White
We reach the final colour, White, which... again, I'm not just saying it to be 'edgy' about how the good guys are lame and the bad guys are cooler. Which is true, by the way, but a very common complaint that I'll have about early MTG is that the White cards tend to be so boring to talk about. They are about priests, paladins, knights and angels, and all that fantasy revolving around clerics and paladins. This being the first set means that I have a fair bit to say, but I also do really think that at least until we branch out of the Dominaria sets, White will probably be the singular colour that I will have the least to say about in any expansion.


We'll start off with the two most interesting creatures in White... the first being one of the strongest creatures in this set, the
Serra Angel. She is a 4/4 with Flying and an effect that would later become 'Vigilance' -- meaning that the Serra Angel doesn't untap when attacking. This allows her to be available to defend when the turn passes over. Design-wise, an angel is basically one of the most 'holy' creatures you can have as an equivalent to red's Shivan Dragon or black's Lord of the Pit. Neat!
The Personal Incarnation is fun! As an 'avatar incarnation', the Personal Incarnation can absorb damage done to the caster, while itself also acting as a 6/6 creature with all that entails. And when the Incarnation is destroyed, the caster loses half of his/her life points. This thing is basically a JoJo's Bizarre Adventure Stand, isn't it? I like the art, too, and the fantasy of the frail wizard shadowed in the cliff in the background creating a giant musclebound avatar to wreak havoc against the band of warriors.


Variety is the spice of life for this original set, and in this fantasy soup setting, the
Mesa Pegasus is basically an animal-angel thing, isn't it? The Mesa Pegasus has 'Flying' and 'Banding', with Banding being a mechanic I briefly described in Green but is way more prevalent in White -- the idea is that as the colour of the 'plucky hero', White is able to gather a bunch of weak but dedicated heroes to fight against a singular giant dragon or wurm. The Mesa Pegasus is apparently part of a ritual to check the purity of heart of women, something that's normally associated with unicorns.
Speaking of unicorns... Pearled Unicorn! It sure is a unicorn, and it sure is a vanilla 2/2 creature. It's got a Lewis Carroll passage, though. That's cute.
Savannah Lions are one of the cheaper creatures in White, and they're stuck in White because lions are the animals representing nobility and knighthood. That's neat, even if this specific piece of art always does a little visual trick of me where the pouncing lion looks gigantic. It's not! It's just a regular lion! But the second lion in the background sometimes looks like he's in the foreground.
Also worth noting that while these guys had the creature type of 'lions', the Great Creature Type Update would turn all lions and large predatory cats into just 'Cat'. Which is really weird to me, since 'pegasus' and 'unicorn' didn't get folded into 'horse'. 'Wolf' didn't get folded into 'dog'. Rats, mice, squirrels and raccoons remain separate. What made 'cat' so important as a tribe?
The opposite twin of the Black Knight that we started this set talking about is the White Knight, who has First Strike and Protection from Black. This guy is a rather traditional medieval knight, with a tabard and a horse covered with one of those horse caparisons that look like bedsheets. We'll have a lot of knights in White, but this is the first.


And we've got a bunch of humans. White has a dearth of creatures in Alpha, for a reason that you'll see after the break.
Northern Paladin is just a guy in traditional crusading outfit. He has the ability to instantly destroy a Black permanent.
Samite Healer is an old man that heals the sick, and that fits with the cleric trope in a fantasy setting. Instead of just merely healing health, however, the Samite Healer prevents damage instead. It's pretty basic fantasy for the paladin/priest colour.
Veteran Bodyguard is a naked, muscular man with an eyepatch. He's just some dude, but I like the flavour that he's such a dedicated bodyguard that will jump in the way of any incoming damage dealt to the player. You can't prevent the bodyguard from doing so, because he is that dedicated. I like that flavour.
The Benalish Hero is soldier in armour. She... she exists. She bands. She doesn't get a background in her card art. More cards from the nation of Benalia would appear in White over the years, but that doesn't really make Benalish Hero herself particularly interesting. Neat little backstory, though.


I love that for how muted White has been in terms of creature design, their obligatory wall, the
Wall of Swords, is quite interesting. It's a bunch of broad swords, and that's honestly rather unexpected instead of having a wall of light or a castle wall or something. These magical flying swords are powerful enough to stop the 'evil ones', being these strange tentacle-ooze monster that's trying its best to squirm through the swords. Very neat artwork!
All walls normally can't attack -- something found in the rulebook in earlier versions, while the reprints would keyword it into 'Defender'. But Animate Wall allows the walls to attack! And... look at the sheer goofiness of this guy. It's a brick wall with a grumpy face, the stubbiest baby arms on the sides, and two feet that barely grow out of the lower corners. That's glorious. I think that's my favourite artwork in all of White's original set of cards.
I like the flavour of Island Sanctuary, where at any time, you can hide your forces in an island sanctuary safe from almost all creatures other than those that have Islandwalk. That's an interesting effect for sure.
A card that I'm sure is banned now is Balance, which in theory fits with White's themes of order and justice and balances out the scales to equalize the battlefield... but in reality is just utterly soul-crushing for certain deck types that want to go wide. I like the design of this guy's funky helmet, though, and that's a cool-looking pair of scales.


