The second book of Moses, but the first to feature him. As the book opens, the Israelites are in Egypt, and are being oppressed by Egypt's Pharaoh. Moses is born, and is raised by Pharaoh's daughter (Exodus 2:3,6). When Moses is grown, God speaks to Moses from a burning bush (Exodus 3:2). God tells Moses to gather his people, but Moses demurs, saying the people will not believe him. God gives Moses a miraculous sign, but still Moses demurs "O my Lord, I am not eloquent" (Exodus 4:10) so God assigns Moses' older brother Aaron to speak for him. On God's instructions Aaron and Moses go to Pharaoh and demand the release of the children of Israel, and do the miracle, but Pharaoh refuses (Exodus 5), and instead treats the people harshly.
Then follows a series of plagues. The rivers turn to blood, and the land is smitten with frogs. Pharaoh offers to yield, but recants (Exodus 8). The dust is turned to lice (ugh) followed by a huge swarm of flies. Again Pharaoh yields, but again recants (Exodus 8:32). The cattle of the Egyptians are killed, and the Egyptians are smitten with boils, followed by a storm of hail and fire. Pharaoh cries uncle, but as soon as the plagues are removed, recants once more. Pharaoh's advisors beg him to relent before Egypt is totally destroyed (Exodus 10:7) but he will not. Pharaoh says the adults can go, but not the children or livestock. Moses: No deal. Next up: a plague of locusts (Exodus 10:14,15). Pharaoh relents, but recants. There follows 3 days of total darkness. Pharaoh yields a bit more: He will let the people go, but no livestock. Moses: No deal.
Finally God instructs the children of Israel to each take in a lamb, and sacrifice it and mark their doors with its blood, and roast and eat it. They do this and God strikes down the firstborn child of every house not so marked. (Exodus 12. This event is marked by Passover.) And finally Pharaoh truly had enough, and said "begone," flocks and all, and so the people head into the wilderness.
But of course Pharaoh changes his mind, and pursues them with chariots. The people were backed against the sea, and under the cover of cloud, God parts the sea and the people cross on dry land. The Egyptians pursue the next day, but God closes the sea on them (Exodus 14). The people flee to Mt. Sinai and are fed (Exodus 16) and watered ( Exodus 17) through miracles.
Finally, at Mt. Sinai, the sermon on the mount occurs, Moses receives the ten commandments (Exodus 20) and the Mosaic laws, but the people turn to worship of the golden calf (Exodus 32) and are punished but forgiven.
This is part of a series of original summations of the Old Testament by me, Lord Brawl, prepared on Sundays as a nod toward the faith of my youth.
Exodus initiated some changes in the way the cards are designed. The most easily recognizable of these deals with the series-symbol. Starting with Exodus, the rarity of the card will be displayed on the card itself; this will be represented by the color of the series-symbol. Common cards have black symbols, uncommons have silver symbols, and rares have gold symbols.
