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#lorwyn set
overgrown-estate · 1 year
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43 Surge of Thoughtweft, by Randy Gallegos for "Lorwyn"
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44 Nevermaker, by Chuck Lukacs for "Morningtide"
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45 Parapet Watchers, by Scott Altmann for "Shadowmoor"
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46 Syphon Life, by Dan Seagrave for "Eventide"
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jeskai-lesbian · 1 year
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markrosewater · 1 month
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You've said that you realized Bloomborrow wanted to be more like Innistrad than Lorwyn in its use of typal elements. Since both Lorwyn and OG Ixalan were kind of flops mechanically, do you think it's possible to make a good set that's more towards the Lorwyn side of things, or is the Innistrad/Bloomburrow level the most typal a set can get now?
Heavy typal sets are tricky, and I don’t thing we’ve figured out how to do heavy typal correctly.
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thirdtofifth · 1 year
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Mournwhelk Large elemental, chaotic neutral Armor Class 18 (natural armor) Hit Points 110 (13d10 + 39) Speed 30 ft. Damage Resistances psychic Condition Immunities exhaustion, frightened Senses darkvision 60 ft. passive Perception 12 Languages understands Common and Sylvan but can't speak Challenge 6 (2300 XP) Absorb Fear. Whenever a creature that is frightened starts its turn within 60 feet of the mournwhelk, the frightened condition ends for that creature. Drink Sorrows. Whenever a creature takes psychic damage while within 60 feet of the mournwhelk, the mournwhelk regains hit points equal to half the psychic damage dealt, rounded down. Sure-Footed. The mournwhelk has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Actions Multiattack. The mournwhelk uses its Wail of Sorrow if it is able to. It then makes three bite attacks. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage plus 9 (2d8) psychic damage. Wail Of Sorrow (Recharge 6). Each creature within 60 feet of the mournwhelk that has an Intelligence score of 5 or higher must succeed on a DC 14 Wisdom saving throw or be incapacitated for 1 minute. An incapacitated creature can repeat the save at the end of each of its turns, ending the effect for itself on a success. Constructs and undead are immune to this effect.
These creatures wander the idyllic lands of Lorwyn, the few sorrows of that paradise held within its body, corrupting it so that they do not corrupt the land.
Another monster from a Magic: The Gathering card, in this case Mournwhelk from the Lorwyn set.
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incorrect-mtg · 7 months
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Flavor Text Highlights - Lorwyn
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Cool - Kithkin Greatheart
Sometimes a curious giant singles out a “little one” to follow for a few days, never realizing the effect it will have on the little one’s life.
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Funny - Ingot Chewer
Elementals are ideas given form. This one is the idea of “smashitude.”
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Worldbuilding - Exiled Boggart
Among the boggarts, there is only one real rule: all new treasures and experiences must be shared. Those who hoard their gifts commit the one truly unforgivable sin.
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Worldbuilding - Lys Alana Scarblade
In beauty-obsessed Lys Alana, one cut of her blade means the difference between a high society feast and raking through the dungheap for scraps.
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<- Previous Set | Next Set ->
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niuttuc · 1 year
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Summary of all the MtG announcements to 2026
Wizards announced a bunch of upcoming sets for years to come at Gencon. Here's a short summary of just the key points to not get lost. Full video in a reblog.
Main Sets:
Wilds of Eldraine
Lost Caverns of Ixalan
Murders at Karlov Manor (Ravnica Murder Mystery)
Outlaws of Thunder Junction (Wild West)
Bloomburrow (animal people world)
Duskmourn: House of Horrror (Giant Mansion, modern horror)
[Tennis] (interplanar death race)
[Ultimate] (Return to Tarkir)
Voleyball (Spaaaaaaaaaace)
[Wrestlin] (Return to Lorwyn)
[Yachting] (Return to Arcavios)
[Ziplining] (Finale of the Omenpath Arc)
Supplemental Sets
Jurassic World with Lost Caverns of Ixalan
Secret Lair Angel Commander Precon
Ravnica: Remastered
Ravnica Clue
Fallout
Modern Horizons III
Innistrad Remastered
Assassin's Creed
Final Fantasy
Pioneer Masters on MtG Arena
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magicwithclass · 3 months
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Duskmourn or Innistrad?
