| Tempest | ||
|---|---|---|
| Expansion symbol | storm cloud |
|
| Release date | October 1997 | |
| Mechanics | Slivers, Licids | |
| Keywords | Buyback, Shadow | |
| Size | 350 cards | |
| Expansion code | TMP | |
| Development codename | Bogavhati | |
| Sets in Rath Cycle | ||
| Tempest | Stronghold | Exodus |
| Magic: The Gathering Chronology |
||
| Weatherlight | Tempest | Stronghold |
Tempest was released in October 1997 as the twelfth expansion for Magic: The Gathering and the first set in the Rath Block. The release of Tempest represented a large jump in the power level of the card set, compared to the previous Mirage block. Many cards from Tempest instantly became (and still are) tournament staples. Its expansion symbol is a cloud, with a lightning bolt erupting out.
Set history
Tempest was the second set and the first standalone in the Weatherlight Saga, a continuous storyline for over four years' worth of Magic expansions.
Mechanics
Tempest introduced two new keyworded mechanics to Magic: Buyback and Shadow. If the buyback cost was paid, spells with Buyback returned to their owner's hand after being cast instead of being placed in the graveyard. Shadow was a creature ability that prevented creatures that had it from blocking or being blocked by creatures without it. The Shadow ability only appeared on certain blue, black or white creatures (with the exception of the red/white Soltari Guerrillas), and Shadow creatures were all relatively small. Several non-keyworded mechanics were also introduced. Licids were a creature type that had the ability to become creature enchantments. This caused numerous rules complications. The Slivers were also introduced in Tempest. These were creatures that shared their abilities with their kin. Slivers continued into Stronghold, and appeared in Legions, and in Time Spiral and it's sequels Planar Chaos and Future Sight. The Medallions were a very popular cycle of artifacts, one for each color, that reduced the cost of spells of the appropriate color. Slower monocolor decks (mainly blue) saw them as first pick. The stuck lands were also a cycle of 5 lands that add mana of two allied colors, but when you use them, they don't untap on your next turn, which made them not as popular as the Ice Age pain lands.