Exodus Standout Cards(quoted from The Duelist, Issue 28, www.wizards.com)
Offensive Standouts Carnophage, a 2/2 creature for B, is a prime candidate for black speed decks, which were very successful in Regionals. Its drawback of paying 1 life to keep it from tapping is minimal for a kamikaze-style rush offense. And because it's a Zombie, Carnophage is a logical companion for Sarcomancy-the other 2/2 creature for B. In green, Skyshroud Elite is a reverse Kird Ape of sorts that can be reliable in today's Standard environment of rainbow decks and multicolor madness. At worst, it's a vanilla 1/1 for one mana. Red has several other decent offensive cards as well. Ogre Shaman is overcosted at 3RR for a 3/3 creature, but a Stormbind that can attack and block can never be completely underestimated. Seismic Assault is an improved Land's Edge that can kill creatures as well and can't be used against you, all at a cost not appreciably more than Land's Edge. Sonic Burst may result in card disadvantage, but it's an instant damage source with a low casting cost. Plus, Cursed Scroll negates whatever disadvantage occurs with these "discard-to-kill" cards. Other possible major leaguers in the offensive category are again red: Spellshock and Onslaught. The latter especially may prove to be red's best friend against Walls, first strikers, and other blocker-heavy decks, providing red players a way to force through Ball Lightning or Viashino Sandstalker. Defensive Standouts At this time, I don't believe any of the cards in the set are obvious defensive standouts like the Stronghold Walls. However, Mirri, Cat Warrior is vastly undercosted and eminently playable. A 2/3 creature for is not impressive offensively, but its non-tapping attack combined with first strike and forestwalk make it a most impressive defensive unit. Ertai, Wizard Adept is fragile and expensive to use, but a permanent Counterspell must be considered a defensive standout. In addition, Paladin en-Vec and Zealots en-Dal may see play in white weenie decks geared toward control. Finally, Dominating Licid might be a contender in Big Blue-style decks as a Control Magic variant that can still be useful against creatureless decks. Impact Players Impact players need not be MVPs-not every card is a Cursed Scroll, and not every expansion is Alliances. However, they do need to make an impact on the environment, either positively by being included in decks, or negatively by forcing other players to build around them. Volrath's Stronghold is an impact-player card-you should always take the Stronghold into consideration in deck building. The most obvious Exodus impact card is Cataclysm, which is basically a fixed Balance-a swing card of enormous power. It is unclear now whether allowing each player to keep one of each permanent will make the card useless or not, since Balance was almost always used as a combination Wrath of God/Mind Twist/Armageddon. Cataclysm will not accomplish that, but it will decimate the unprepared opponent. Reclaim is the best fixed version of Regrowth to date. Though you do lose a draw phase, Reclaim costs less than Regrowth and is an instant. If an opponent counters your Armageddon, Reclaim it during his or her discard phase. ProsBloom decks with Reclaim may be able to play without Prosperity at all, relying instead on recursing Infernal Contracts and Meditates; in response to casting Infernal Contract, Reclaim another one. Suddenly, you're not playing with four Ball Lightnings, but eight. The possibilities are endless. Necrologia follows the Law of Necro: any card with the word "Necro" in it is playable. In the age of burn and fast damage, Necrologia may actually be better than Necropotence, since its drawback doesn't linger. Only its high casting cost prevents Necrologia from being completely bah-roken. There are a few other cards that could impact specialized decks or sideboards. These include Oath of Ghouls, Recurring Nightmare, Treasure Trove, Merfolk Looter, and the buyback spells Forbid and Flowstone Flood. I'd also keep an eye on Oath of Scholars, Pandemonium, Limited Resources, and Mindless Automaton. Most Valuable Player My pick for Exodus MVP, however, is Jackalope Herd-a card R&D considers relatively innocuous. Let's consider its supposed drawback: You can't play a turn-three Jackalope and then a turn-four Armageddon. In return, we have a splashable 4/5 creature for -a la Erhnam Djinn-which can't be killed as long as you have an instant-speed spell in hand and mana available. Wrath of God? I'll Shock you and, oh look, the Jackalope returns to my hand (countering Shock doesn't stop this effect because the card text doesn't read "successfully play" any spell). In addition, Jackalope Herd naturally resists being controlled by anyone but its owner and combines well with Wrath of God. Playing Wrath of God will trigger the Jackalope's ability, returning it to your hand before the Wrath resolves and wipes the board clean. Expect to demean or be demeaned frequently by this bunch of bunnies.
Red has several other decent offensive cards as well. Ogre Shaman is overcosted at 3RR for a 3/3 creature, but a Stormbind that can attack and block can never be completely underestimated. Seismic Assault is an improved Land's Edge that can kill creatures as well and can't be used against you, all at a cost not appreciably more than Land's Edge. Sonic Burst may result in card disadvantage, but it's an instant damage source with a low casting cost. Plus, Cursed Scroll negates whatever disadvantage occurs with these "discard-to-kill" cards. Other possible major leaguers in the offensive category are again red: Spellshock and Onslaught. The latter especially may prove to be red's best friend against Walls, first strikers, and other blocker-heavy decks, providing red players a way to force through Ball Lightning or Viashino Sandstalker.
