Twelve Days of Magic: 12

Welcome one and all to the first entry in our set of festive articles. Over the next two weeks we will be running down our own version of the classic holiday carol, the ‘Twelve Days of Christmas’, but with a twist. Each of the entries will cover a practical Magic card/or set of Magic cards, and how they relate to the festive season. Some of these you may have heard before, while others will be brand new to you. Keep checking back every day (except Sunday) for the latest entry, and if you think you can come up with a better one then we would love to hear about it in the comments below. If you like the content that we produce here at Master of Magics, then why not like and subscribe to the site to keep up to date on all our future articles and videos. But without further ado, let’s take a look at our first entry.

12. Twelve lands of Urza

Long long ago, back in the ancient past (1994) Wizards of the Coast release the Magic the Gathering expansion Antiquities. Now there were many powerful cards to come out of this little expansion, such as Mishra’s Workshop and Candelabra of Tawnos. However, there was a set of cards that made such an impact on the game of Magic, they were responsible for creating an entire deck archetype. Yes, the Urza lands (or Tron lands) have shaped the landscape of Modern Magic, and Wizards of the Coast knew that they would be impactful. Twelve pieces of art were commissioned for the set (4 Urza’s Mine, 4 Urza’s Tower and 4 Urza’s Power Plant) and they still sort after by many Modern Tron players today. On there own they are cool looking lands, but nothing special, in the same way that roast dinner, presents and a family gathering is all very nice but not too noteworthy. But when you put them together they become greater than the sum of there parts and make something truly special, just as the combination of family, good food and festivities make the coldest nights of the year some of the greatest.

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