana value, with an additional blue cost. However, the way it phrased its contingency (sacrificing the creature) resulted in easy combo kills with anything that had powerful enter, leave or dies triggers, with <c>Protean Hulk</c> being the biggest offender. It was banned in Legacy shortly after Protean Hulk was printed in June 2007, and restricted the next year. Much later in April 2020, Commander also took the radical step in banning Flash, citing that it trivialised competitive EDH games to the point that players would prefer to play against unprepared Commander players rather than face the inevitable pod of four Flash pilots.
==Theme decks==
Paper versions of Mirage block theme decks (also known as precons) do not exist because the concept of theme decks was not implemented until the next block (Tempest block) was released. Mirage block precons were designed retroactively for the MTGO release of the Mirage block sets in 2005, nearly a decade after the set was released in paper.
The preconstructed theme decks are:
==Trivia==
*<c>Phyrexian Dreadnought</c>, a "12/12 artifact trampler with a casting cost of 1", was the card that inspired Mark Rosewater to start writing his regular set preview teasers.
* is a archaic word meaning "ready, prepared".
==References==
==External links==
*
*Mirage FAQ