#dominaria set
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Subira, Tulzidi Caravanner by Leesha Hannigan
#Magic the Gathering#MtG#MtGM21#Dominaria#Jamurra#Magic 2021#Core Set 2021#Subira Tulzidi Caravanner#Fantasy#Art#Leesha Hannigan#Wizards of the Coast
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Rotation is actually awesome, because I'm way too stingy when it comes to spending resources, wildcards especially, and I ESPECIALLY never craft full playsets of cards because what if I get a 5th copy in a pack or in limited? That's inefficient! I must be as efficient as possible! But now that Midnight Hunt and Crimson Vow have rotated, I'm never going to get any packs or play any limited events for them, so I'm in the clear to craft playsets of all the cards I want to make decks with!
Normally this would be pointless because the cards have rotated out of standard, but I pretty much only play Arena for limited and direct games now, and even when I do play matchmaking constructed I still don't use wildcards because of the above mentioned 5th copy issue. So now I finally have something to spend my 300 uncommon wildcards on!
I never had more than 2 copies of any of these, now I have a full playset of the first two and 3 copies of Grafkeeper!
#original#actually i'm also already never going to get any packs or play any limited for Dominaria United through March of the Machine#but i'm not especially excited for any of those sets except All Will Be One so meh#meanwhile one of the first decks i ever made was a disturb deck and now i get to make the exact kind of disturb deck i want!#2 disturb decks actually!#i always loved Shipwreck Sifters and Overwhelmed Archivist both for general usefulness in a disturb deck and for their combo together#turn 2 sifters in to turn 3 archivist feels SO GOOD but i rarely got to experience it#now i have 4 copies of each!#and also an aura disturb deck because i already had 4 copies of Brine Comber#in total these two costed me over 10 wildcards and i feel great about it!#also just. wow. shipwreck sifters is SO STRONG for a common#2-drop 2/3 that loots and can grow even bigger. it has to be in the right deck but WOW#i've always been enchanted by that card for being so good at common
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i would play you on arena if you'd like!!
alas I do not have arena, just a bit of a paper collection 😔
#nothing serious I was never super competitive about it. just about a shoebox full give or take several decks worth cards#but i started just after ahmonket block and I've grabbed the occasional pack but haven't played much since uhh... ikoria? new campena?#okay so I looked up wikipedia. I dabbled in new capena but the last time I did anything semiserious would've been the kanigawa prerelease d#also was anyone going to tell me that sets have ridiculous codenames in development or was I just supposed to learn that myself#The ravnica guilds sets were spaghetti and meatball. dominaria was Soup. war of the spark was milk.#asks
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93 Evolved Sleeper, by Jason A. Engle for "Dominaria United"
94 Fateful Handoff, by Gaboleps for "The Brothers' War"
#mtg#magic the gathering#fantasy#tcg#gaming#fantasy card game#expansion set#card number#dominaria#the brothers' war#antiquities#wotc#wizards of the coast#road to 100
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Maro’s Teaser for Outlaws of Thunder Junction
Before previews for Outlaws of Thunder Junction officially begin, I thought it would be fun to do another of my Duelist-style teasers where I give tiny hints of things to come. Note that I’m only giving you partial information.
First up, here are some things you can expect:
• A new batch of five related creature types
• A card capable of returning three different card types from the graveyard to the battlefield
• A mechanic players have been asking us to do for many years gets made as the setting was the perfect place to finally do it
• Dual lands with a land subtype that has never been on dual lands before
• A new modal mechanic that introduces something different to think about
• A card that can swap/exchange control of up to three different card types
• A new creature token that has an ability no creature token has ever had before
• A typal card for Skeletons and Zombies
• Creature tokens in the set: (some might have abilities) 1/1 white Sheep, 1/1 blue Bird, 1/1 black Vampire Rogue, 1/1 red Mercenary, 2/1 green Varmint, 2/2 white Ox, 2/2 white Spirit, 2/2 blue and black Zombie, 3/1 red Dinosaur, 3/3 white Angel, 3/3 green Elk, 4/4 red Scorpion Dragon, X/X green Elemental, */* Blue Ox
• Some of the planes with legendary Villains in this set: Dominaria, Eldraine, Fiora, Innistrad, Ixalan, Kaladesh, Kaldheim, Kamigawa, New Capenna, and Ravnica
Next, here are some rules text that will be showing up on cards:
• “Then repeat this process X more times.”