Today, Magic the gathering released a humongous amount of new information about upcoming sets in 2024. We received many spoilers about Duskmourne and I stand with what I always thought upon first hearing about the set and theme; this could have been set on Innistrad. Maybe griselbrand has been fused to a haunted house upon resurrection (demons on Innistrad can return from being destroyed). Slowly, griselbrand has been gaining more power and he is starting to expand his domain outward. I think that a future trip to innistrad may want to move away from the typal creature support as that has been done many countless times. Do you think people would approve of an Innistrad set without the majority of creatures being locked into 5 types? Of course, vampires, spirits, humans, zombies, and werewolves/wolves would still get a few cards but it would pivot away from an overused theme just as Ixalan did in Caverns of Ixalan. After seeing Caverns of Ixalan and Murders at Karlov Manor experimenting with the idenitty of established planes, I thought that any horror set would be a lock for Innistrad. Didn't Innistrad do cosmic horror at one point? There are also many similarities between Duskmourn and Innistrad. Delirium debuted in Shadows over Innistrad. It is insulting to the audience to downplay the obvious similarities and then resuse an old mechanic that debuted on the first horror plane. One of the cards in duskmourne depicts a chainsaw. Innistrad just referenced the texas chainsaw massacre with the banned meathook massacre. Many of the spirits of Innistrad have connections to enchantments. While the creatures are not spirit, some of the glimmer creatures play in this same space. I will say that delirium seems like a stronger fit in Duskmourn as some of the villainous factions are either enchantment creatures or artifact creatures (quickened toys) The razorkin also kind of remind me of zombies and the beasties kind of remind me of werewolves. Beasties have two faces just like werewolves and werewolves also usually do not want you to see the wolf face. Even the wickerfolk kind of remind me of evil treefolk masquerading as trees. I do not like to spread conspiracy theories but a part of me thinks that Duskmounre was supposed to be set on Innistrad but they changed it after the failure of crismon vow and midnight hunt. Is Duskmourne meant as a replacement for Innistrad which looks like it has diminishing returns with set after set? Has wotc realized that returning too frequently, even to popular planes does not allow us nostalgia to build? Also, what is with the butterfly set symbol. A butterfly would have made more sense for bloomburrow or lorwyn but the symbol totally contradicts the theme. Do we get a butterfly card in the set? Will it be creature type insect or butterfly? The symbol should have obviously been a spooky house. We did get more news on Bloomburrow but I think we all know enough about what to expect from that set. I had never heard of the Redwall series but I am familiar with some of the tropes. I do not feel like the news about bloomburrow was significant or important in the history of the game. However, one announcement could have a major impact on the game going forward. Standard is now five years. Yes, after just increasing standard to 3 years they have decided to make standard even longer. May sheoldred forever reign! Ok, you got me! Standard is NOT going to be 5 years...... yet. A major announcement does shake up standard in a way that many did not see coming. Magic the Gathering Foundations is a new set that is going to release November 15 2024. It will be a standard legal set and it will be legal in standard until AT LEAST 2025. That means the set will have a role in the next two standard environments. The set is supposed to be similiar to a core set with some amount of reprints and some amount of new cards and the cards showcased so far seem very simple. So why am I so concerned about this set? Well simple does not mean weak. The few cards spoiled in Foundations seem extremely pushed.
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sylvan-librarian · 1 year
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Nissa's Pilgrimage Part I: Worldwaker
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Preface: 
Hi there! My name is Steven; I recently wrapped up a master’s degree in library science and am doing my best to segue careers. Since my terminally long job hunt has left me with more down time than I ever wanted to have, I decided to put my English degree to good(?🤷) use by writing a bunch of personal essays on Magic the Gathering, as it is a topic I have been obsessed with for around a decade now. I didn’t intend to share these ramblings at first, and I began this whole project for my own edification, to keep my brain active, and to prevent myself going insane from boredom. However, I thought it couldn’t hurt to throw these online and see what comes of it.
This particular piece is part 1 of ???. I have a lot of notes in my drafts and even more thoughts in my head, so it may just go on indefinitely until someone (finally) gives me a dang job.
