Antiquities design as a set revolving around artifacts, it was largely the lands from the set that had most impact on the game. – This was the first land that could turn into a creature. Its design had a strong impact on later lands that are able to become creatures (called "man lands"), leading to the design of the Urza's Legacy man lands and eventually the Worldwake and Oath of the Gatewatch man lands. Along with Strip Mine and the Urzatron lands, Mishra's Factory is also the first non-basic land card with varying artwork (Spring, Summer, Autumn, and Winter). – The Workshop is a mainstay of many Vintage decks today due to its ability to provide its controller with a lot of mana quickly. Mishra's Workshop is banned from Legacy play, but the card is not restricted in Vintage.The Urzatron Lands – , , and . When combined, these lands can add 7 mana to their controller's mana pool. While it is unlikely to draw all three cards early from a deck of sixty cards, decks built around searching for any playing pieces of 'Tron' have been powerful tournament decks in the Standard and Extended formats. Most notably a combo deck built around was one of the strongest Standard decks for more than a year. Urzatron lands are also used in Modern decks that aim to assemble Tron quickly using and to quickly cast threats such as or . LegendsLegends was the third Magic: The Gathering expansion set, released in June 1994. It was the first expansion set to be sold in packs of 15 (previous expansions had been sold in packs of 8). The set was designed by Wizards of the Coast co-founder Steve Conard and friend Robin Herbert in Canada before the game was initially released. Legends introduces several mechanics and keywords to the game, most prominently the namesake mechanic of Legends: multicolored creatures of which there could only be one in play at a time. These were the first multicolored cards in the game. The expansion symbol for Legends is the capital of a column. Legends did not have the printing errors and misleading artist credits that existed in preceding Magic sets. The problem of poor collation persisted, though, which had also troubled Antiquities. Each booster box contained only half of the uncommon cards in the set. This along with the comparatively small printing made collecting the