• “if it wasn’t cast or no mana was spent to cast it.”
• “Plotting cards from your hand costs {2} less.”
• “You can’t cast this spell during your first, second, or third turns of the game.”
• “That card gains flashback {0}”
• “Target creature becomes a white Rabbit with a base power and toughness 0/1.”
• “When you win that flip, copy that spell.”
• “If a triggered ability of a legendary creature you control triggers, that ability triggers an additional time.”
• “you get that many additional upkeep steps after this phase.”
• “Oxen you control have double strike.”
Here are some creature type lines from the set:
• Creature – Armadillo
• Creature – Shark Rogue
• Creature – Plant Bard
• Creature – Coyote
• Creature – Homarid Mercenary
• Creature – Rhino Brawler
• Creature – Ox Angel
• Creature – Porcupine Mount
• Legendary Creature – Kor Advisor
• Legendary Creature – Giant Scout
Finally, here are some names in the set:
• Claim Jumper
• Form a Posse
• Gold Rush
• Great Train Heist
• High Noon
• Quick Draw
• Reach for the Sky
• Resilient Roadrunner
• Shoot the Sheriff
• This Town Ain’t Big Enough
Tune-in to our official YouTube and Twitch channels on 3/26 to see Oko and the gang in action with new card reveals. In preparation, catch-up on Outlaws of Thunder Junction’s story (https://magic.wizards.com/en/story) to bring yourself into the world.
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Something that rustles my jimmies is that in the Novel Planeswalker, we get a history of rhe early life of Xantcha, the Phyrexian Sleeper Agent turned traitor and companion to a very insane Urza.
And a scene early in her life is meeting another Sleeper Agent Identical to her. Now all the Sleeper Agents were based of a set amount of people and didnt really age (hence how mortals would eventually catch on). In order to tell each other apart, Xantcha changes her hair while the other Agent dyes hers Red. This act of rebellion sees both of them punished, but eventually the gate to Dominaria in Koilos reopens and a bunch of Sleeper Agents are sent out, including the red headed one. Years later as Xantcha is about to be sent out, the gate closes and the Dominarian Sleeper Agent program is abandoned. Gix, head of this plan and Praetor ruling over Xantcha is punished.
But in The Brother's War there is a red haired girl, with no morals that comes out of nowhere and is skilled in artifice. A girl who does not age no matter how long the war goes on.
Ashnod. Who was not printed as a Phyrexian on either card. Is this a retcon, red herring, coincidence or oversight?
#mtg#magic#magic the gathering#ashnod#xantcha#phyrexia#antiquites#the brothers war#vorthos#flavor#mtg story#uploads
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Flavor Text Highlights - Dominaria United + Commander Precons
<- Previous Set | Next Set ->
Cool - Jodah's Codex
“If you remember nothing else of our world’s history, remember this: Phyrexians can be defeated.” —Jodah
Funny - Twinferno
“More fire?” Jaya asked. “More fire,” Jodah agreed.
Funny - Pilfer
To the merchant, it was nothing more than a few missing trinkets. To Tinybones, it was the greatest heist of all time.
Emotional - Relic of Legends
“If the worst parts of history can repeat themselves, it stands to reason that the best parts can as well.” —Teferi
<- Previous Set | Next Set ->
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hot take but the Magic story didn't undergo a sudden negative shift in quality starting with Dominaria (the set) because that was when they stopped doing blocks. It got worse because at the same time they completely changed how the story was managed and started outsourcing the main story to external writers.
A pretty clear example of this is how the scene where Jace arrives on the Weatherlight is entirely different in both events and mood in the Ixalan story compared to the Dominaria story. Not something you can connect to blocks going away but makes much more sense as a consequence of changing the writer.
plus War of the Spark being a block would not have saved us from "grinning his leonin grin" or "decidedly male". and to also Phyrexiapost All Will Be One being a block would not make Wizards start caring about Phyrexian culture as a thing rather than falling back on their Original Sin of "Always Chaotic Evil".
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wotc: players just dont really care about the lore tbh. a spider-man set is all the same as dominaria to them
me, lying in bed at night: i wonder what effect the back-to-back invasions have had on the already extant housing crisis in downtown ravnica?