Defensive Standouts At this time, I don't believe any of the cards in the set are obvious defensive standouts like the Stronghold Walls. However, Mirri, Cat Warrior is vastly undercosted and eminently playable. A 2/3 creature for is not impressive offensively, but its non-tapping attack combined with first strike and forestwalk make it a most impressive defensive unit. Ertai, Wizard Adept is fragile and expensive to use, but a permanent Counterspell must be considered a defensive standout. In addition, Paladin en-Vec and Zealots en-Dal may see play in white weenie decks geared toward control. Finally, Dominating Licid might be a contender in Big Blue-style decks as a Control Magic variant that can still be useful against creatureless decks.
Impact Players Impact players need not be MVPs-not every card is a Cursed Scroll, and not every expansion is Alliances. However, they do need to make an impact on the environment, either positively by being included in decks, or negatively by forcing other players to build around them. Volrath's Stronghold is an impact-player card-you should always take the Stronghold into consideration in deck building.
The most obvious Exodus impact card is Cataclysm, which is basically a fixed Balance-a swing card of enormous power. It is unclear now whether allowing each player to keep one of each permanent will make the card useless or not, since Balance was almost always used as a combination Wrath of God/Mind Twist/Armageddon. Cataclysm will not accomplish that, but it will decimate the unprepared opponent.
Reclaim is the best fixed version of Regrowth to date. Though you do lose a draw phase, Reclaim costs less than Regrowth and is an instant. If an opponent counters your Armageddon, Reclaim it during his or her discard phase. ProsBloom decks with Reclaim may be able to play without Prosperity at all, relying instead on recursing Infernal Contracts and Meditates; in response to casting Infernal Contract, Reclaim another one. Suddenly, you're not playing with four Ball Lightnings, but eight. The possibilities are endless.
Necrologia follows the Law of Necro: any card with the word "Necro" in it is playable. In the age of burn and fast damage, Necrologia may actually be better than Necropotence, since its drawback doesn't linger. Only its high casting cost prevents Necrologia from being completely bah-roken.
There are a few other cards that could impact specialized decks or sideboards. These include Oath of Ghouls, Recurring Nightmare, Treasure Trove, Merfolk Looter, and the buyback spells Forbid and Flowstone Flood. I'd also keep an eye on Oath of Scholars, Pandemonium, Limited Resources, and Mindless Automaton.
Most Valuable Player My pick for Exodus MVP, however, is Jackalope Herd-a card R&D considers relatively innocuous. Let's consider its supposed drawback: You can't play a turn-three Jackalope and then a turn-four Armageddon. In return, we have a splashable 4/5 creature for -a la Erhnam Djinn-which can't be killed as long as you have an instant-speed spell in hand and mana available. Wrath of God? I'll Shock you and, oh look, the Jackalope returns to my hand (countering Shock doesn't stop this effect because the card text doesn't read "successfully play" any spell).
In addition, Jackalope Herd naturally resists being controlled by anyone but its owner and combines well with Wrath of God. Playing Wrath of God will trigger the Jackalope's ability, returning it to your hand before the Wrath resolves and wipes the board clean. Expect to demean or be demeaned frequently by this bunch of bunnies.