TLDR: I’m a deranged MTG Vorthos and former English major with a lot of thoughts and even more time on my hands, so I began a handful of English major-y essays on my pet topics. I’m posting them here for now.
Introduction:
Almost every Magic player who began learning the game after the planeswalker card type was introduced in the Lorwyn expansion in October, 2007 can tell you a story about the first planeswalker card they fell in love with. It might have been because the mechanics on the card melded perfectly with their preferred strategy of play, it might have been because they kept up with the story and were invested in the represented character’s journey, or it might have simply been because they thought the art looked cool.
For whatever reason under Mirrodin’s five suns a Magic player first became attached to a planeswalker and their cards, the character often become symbolic for our love of the game itself. These symbols grow beyond simple loyalty abilities on a piece of cardboard and become inexorably intertwined with our own personal Magic experience.
For me, this planeswalker was Nissa Revane.
You see, in March of 2014, I started working at The Game Closet in Waco, Texas. I had just finished getting a master’s degree in English, so of course, my first job out in the real world was to become a clerk at my local game store (really putting my humanities education to work). Having grown up in a small Louisiana town, I never had a chance to play Magic. I entered the tabletop gaming world through my obsession with Dungeons & Dragons, Shadowrun, and sundry other RPG’s. 
Nevertheless, as Magic players made up the majority of the store’s customer base, I took it upon myself to learn the game. The Theros block was wrapping up at the time with its third set, Journey into Nyx, and a bunch of friendly players were more than happy to unload all of their bulk commons and uncommons to me (Journey into Nyx was famously underpowered, after all), so I tried to make a standard deck out of all this draft chaff and run it at Friday Night Magic. 
It didn’t go too well.
However, I was happy with the overall direction of the deck, and I immediately discovered that I loved green decks, specifically green ramp strategies.
I was enthralled with the idea of accelerating mana so that you can play flashy, intimidating creatures and cool, game warping spells far earlier than you have any right to, so I continued to tweak the deck until I made a functioning version of the Theros Standard Mono Green Devotion deck. Even though I wasn’t good enough at the game in my early days to consistently win (even at the local level), I had a lot of fun with it! It was fast and explosive, but for some reason, I couldn’t shake the feeling that it was missing something.
However, not a few months later, the Magic 2015 Core Set gets released, and the chase mythic rare in the set’s early days was exactly the kind of card I was looking for: Nissa, Worldwaker. I had no idea who this Nissa character was supposed to be — though I did think the art looked pretty cool — but I was in awe of the card’s abilities! It was precisely the kind of fuel I felt my standard deck needed at the time, and it turns out I was right! My Magic the Gathering “competitive” “career” begins and ends with a handful of first place rankings at my local game store’s standard FNM events, but as small a victory as those are, nearly all of these top rankings were due to Nissa, Worldwaker. 
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Needless to say, I became devoted to the character overnight.
Exploration:
But who is Nissa, really? Let’s start with the basics. Nissa is an elf planeswalker from the plane of Zendikar, a largely untamed wilderness where the land itself has a will of its own, causing unforeseeable (un)natural disasters called “the roil” by Zendikari locals. According to the recently-released Magic The Gathering: The Visual Guide by Jay Annelli, Nissa is in her 60s and she is 5 feet, 2 inches tall, making her the smallest of the original four members of the Gatewatch (five if you count Liliana). Nissa has a mystical connection to the land and can sense a plane’s leylines, giving her a measure of control over the ground she walks on; this allows her to animate the very land itself to fight her enemies, a narrative element that has been expressed mechanically time and time again on Nissa’s cards throughout the years. 
Ostracized from the elven clan she was born in, the Joraga, for the crime of having this connection to the land (a rare brand of sorcery called “animism” in the lore of Magic), Nissa spent large stretches of years alone with only the spirits of the natural world as companions. This has made her socially awkward to a fault, and the issues she has in communicating with her friends (and later, lovers) has been a fairly consistent plot point throughout all of the (canon) story arcs she has played a part in. 