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Are there parallel or alternate universes in Magic? Such as...
- Ravnica-2 where each guild is a 3-color combination
- Theros-3 where gods are artifacts
- Jace (from Vryn-5) and Jace (from Vryn-7) meet each other
Planes can have alternate universes, yes, but it's not common. The three planes we know have them, or had them, are Dominaria, Rabiah, and Tarkir.
Dominaria's you can see in the set Planar Chaos, there's one where Mirri strikes down Selenia instead of Crovax, one where the Odyssey legends are color shifted, one with different primeval dragons with the wedge colors instead of shards, one where Serra was obsessed with Sphinxes instead of angels, that kind of thing. It's possible these are all the same AU, I'm only listing them as different, we don't have more stories about them than the basics. In the Planar Chaos novel we also see "Ice Age Phyrexians" but don't learn more about them.
Rabiah is refracted 1,001 times, which in the diegetic reason there are no legends in the set. Each refraction is different in some way, although it's not really explored much except in Taysir's backstory for the five versions of him that fused.
Tarkir is more recent, but we've see the Khans timeline, which doesn't exist anymore.
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Not the usual for this page, but a conversation I have far to often. So, call it a "treat" or "side quest", whatever you called it just know:
Urza: The True Villain of Magic: The Gathering
Introduction
In the sprawling mythos of Magic: The Gathering, Urza is often portrayed as a brilliant but tragic hero—a visionary artificer who sacrificed everything to stop the Phyrexian menace. However, a closer examination of his actions reveals a far darker reality: Urza is, in many ways, the true villain of his own story. His unchecked ambition, ruthless disregard for life, and inhumane experimentation make him one of the most morally bankrupt figures in the game’s history. From his role in his brother Mishra’s fall to Phyrexia to his unethical treatment of his allies and creations, Urza proves time and again that his pursuit of victory justifies any atrocity in his mind.
The Brothers’ War: The Birth of a Monster
Urza’s descent into moral ambiguity began with his lifelong rivalry with his brother, Mishra. When the two discovered the Mightstone and Weakstone—powerful artifacts that would later become Urza’s eyes—they set off a chain of events that led to the devastating Brothers’ War. While Mishra is often cast as the war-hungry antagonist, it was Urza who escalated the conflict into a world-ending catastrophe.
Urza showed little concern for the costs of his war, employing increasingly destructive machines and tactics, laying waste to the land of Dominaria. His ultimate weapon, the Golgothian Sylex, annihilated Mishra and much of the world in a blinding explosion. However, rather than mourn the destruction he had wrought, Urza’s obsession with power only deepened. Instead of taking responsibility for his actions, he immediately turned his sights to the Phyrexians, blaming them for everything.
Even more damning is Urza’s complicity in Mishra’s downfall. While Mishra eventually succumbed to Phyrexian corruption, Urza’s single-minded aggression ensured there was no chance to save him. Rather than attempt to redeem his brother, Urza sought only to destroy him. His actions in the war reveal a man for whom victory was more important than humanity, even when it came to his own family.
Urza’s Experiments: A Legacy of Suffering
Urza’s ascent to planeswalker status only amplified his lack of ethical constraints. With immortality and near-infinite magical prowess, he pursued his war against Phyrexia with an obsessive fervor, but his methods were often indistinguishable from the horrors he sought to eradicate.
His creation of the Tolarian Academy stands as one of his most infamous projects. The academy was meant to be a beacon of knowledge and power to combat Phyrexia, but it became a place of suffering and reckless experimentation. Urza’s time-travel experiments—an attempt to weaponize temporal energy against Phyrexia—resulted in catastrophic time rifts that killed or mutated many of his students. Rather than learn from these failures, Urza simply viewed them as setbacks on his path to ultimate victory.
But perhaps his greatest crime was the way he treated his own creations. Karn, the silver golem, was meant to be a peaceful being, built to hold the Legacy Weapon. However, Urza never treated Karn as an individual, instead seeing him as a tool to be wielded. He programmed Karn with an artificial conscience, forcing upon him a morality that would ultimately lead to immense suffering. Karn’s later struggles with his identity and the responsibility Urza forced upon him—eventually leading to his own downfall as the creator of New Phyrexia—can all be traced back to Urza’s lack of care for anything beyond his own goals.