Of course, White isn't always nice and protective. They're also the colour of divine judgement, with
Armageddon being perhaps one of the most devastating spells if you don't see it coming. All lands are destroyed, which just wipes out everyone's ability to cast spells -- and especially if you don't have any more lands in the field. Great artwork of an ominous sun above a war-blasted city with skulls all around it.
Wrath of God does something similar but to creatures, and you can see the deity's scowling face etched in the clouds as the orcs and humans all topple over and dead. White is the colour with the most removals in gameplay terms, and has the strongest board-wipes.

Karma is a pretty flavourful thing to give to the White class. I just really want to know what thing this poor sap did that the equivalent karma is having spiky rose vines wrap him up and slowly choke him to death. This one interacts with Swamps, which is another showcase of White having a lot of anti-Black-mana counterpays
This particular artwork of
Swords to Plowshares isn't the most exciting thing (and this is one of those cards that gets reprinted over and over again), but I like the idea of White essentially
forcing an enemy knight to repent and convert to pacifism, becoming a lowly, peaceful peasant tilling the fields.


I'll close White off with two pretty neat artwork.
Guardian Angel showcases a more interesting angel than Serra Angel, even though he's naked (albeit without genitalia). The red wings and flaming hair make the difference! The idea is that the Guardian Angel is intervening to block a certain amount of damage.
Holy Armour represents how White has a bunch of spells that buff creatures, but I'm mostly tickled by the utterly ridiculously gigantic horns on this guy's helmet, the disproportionately large shield, and the colour scheme of his armour. No wonder it's only increasing this fellow's toughness!
And we're done with White, but there's a lot of White spells that I'll discuss after the break. The thing with White is that it's the colour that tries to counter specific colours, meaning that a huge chunk of White's original set of cards are colour-specific Circles of Protection and stuff, which does take up a lot of card space.
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Colourless (Artifacts)
In addition to the five main colours, the original set also has 'colourless' cards, with all of the original ones being 'Artifacts' -- which doesn't need any specific mana colour to cast. The idea is that these are generic magical items or objects that just need to be activated -- not a specific type of creature of spell that requires a certain type of thinking or specific version of magic to channel. It's neat, and you can see how this has influenced other games with factions -- Pokemon also having 'Colourless' to represent the video game's Normal-types; while Hearthstone and Elden Ring having 'Neutral' creatures that can go into any of their factions.
For the sake of these review, though, a lot of the Artifacts will go after the break. Artifacts are great from a mechanic standpoint, but this is a 'reviewing monsters' article first and foremost, and short of discussing each effect in painstaking detail, I'm not really going to have much to say until more Artifact Creatures come along, and that's not going to be for a while.


There
are a couple of Artifact Creatures even in this first set, and they tend to be flavoured as artificial beings brought to life by magic or by other means. The
Obsidianus Golem is a cool-looking golem, a jet-black obsidian statue with glowing eyes and mouth that looks alive. It's just a vanilla creature.
Looking very Asian, the Jade Statue is a praying statue that isn't always a creature -- it's only a creature if you pay some mana cost for it to pop out and fight for a single battle round. That's not the most efficient design. Early on, artifact creatures aren't super-duper useful and are meant to be a neutral but less-efficient alternative to the coloured creatures.

Clockwork Beast is a bit more interesting visually, thanks to the artwork which is a fair bit more stylized. It
looks like a weird dog, but if you told me that it's a weird geometry dinosaur-beaver, I wouldn't blame you. It works with the idea that this is an artificial creature animated with fantasy clockpunk technology. The idea of its effect that it will constantly lose its +1/+0 counters and become weaker after every combat, representing either pieces falling off or simply the clockwork energy going off, but you can inject some mana to rejuvenate the power. A
later interpretation makes the Clockwork Beast super-badass and nightmarish, reminding me of something from Phyrexia, but I like the goofiness of the original Clockwork Beast more.
The
Juggernaut initially seems to just be some kind of a siege engine pushed by an ogre or something. But it's apparently not! It's an artifact creature still, and the flavour text notes its 'gigantic head', which gives the implication that the upper-body we see here is actually part of the artifact creature's
anatomy. I find it a bit more disturbing than
other interpretations of the Juggernaut, which tend to go with either just a siege engine or a giant Warhammer 40K metal-monster thing.