In a fictional universe that contains ageless elder dragons, a man-eating toad, a sentient robot who literally created a planet from scratch, and a wizard who once phased an entire continent out of the time stream, Nissa Revane’s eternal struggle to express simple feelings to people she shares a bond with always seemed to me the most human element in the Magic canon. Additionally (big surprise), that’s something I have in common with her. While other Vorthoses have made the argument that Nissa is on the autism spectrum, that is something I have neither the personal experience with nor the education of to speak about. That is certainly a valid lens to view this character through, however, so if that interests you, I’d encourage you to search up these pieces on your own.
What I can speak on with a certain level of expertise, however, is the personal struggle of being a shy, withdrawn introvert in an extroverted world. As a lifelong wallflower with a vivid imagination and a rich inner world, I can deeply relate to a character who doesn’t know how to put her intense feelings to words. For example, in the final story of the Kaladesh arc, Renewal, Nissa tries to express to her companion Chandra just how deeply she wants to be “friends” with her:
Nissa swallowed past the desert in her throat. "I don't speak often. I lived alone for...decades. Zendikar was my companion. We understood each other at a level deeper than words. I...I don't know how to talk to you. I'm trying to learn." Chandra looked up, eyes wide and startled. "You don't know how to talk to me?" "I will make mistakes," Nissa said. "Pick the wrong words. Misunderstand yours. I'll act strange and won't know that I am. But if you can be patient with me, I would like to be..." Waves of sky-song memory welled upward, symphonies of color and warmth, resonant movement and shared breath. She stilled them, reduced them, and forced out angular words shaped in a pallid shadow of acceptable truth. "...your friend." Chandra's hands leapt out to enfold hers, warm as a bird's nest. "I dunno," she sniffled, one corner of her mouth quivering upward. "I think you're pretty good at picking words." "It took all afternoon to decide how to say this."
While this section of Renewal is a cornerstone of Nissa’s and Chandra’s future romantic relationship, that is a topic big enough to warrant its own essay in order to do it justice. For now, though, let’s focus on this bit: “‘I would like to be…’ Waves of sky-song memory welled upward, symphonies of color and warmth, resonant movement and shared breath. She stilled them, reduced them, and forced out angular words shaped in a pallid shadow of acceptable truth. ‘...your friend.’” Nissa’s never ending struggle to use words grand enough to communicate the intensity of the feelings in her heart has stuck with me since Renewal was posted on Magic’s website in 2017. I doubt I’m the only one, either.
Heroic Intervention
Nissa was already the character I was most invested in back in 2017, but observing her deep well of emotions she didn’t know to express and her entire lifetime's worth of interests and experiences she didn’t know how to talk about helped me, I think, come to terms the previous two-and-a-half decades of my own life that I spent cowering in corners at parties, being as unobtrusive as possible in the lives of my friends and family, and holding myself back because I didn’t think anyone would ever want me around - as a friend, as a lover, or even as a coworker. This section, from later on in Renewal, really gutted me at the time: 
What would she do, if she had the time again? If she didn't flinch at light, noise, and touch, or speak in gestures and movements strange and off-putting to others? How could she tell this new life to laugh and weep without reservation or regret; to sing to the stars and waters, or to nothing at all; to love unreserved and unguarded; to treasure every moment with those beloved; to forgive any regretted trespass; to dance when moved to; to savor long silences in warm company; to greet each dawn, each face with the thought, this will be an adventure; to be brave, and kind, and trusting, and... ...like Chandra. The aetherborn waited, flickering. But why would anyone find her thoughts on the matter of value, anyway? Don't be afraid to follow your heart, Nissa told them. ...Why would that be scary? Halfway across Ghirapur, her body exhaled a laugh into the deepening twilight. May it ever puzzle you.
It wasn’t too long after this story was published that I began my own journey from hiding in the shadows to living my life in a way I was proud of. I moved away with the woman I was dating at the time, and even though that relationship ended up not working out, I spent five long, fun, life-altering years learning to
laugh and weep without reservation or regret; to sing to the stars and waters, or to nothing at all; to love unreserved and unguarded; to treasure every moment with those beloved; to forgive any regretted trespass; to dance when moved to; to savor long silences in warm company; to greet each dawn, each face with the thought, this will be an adventure.
I wonder to this day if the courage Nissa displayed during her own pilgrimage helped nurture in me the courage I needed in my own…
Conclusion
If you made this far, thanks! I’m not sure who, if any, will be interested in these endless ramblings, but if you're here, I hope you found something in it to enjoy!
