In The Gathering, the Power Nine are nine rare cards that were printed early in the game's history and are widely regarded as overpowered. However, in games where they are legal, they play an important role in the competitive tournament atmosphere. All nine cards were rares printed only in the The Gathering), The Gathering), and The Gathering) sets, meaning they were only printed for a short period from late 1993 to early 1994.
Arguably the best known card in the Power Nine, and for that matter all of Magic. With the exception of special, near-unique cards such as Splendid Genesis and Fraternal Exaltation, the Black Lotus is the most expensive and valuable (in monetary terms) Magic card aside from Summer Magic's misprinted Blue Hurricane. It has unparalleled power in terms of mana acceleration, temporarily putting the owner 3 turns ahead in mana development. This advantage, combined with other efficient and powerful cards, allows its user to get so far ahead that victory can become inevitable. Former Pro and Magic Writer Zvi Mowshowitz has authoritatively declared Black Lotus as the best Artifact of all time*. As further testament to Black Lotus's power level, he also stated that every deck in the history of the game is better with a Black Lotus in it, a statement that is true for no other card.
The card, especially its Alpha and Beta variants, is often valued in the thousands of United States dollars. The illustration on Black Lotus was painted by Christopher Rush, who at the time was a Wizards of the Coast employee rather than a freelance artist. The Black Lotus illustration is a depiction of a black lotus flower over a foliage backdrop. Since then, Rush has made a similar, but distinct alternate art for the card, given to the winner of the 2003 Type 1 Championship held at GenCon.
However, there exist evidence contrary to the common perception of the card's power: the Black Lotus is only allowed to be used in the Type 1 tournament format where many cheap creature/artifact elimination spells are available. As such, using the Black Lotus to summon a big creature early would actually be detrimental card advantage wise. The opponent would have eliminated 2 cards (the Black Lotus and the creature) with his 1 card. Nevertheless, Black Lotus remains relentlessly essential and powerful in degenerative Type 1 "combo" decks, and Zvi Mowshowitz has argued that Black Lotus is so absurdly powerful that a card that did exactly one-third of Black Lotus's effect (Lotus Petal, printed in a much later set, added only one mana of any color to your mana pool) was still deemed too powerful and was banned. Ultimately, cards like Black Lotus are not about card advantage, but simply being able to win with much greater expediency.
Drawing cards is the heart of the game; the player who has the most options has the best chance of winning. Ancestral Recall allows the player to use this one card to draw three more, for a price considered extremely cheap by modern Magic standards. For comparison, the card "Brilliant Plan" from the set Portal - Three Kingdoms has virtually the same effect as Ancestral Recall, but is a Sorcery instead of an Instant (meaning that it can be played only during your turn) and costs 4U, five times as much as Ancestral Recall.
Ancestral Recall is commonly regarded among tournament players as the most powerful card ever printed. The reason being Card Advantage - a concept vital to higher level game play. Card Advantage view every action as a trade between the player and his opponent. Typically, player trade card for card (using a creature elimination spell to remove a creature card). For its extreme low cost of 1 blue mana, Ancestral Recall allows a player to gain the mathematical advantage of 2 card (3 minus 1) and at the speed of an instant. No other card has come to surpass this kind of power.
Depending on the circumstances, Timetwister can be a more potent drawing card than Ancestral Recall, allowing all players to renew their hands completely and get back cards already played. Its drawback is that one's opponents also have the potential to benefit from the same effects; however, they also may lose valuable cards currently in their hands, whereas the player of Timetwister can prepare to use his or her other cards before casting Timetwister. For many decks, Timetwister acts like restarting the game, and gives the casting player the sizable advantage of going first with their new hand.
Most importantly, Timetwister is valuable in degenerative "combo" decks. Using some other means, such as a Xanthid Swarm, to prevent the opposing player from playing any cards for the rest of the turn (thus negative the possibility of the opponent drawing countermagic to anything that the active player plays), the active player play out his entire hand, then use Timetwister to get seven new cards to continue his or her "combo." A successfully resolved Timetwister against an opponent in the right deck generally seals the outcome of the game.
Timetwister holds great power especially in the Type 1 (Vintage) format due to a lesser noticed ability to resurrect restricted power cards from the graveyard. This was also the primary reason why other cards with similar powers (Regrowth, Ywagmoth's Will, etc) were restricted or banned.
As with the other Power Nine, the power of Time Walk greatly exceeds its cost, especially in the early game. If multiple Time Walks are cast in a row (generally only possible with some method of graveyard recursion, as Time Walks are restricted in the one format within which they are legal), the advantage it allows a player in development of cards and mana is often decisive. In fact, in powerful, degenerative Type 1 decks, one casting of Time Walk is generally enough to decide the outcome of the game. A toned-down remake of this card, Time Warp, appeared in The Gathering), at the much higher cost of 3UU.
One infamous story surrounding this card comes from its early play test version, which had the text "Target player loses next turn." While the intent of the game designers was that the opposing player would skip a turn, many new players saw the card and believed that the targeted player would lose the entire game. Luckily, Wizards of the Coast was able to change the wording in time for The Gathering) release.
The five Mox cards are notable in that they are almost strictly better than land as a mana source. In fact, in the days before their restriction to one card per deck, its wasn't uncommon for players to forego running basic land cards altogether in exchange for four sets of "Jewelry," the reason being that they do not have the "play only one per turn" restriction that land cards have. Even after their restriction, running all five Mox is considered a staple for The Gathering) Decks. The Moxen are the standard by which most mana-producing artifacts are created and judged. Blue is the only color that has spells in the power nine, (Ancestral Recall, Time Walk, and TimeTwister) so the Mox Sapphire is the most desirable and expensive of all the moxen. Blue can sometimes be relatively weak in newer sets and formats, such as Standard and Extended, but is the staple of all Vintage decks. After this, Black and Red mana are usually needed the most, making Mox Jet and Mox Ruby a good second tier of moxen. After this the moxen's usefulness resides primarily in their ability to produce mana which can be used for generic costs, rather than their ability to produce green or white mana, due to those colors' relative weakness in Vintage. Therefore while the Mox Emerald and Mox Pearl are still highly valuable, they are the 3rd tier among moxen and may be up to $100 cheaper than Mox Sapphire.
It is important for all player to help rid the community of the many fakes floating around. To familiarize yourself with the finer points of determining if a Power 9 card is a fake please visit the following indepth guide CLICK HERE
Players sometimes refer to the "Power 10", with their favorite of these cards inferred as the 10th power card.
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