Magic the Gathering: Neon Dynasty

Matt Matt

04 Feb 2022

Kamigawa: Neon Dynasty is the 91st expansion for Magic: the Gathering, and the first set releasing in what will be a packed 2022 for Magic fans. For the first time in 17 years, we make a return to the Japanese-inspired plane of Kamigawa. But don't expect the traditional, feudal aesthetic that permeated the plane last time. No, this version of Kamigawa is cyberpunk. And while the Magic design team have crossed into other genres for their fantasy trading card game before, this is considered its first science fiction setting. Which I think is interesting, so let's talk about it.

Pushing the Envelope

In a lot of ways, I think Kamigawa is the perfect setting to take this kind of risk. For starters, the original Kamigawa block wasn't received all that well at the time of its release. Japanese culture and mythology wasn't as lauded then as it is today, and it was the first set that came off the back of the famously powerful Mirrodin block. Even though we saw some great cards in Kamigawa (Sensei's Divining Top and Kiki-Jiki come to mind), apparently the lowered power level of the set didn't make for a particularly exciting play experience. Last year's Innistrad sets - Midnight Hunt and Crimson Vow  - played it safe because the setting is a fan-favourite. Kamigawa, on the other hand, is an underdog. It's unproven, which makes it an apt choice to try something daring.

That dare is a futuristic take on not only the previous Kamigawa, but on contemporary Japan as well. Modern-day Japan is a place that can almost be defined by its contradictions: sprawling urbanisation collides with staggering natural beauty, the desire to innovate mingles with a deep respect for tradition. In the heart of Tokyo, you can find a moment of peace and quiet within one of the city's many public gardens - and they're gorgeous! The nature of having halves in two different worlds yet belonging to both of them has created a rich cultural tapestry for Japan, and I'm not surprised to see art and mechanics that reflect this philosophy in Neon Dynasty

Anyway, that's enough design conjecture from me. Let's talk about what we can expect to see on the actual cards.

Neon Dynasty

It seems the duality of past and future is being captured by an influx of enchantments and artefacts. For the first time outside of Theros we're seeing Enchantment Creatures, and for the first time in the game's history, we're seeing double-faced transforming Sagas. For the uninitiated, Sagas are special enchantments that were introduced in 2018's Dominaria. Thematically, they're stories from history that get told, and the longer they're on the battlefield the more they give you until, eventually, they run out of things to give you and go to the graveyard. In Neon Dynastyinstead of going to the graveyard, a Saga will transform into a creature, and that's pretty neat. Not going to lie, I think it's a cool idea, but whether or not having any of these cards in your deck is worth it will only be determined by the play experience.

Artefacts are also getting some cool stuff this set. As well as plenty of Artefact Creatures, we're also seeing plenty of Vehicles. Again, for the uninitiated, Vehicles are a type of artefact that can become creatures by using your other creatures to "pilot" them. They made their first appearance in 2016's aetherpunk-style set, Kaladesh, and have been lightly featured in many other sets since. Vehicles have always been cool, but I've never been particularly compelled to use them because their abilities typically aren't worth the number of creatures I'd need to pilot them. Thankfully, that changes some in Neon Dynasty, with a smattering of creatures that are worth more when they're piloting vehicles. Maybe it's time to make that vehicle-tribal EDH deck?

Another first-time in Magic is the existence of Equipment Creature cards. I'm actually really excited by this. For all intents and purposes, these cards function as artefact creatures, but you can pay a "reconfigure" cost to attach them to another creature you control, giving the attached creature a bonus in the same way equipment would. Then, if you want your artefact creature back, you can pay the reconfigure cost again to unattach it. It seems like a small thing, but the versatility of these cards is something I've got a lot of appreciation for.

In keeping with the cyberpunk trope of augmenting oneself, we're seeing support for modified creatures. By the rules of the set, equipment, auras, and counters are considered "modifications," and the creature any of these are attached to is now considered "modified." I'm not blown away by this addition, but I think it's thematically appropriate, and it's a cool way to reward players for kitting up their dudes. Ninjas and the Ninjutsu mechanic also make a return, for those of you who love your combat shenanigans. Ninjutsu is actually kind of scary in this set, particularly for commander players thanks to some select cards (I'm looking at you, Satoru Umezawa). Finally, Channel makes a comeback for the first time since the original Kamigawa block. Channel is an ability that belongs on permanents which allows you to pay a cost and discard it from your hand for some other effect. It's essentially a way to staple two spells onto one card, which isn't a new thing, and which won't be going away any time soon. (That's a good thing or a bad thing, depending on who you ask.)

On the whole, Neon Dynasty looks to me like a fascinating set. It's a risk, but it's a fun risk, and it's a great way to breathe new life into an old setting. And even if it does flop, I'd so much rather see an interesting failure than a boring success. It also can be the set that starts a new trend in Magic, encouraging more planes to branch out into interesting, niche genres. I mean, we're already getting a 1920s gangster-inspired set later this year... But I'll talk about that when it rolls round.

Until then, have fun.