Further entries in this little series will cover who Nissa is as a character, how she has been treated by various writers in Magic's various seasons, and why that matters (to me at least). The next longform piece I post will go over Nissa’s dual origins, why she was retconned from an incompetent xenophobe into the cinnamon roll with baggage we know today, and what both the Magic Story Team and its fans have made of this shift over the years.
References
Annelli, J. Magic The Gathering The Visual Guide. DK Publishing
Li, M., Digges, K., Luhrs, A., Beyer D., & L'Etoile, C. (2017). Renewal
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jasper-the-menace · 13 days
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What do you think are some of the most underrated Planes?
At this point in MTG canon, it's any of them that aren't Dominaria, Phyrexia/Mirrodin, Ravnica, Innistrad, Theros, or Zendikar.
But personally, I am feral - FERAL I tell you! - over the ideas of the one-off planes introduced in Planescape but don't get much. I'm talking Azgol, I'm talking Moag, I'm talking Valla, and so on and so on.
Naturally, I must also bring up Kylem, Ikoria, Fiora, Regatha, Kaldheim, et cetera. Most of them only got one set. I'm not counting the ones that we're confirmed to be returning to in the next year - Arcavios and Tarkir - and I'm also not counting Lorwyn-Shadowmoor because Lorwyn-Shadowmoor is what I would consider the most popular underrated plane.
And no, I'm not going to bring up Kamigawa during its Neon Dynasty, Capenna, and anything newer than that because those are either still in Standard or just rotated out. Even though I have a strong New Capenna bias.
I'm just very tired of going through planes so quickly and only returning to the popular ones, ya know?
Thanks for sending this in, anon! Sorry it took so long to get back to ya!
~Jasper
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cursed-40k-thoughts · 5 months
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MTG having keywords also means the game tends to release absolute nightmares every now and then because the insane bullshit doesn't have to FIT in the card
See, Venture into the Dungeon. When your opponent plays a card one of 3.468 effects can trigger and you will not be able to know until the card is played lmao
Absolutely, lol. It's one thing I will always give props to YGO for; there is a general effort taken to preserve card function and interaction while enabling their archetypes to be unique. Even their weirder stuff, like the Cardians, aren't horrifically disruptive or anything, because they have to be able to be explained reasonably on their card. MTG's keyword souping and engaging with gimmicky stuff has, multiple times, resulted in mechanical functions that people straight up hate to interact with because it's anathema to the game, resulting in some sets utterly tanking because their "Lol so random" forced new gimmick was awful.
I remember when the Lorwyn expansion was so absolutely fucked by mechanical overload that the board states in competitive matches were untenably complex and the whole set ended up roundly hated by players AND judges. YGO board states, while wordy, are typically readable. MTG can and will produce utter gibberish at a moment's notice. That's why their best judges are like freaky walking encyclopaedias of the most insane corner case ruling shit imaginable.
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fantasyfantasygames · 8 months
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Hecatomb
Hecatomb, Bleu Black Mana Games, 1998
For those who didn't play Magic: The Gathering, here's the link to the card info for Hecatomb.
In 1998, everyone was waiting for Magic: the Gathering: the Roleplaying Game. It seemed obvious that it was going to happen. The people who made Magic now owned D&D. It must be on the horizon. Hecatomb wasn't an attempt to get to market first - it was the result of someone getting so excited for what they saw coming that their feelings came out through their fingers and onto their GeoCities site. As it turned out, there wasn't a real M:tG/D&D crossover until 2018, so Bleu kinda jumped the gun here.
Stats are the five mana colors, plus Life. NPCs are rated on Damage and Toughness. They're all rated on a theoretically zero-to-unlimited scale, but mostly 1-7 with some excursions up to 10. Life starts at 20, because you're playing planeswalkers, traveling from world to world, summoning creatures to do battle for you.
Hecatomb has one extremely big weakness: Bleu had no idea how to make the game a fun group activity. Some examples:
You draw mana from your lands once per day. So you're not casting many spells. The game does allow your creatures to have lands of their own, so they can activate their own abilities instead of you having to do it, but once you're tapped out you're tapped out.