Here are the 143 cards of Exodus: 26 Black 26 Blue 26 Green 26 Red 26 White 12 Artifacts 01 Land
White AllayAngelic BlessingCataclysmCharging PaladinConvalescenceExalted DragonHigh GroundKeeper of the LightKor ChantLimited ResourcesOath of LiegesPaladin en-VecPeace of MindPegasus StampedePenanceReaping the RewardsReconnaissanceShacklesShield MateSoltari VisionarySoul WardenStanding TroopsTreasure HunterWall of NetsWelkin HawkZealots en-Dal
Blue AEther TideCunningCuriosityDominating LicidEphemeronEquilibriumErtai, Wizard AdeptFade AwayForbidKeeper of the MindKiller WhaleMana BreachMerfolk LooterMind Over MatterMirozelOath of ScholarsRobe of MirrorsRootwater MysticSchool of PiranhaScrivenerThalakos DriftersThalakos ScoutTheft of DreamsTreasure TroveWayward SoulWhiptongue Frog
Black CarnophageCat BurglarCulling the WeakCursed FleshDauthi CutthroatDauthi JackalDauthi WarlordDeath's DuetEntropic SpecterFugueGrollubHatredKeeper of the DeadMind MaggotsNauseaNecrologiaOath of GhoulsPit SpawnPlaguebearerRecurring NightmareScare TacticsSlaughterSpike CannibalThrull SurgeonVampire HoundsVolrath's Dungeon
Red AnarchistCinder CrawlerDizzying GazeFighting ChanceFlowstone FloodFurnace BroodKeeper of the FlameMage il-VecManiacal RageMogg AssassinMonstrous HoundOath of MagesOgre ShamanOnslaughtPandemoniumParoxysmPrice of ProgressRaging GoblinRavenous BaboonsReckless OgreSabertooth WyvernScalding SalamanderSeismic AssaultShattering PulseSonic BurstSpellshock
Green Avenging DruidBequeathalCartographerCrashing BoarsElven PalisadeElvish BerserkerJackalope HerdKeeper of the BeastsManabondMirri, Cat WarriorOath of DruidsPlated RootwallaPredatory HungerPygmy TrollRabid WolverinesReclaimResuscitateRootwater AlligatorSkyshroud EliteSkyshroud War BeastSong of SerenitySpike HatcherSpike RogueSpike WeaverSurvival of the FittestWood Elves
ArtifactsCoat of ArmsErratic PortalMedicine BagMemory CrystalMindless AutomatonNull BroochSkyshaperSpellbookSphere of ResistanceThopter SquadronTransmogrifying LicidWorkhorse
LandCity of Traitors
1977 album by Bob Marley and the Wailers. Subtitled "Movement of Jah People". Also, the name of a song on the album.
Track list:
Credits
Produced by Bob Marley & the Wailers All songs written by Bob Marley excpet "One Love/People Get Ready" written by Bob Marley and Curtis Mayfield (Marley used the Curtis Mayfield song "People Get Ready" as part of his song)
All songs published by Bob Marely Music, Inc (ASCAP), except "One Love/People Get Ready" published by Cayman Music (ASCAP)/Warner-Tamerlane Publishing Corp. (BMI) Engineer: Karl Pitterson Assistant Engineers: Guy Bidmead & Terry Barham Mixed by: Aston Barret, Chris Blackwell & Karl Pitterson Photos: Adrian Boot & Neville Garrick Cover Design & Graphics: Neville Garrick Licensed from Media-Aides Ltd.
Background
Recorded at at Harry J's, Kingston, Jamaica and Island Studios, Basing Street, London, England between January & April 1977. Marley decided on the name for the album before he had written the title track. Perhaps he decided on "Exodus" to reflect the fact that he had just left Jamaica for London after an attempt on his life on December 4, 1976. This album cemented Marley's international reputation, and according to bobmarley.com, Time magazine named it "album of the century".
Sources:
http://www.bobmarley.com/albums/exodus/ http://www.bobmarley.com/life/story/part5.html
Ex"o*dus (?), n. [L., the book of Exodus, Gr. a going or marching out; out + way, cf. Skr. a-sad to approach.]
1.
A going out; particularly (the Exodus), the going out or journey of the Israelites from Egypt under the conduct of Moses; and hence, any large migration from a place.
2.
The second of the Old Testament, which contains the narrative of the departure of the Israelites from Egypt.
© Webster 1913.
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