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Tempest (Magic: The Gathering)

Tempest
common expansion symbol
Tempest expansion symbol (Storm cloud)
Released October 1997
8 December 2008 (MTGO)
Size 350 cards (110 commons, 110 uncommons, 110 rares, 20 basic lands)
Keywords Buyback, Shadow
Mechanics Slivers, Licids
Designers Mark Rosewater (lead), Richard Garfield, Charlie Catino, Mike Elliott
Development code Bogavhati
Expansion code TMP
First set in the Rath Cycle block
Tempest Stronghold Exodus
Weatherlight Stronghold
Mirage Block Urza Block
Stronghold
Stronghold symbol
Released February 1998
13 April 2009 (MTGO)
Size 143 cards (55 commons, 44 uncommons, 44 rares)
Keywords None new
Mechanics Spikes
Development code Rachimulot
Expansion code STH
Second set in the Rath Cycle block
Tempest Stronghold Exodus
Tempest Exodus
Mirage Block Urza Block
Exodus
Exodus
Released 15 June 1998
7 December 2009 (MTGO)
Size 143 cards (55 commons, 44 uncommons, 44 rares)
Keywords None New
Mechanics None new
Development code Gorgonzola
Expansion code EXO
Third set in the Rath Cycle block
Tempest Stronghold Exodus
Stronghold Portal Second Age
Mirage Block Urza Block
Tempest Remastered
Released 6 May 2015 (MTGO only)
Size 269 cards (101 commons, 80 uncommons, 53 rares, 15 mythic rares)
Expansion code TPR
Dragons or Tarkir Modern Masters 2015 Edition

The Rath Block (also known as the Tempest block) is a block of three Magic: The Gathering expansions that continues the events of the Weatherlight Saga. It consists of Tempest (October 1997), Stronghold (March 1998) and Exodus (June 1998). These are the 20th, 21st and 22nd expansion sets, respectively.

The Weatherlight arrives in Rath to rescue Captain Sisay when Volrath's ship the Predator, attacks. Volrath's forces, led by dark angel Selenia, swarm the ship looking for Legacy artifacts - one of which is Karn. In an act of nonviolence, Karn gives himself up and is taken aboard the Predator. All the remaining artifacts are taken into their possession except Squee's Toy. The assault on the ship continues and Captain Gerrard falls overboard into the forest of Skyshroud below. Tahngarth leaps onto the fleeing Predator and later finds Karn. Greven il-Vec intervenes against Tahngarth and gets the upper hand to take him prisoner. Meanwhile, Gerrard now on foot, flees the merfolk, and soon finds himself in the company of the Vec on a pilgrimage. Their leader, The Oracle, believes Gerrard is a prophecized hero, the Korvecdal. The remaining crew of the Weatherlight descend into the Skyshroud forest for repairs and Hanna and Mirri set out on foot to find Gerrard. After some time, the Skyshroud elves capture them and bring them before their elven lord Eladamri, who coincidentally has also received the Vec and Gerrard into his company. Gerrard explains his mission and convinces Eladamri to free Hanna and Mirri. Gerrard then discusses with Eladamri, Starke, and the Oracle en-Vec the plans to reach Volrath's stronghold.

The Predator eventually returns to Volrath's stronghold, where Volrath is displeased that Greven il-Vec has failed to capture Gerrard and uses his dark magic to torture him. Karn and Tahngarth are imprisoned in Volrath's torture chamber. Back on the Weatherlight, Eladamri has provided the crew with directions to a portal that could lead to escaping Rath. Ertai departs the ship to interpret the runes of the portal and to prepare it for use when the Weatherlight will eventually return from the stronghold. Ertai is then confronted by Soltari emissary, Lyna, and draws Ertai into her world full of beings caught between Rath and Dominaria. In return, Ertai draws Lyna into his reality on Rath and they begin discussing the plight of the Soltari and Lyna's interest in the portal.

On the Weatherlight, in route to the stronghold, Crovax feels the draw of dark angel Selenia. The crew continues on to the Cinder Marsh and encounters a massive lair of sliver creatures that share a hive mind. With the help from Hanna, they defeat the slivers and continue through the back door entrance to the stronghold via the ventilation ducts that eventually lead to the Furnace of Rath. After fighting the fires of the Furnace, they continue on to the Death Pits and are boarded by terrible horrors called carrionettes. With the blessing of Orim, the Samite healer, Gerrard destroys the carrionettes and escapes below deck, but not before saving Squee from carrionette reinforcements. Squee then activates his toy...


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