Likewise, Urza’s team, the Nine Titans, were little more than pawns in his game. He recruited them to invade Phyrexia, yet he showed no concern for their survival. His ruthless tactics included sacrificing teammates to maximize efficiency, even detonating one of them—Taysir—to unleash a devastating explosion. For Urza, people were never allies, only resources to be spent.
The Phyrexian Invasion: The Final Atrocity
During the Phyrexian Invasion, Urza’s moral compass was fully abandoned. While he undoubtedly played a key role in repelling Yawgmoth’s forces, his tactics were indistinguishable from the Phyrexians he sought to destroy. He activated the soul-powered Bloodlines Project, which involved centuries of selective breeding to create the perfect hero—Gerrard Capashen—regardless of the ethical implications. His manipulation of bloodlines, genetic engineering, and disregard for the agency of those involved make him eerily similar to the Phyrexians he opposed.
Even in the final confrontation with Phyrexia, Urza remained a self-serving egomaniac. When given the chance to activate the Legacy Weapon to destroy Yawgmoth, Urza hesitated—choosing instead to try and claim Yawgmoth’s power for himself. It was only through the intervention of Gerrard, who decapitated Urza and activated the weapon himself, that Phyrexia was finally defeated. In the end, Urza was not the savior of Dominaria—he was yet another tyrant brought low by his own hubris.
Conclusion
Urza is often remembered as a tragic hero, but a closer look reveals a man who was, in many ways, no better than the enemies he fought. He destroyed his own world, abandoned his brother, ruthlessly experimented on allies, and treated sentient beings as nothing more than tools. His war against Phyrexia may have ultimately saved Dominaria, but the suffering he caused along the way cannot be ignored. When viewed in full, Urza is not the legendary savior of the multiverse—he is its greatest monster.
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Tetsuko Umezawa, Fugitive is probably my favorite commander to build around, and is also one I have such a hard time building.
I mean first off, look at that art. Goddamn.
Tetsuko is, as I understand, a member of the Umezawa clan faction that was stranded thousands of years ago on Dominaria with Toshiro after the Myojin war. Tetsuko somehow has the ability to create portals (Omenpaths? Maybe? Wizards I'm desperate to learn more about her. Gimme something.) which makes sense mechanically because she's basically opening portals behind your opponent's back for stabbing, but her portals can only be so big, hence the power/toughness limitation.
Like this!
Uuh, wait..
UUH.
Since this is Magic, there are some *very silly* ways to take advantage of this. And that's what I like so much about her. It's such a hard deck building restriction and yet there's still so much room for interpretation. This is where I'm having the most trouble.
Right now, I chose to build my deck around cards like Daring Saboteur here. Cards that do something when they hit an opponent, and also happen to be x/1 or 1/x. There are a surprising amount of cards like this, most notably one of my favorites:
This guy gets out of hand quick.
The problem with running a mono-blue, creature-heavy deck, is that Blue doesn't have a ton of creature recursion. It sure draws a lot, which means hopefully you have some creatures in hand to play after a board wipe, but if the game grinds on for too long you're gonna start running out of options.
Infect is another popular option for Tetsuko, because there are a lot of Infect of Toxic creatures that happen to fit into Tetsuko's limitations. This is probably the higher power Tetsuko deck you can make, with cards like Prologue to Phyresis making it incredibly easy to just start the clock to doomsday and proliferate everyone to death.
To me, this is also the least interesting way to build Tetsuko. It's powerful and scary, but it eliminates a lot of room for improvisation. There aren't that make infect or proliferate cards by comparison, so my Tetsuko Infect deck will probably end up using almost all of the same cards as any other.
With Bloomburrow right around the corner, Tetsuko is getting a few more interesting cards that fit into her limitations. I think I'm just gonna stick with my high-value creature zoo, because while it isn't the most powerful it retains the most excitement for new additions with each set that comes out
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78 Cabal Evangel, by Lius Lasahido for "Dominaria"
#mtg#magic the gathering#fantasy#tcg#gaming#fantasy card game#expansion set#card number#dominaria#wotc#wizards of the coast#road to 100
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If there was demand for a traditional high fantasy set (swords, dragons etc.), would that be best tackled on Dominaria, Shandalar, or a new plane?
Bloomburrow is an example of a new plane we just did it on.
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