Easily the most horrifying piece of art in the entirety of Alpha is colorless's wall, the Living Wall. Wow, look at this thing. How is this an 'artifact' creature? It's a wall made entirely of flesh, and as its effect and flavour text notes, it constantly regenerates like a sick, nasty version of Wolverine's Healing Factor. Look at this thing. It's supposed to 'just' be a wall of flesh, but it looks more like a tumorous abomination that you see Elder Gods create. Look at this thing. Eyeballs, intestines and teeth all curled up here and there... and in the center of it all is something that isn't a giant malformed eyeball, but an embryo in an amniotic sac. WHY, evil wizards? That's fucked up!
Sheesh. We're going to go deep into the actual artifacts now, and let's go with me acknowledging Sol Ring. It's a ring made out of fire and/or soul energy, and it gives you two mana. It's simple, but it's also one of the most often-reprinted cards in a lot of pre-constructed decks, so there you go. One of the oldest but still most fair and relevant cads. It sure is a magic ring!

Chaos Orb here is famous for having a shitballs-crazy effect -- physically flip the Chaos Orb card into the air, and it will destroy whatever card it touches. Obviously, it's a horrible effect to actually do on a physical card game, and there are urban legends of people ripping up Chaos Orb to rain it down upon the gaming table. Nowadays these sort of 'dexterity cards' have been banned alongside the ante cards, only relegated to joke sets. The artwork is pretty psychedelic, isn't it? It's supposed to be an 'orb', but it also kind of resembles a moon, or a brain, or a meatball. It's got a creepy demon face engraved onto it, and it's vomiting out... lava? Okay!
I just really like the art in Mana Vault. It's this fleshy, Hellraiser-looking cube of maybe-flesh, suspended over a gaping void with a bunch of chains leading up to it. Around it are yawning caverns in wherever the heck the Mana Vault is suspended. It's creepy... but all we know is that it makes mana. One big problem that makes these artifacts so boring is that they don't have any real description about lore.


I don't know who Nevinyrral is! We do now,
he's a zombie wizard! His card was printed after this article was initially published in 2019! But
Nevinyrral's Disk is certainly a nasty looking disk with a demonic Sarlacc mouth within it, and nasty demonic elder-god tentacles pouring out of it. It sure destroys a
lot of things in play -- those must be far-reaching tentacles!
I really lie the surreal Cyclopean Tomb. Is it called that because the prison is shaped like a giant organic eye, or that it's a prison for cyclopses that just happen to be shaped like an eye? Or is it a cyclops being used as a tomb? A humanoid figure is stuck in the center of the pupil, and the texturing of the eyeball can go either-way on whether this is an inorganic structure or a particularly giant eyeball of some immensely large cyclops. Its effect has nothing to do with tombs, instead slowly infecting other lands and turning them into Swamps. Surreal!


I'm obligated to include these two items, since they refer to one of MTG's main characters, Urza. One of the most prominent characters in MTG, and he will be a major main character in the novels that tied into a lot of the early expansions. And how did we first find out about him? His eyewear. The
Glasses of Urza, and more gloriously,
Sunglasses of Urza.
I love how stupid the effect for the Sunglasses of Urza is, where you wear a red-tinted set of glasses that allow you to 'see' the White-mana lands Plains as Red mana. Also, see that they used to separate the artifacts as 'Mono' and 'Continuous' Artifacts, a terminology that would quickly be dropped by the designers .

The Hive is just a gigantic hive that is... somehow counted as an 'artifact'. But it's a nest that spawns giant wasps? I'm not sure if this card was designed in a modern set would be anything
but a Land or an Enchantment of sorts. Are these robotic giant wasps? Like, Insecticons from Transformers or something? There are some blue highlights on the very long-legged insect creature in the foreground, but it's really kind of ambiguous whether it's a robotic or clockwork creature, or if it's just the gloss from the insect exoskeleton.
Also, I think this is the very first card to create 'token creatures' -- creatures that we normally represent with non-bordered cards that don't go into the deck (or, well, whatever you have in hand to represent a creature back in the day), and don't go into the graveyard once destroyed. It's pretty ubiquitous nowadays in MTG, but it would totally be a novelty back in the day, huh?
And I think we'll close off the main body of the article with the most infamous (and expensive) of the original card, the Black Lotus. Even when I first wrote this article, I was already aware of the sheer financial value of the lotus. Lore-wise it's just a black-coloured lotus flower, but its ability to be casted for essentially nothing and to tap for 3 mana made it insanely good. Alongside the five Mox (which will be found under the break) and three undercosted Blue spells -- Timetwister, Time Warp and Ancestral Recall -- Black Lotus is part of the legendary 'Power Nine', the first nine cards to be banned by Wizards of the Coast for being obscenely powerful and imbalanced for modern play. Black Lotus is the most famous and the most well-known out of these, and has since spawned many, many mana-generating mimics over the various years... most of which are quite powerful in their own right.
And with that, we close the 'main' article for Alpha/Unlimited, but stick around after the break for the rest of the expansion!