Introduces the keyword "indestructible".
Introduces a new mechanic: Generation. When a card instructs you to generate a card, search your sideboard for the named card and put it in the indicated game zone. Usually used for legendary items associated or in sequence with another item. Its designed to be more flexible than flip cards or double-faced cards, or to employ both pieces at once.
Introduces a new card type: Stronghold. These specialized cards are meant to be used in constructing scenarios freely. If you would lose life, the Stronghold loses integrity instead. The Integrity number printed is the Strongholds initial integrity value (similarly to how Planeswalkers and Loyalty counters function), and will reflect the Strongholds integrity only initially. Strongholds can also be chained in scenarios, such that if Morannon is destroyed, you retreat to Barad-Dur, for example.
Introduces a new keyword: Siege. Damage sources with siege deal double damage to Strongholds.
Introduces a new ability word: Presence. Presence allows some creatures to have persistant effects as enchantments.
Rarity is not intended to reflect Magic standards. Rather, it is assigned as follows:
Generated cards are Special Rarity. They should not be part of the deck, but rather in the sideboard to be generated. They have mana costs anyways, though, just in case.
Legendary people and places are Mythic Rare.
Nonlegendary leaders, and specific objects and events are Rare.
Elite fighters and actions are Uncommon.
Basic fighters and nonspecific actions are Common.
Reprints:
Elite Vanguard
Rivals Duel