There's no indication of why you would work together. There aren't many people out there more powerful than you, and there's no serious benefit to working together.
What you can cast when is still random. Getting mana-screwed is not any more fun in this game than in the original.
There's no real guidance as to what your character... is. Human? Some kind of god-creature? Remember, this was long before we knew any planeswalkers except Mishra and Urza. 1999 was 6th Edition. This game was written during the Urza's expansion block. Lorwyn, the first block with Planeswalker cards, was 8 years away.
There's no indication that Bleu knew any games but D&D, and maybe Fudge. How very different this game could have been if there were some inspiration from, say, Amber or Everway.
Why did Bleu choose "Hecatomb" out of all the cards? It sounded cool. The game is not thematically "black" in any way.
In the end, though, I can't really fault him. This was a teenager's enthusiasm, and there are some cool things in here for a first game. The "when you do things like this color would, roll using this color" is a very modern mechanic. You could do a PbtA version with that and no one would bat an eye. There's a valiant attempt to tie together the lore on the cards into a fantasy setting, and it resulted in some pretty cool descriptions of dragon dens in the mountains, magic islands protected by mist, forests that moved in and out of reality, and plenty of name-dropping of M:tG mainstays like Yawgmoth and Nicol Bolas. I wasn't making substantially better stuff when I was in undergrad.
You can still find Bleu on various RPG fora across the interwebs. Ping him and he'll DM you the game. He was kind of reluctant for the first hundred people who asked for it, but now he sees it as a charming example of what he used to create, and a good example of what makes a game interesting to read but a non-starter to play.
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noybusiness · 3 months
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The Planes of Magic: The Gathering
In my spare time, I've created links to searches on Scryfall that display the cards from each plane of the Multiverse of Dominia that has been a significant setting for Magic: The Gathering expansions so far, for your viewing pleasure below. This post is pinned and will be updated as new expansions are released. Please check it out even if you're not currently a Magic fan; it may interest you in becoming one! (see if you can find the theme of each plane)
Plane: Alara
Plane: Amonkhet
Plane: Arcavios
Plane: Bloomburrow
Plane: Capenna
Plane: Dominaria
Plane: Duskmourn
Plane: Eldraine
Plane: Fiora
Plane: Ikoria
Plane: Innistrad
Plane: Ixalan
Plane: Kaladesh
Plane: Kaldheim
Plane: Kamigawa
Plane: Kylem
Plane: Lorwyn / Shadowmoor
Plane: Mercadia
Plane: Mirrodin / New Phyrexia
Plane: Phyrexia
Plane: Rabiah
Plane: Rath
Plane: Ravnica
Plane: Regatha
Plane: Serra's Realm
Plane: Shandalar
Plane: Shenmeng
Plane: Tarkir
Plane: Theros
Plane: Thunder Junction
Plane: Ulgrotha
Plane: Vryn
Plane: Zendikar
Additionally, here's the compilation from 2023's big event set March of the Machine (and March of the Machine Commander and March of the Machine: The Aftermath) where New Phyrexia invaded every other plane in the Multiverse:
March of the Machine
And as you may or may not know, Wizards of the Coast, the company that created Magic: The Gathering, also owns Dungeons & Dragons now and has published Forgotten Realms-set expansions that aren't canonical to the Magic multiverse (including fan-favorite characters from the book series The Legend of Drizzt, the video game Baldur's Gate III and the movie Dungeons & Dragons: Honor Among Thieves), so here they are!:
Plane: Toril
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vorthosjay · 1 year
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Is this a right decision to make sets without humans? For 15 years we keep hearing that Lorwyn didn't do well due to lack of humans for players to associate themselves with.
I'm just a freelancer, so I don't have any access to their market research or the reasoning for their decisions to do a set, but I think there are some obvious differences here.
First is that Lorwyn was four sets long, the longest period of time spent on any plane in a row since Dominaria.
Second is that single set returns are vastly different than block returns were, that's how we got Kamigawa, and how we're getting a new Lorwyn set.
Third is that they're embracing keeping the creative for a world but changing the mechanical, so if their concern was partially about a Lorwyn typal block they can vary it up.
Finally, anthropomorphic animals are way different than a regular fantasy environment sans humans. There's tons of media that features them.
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markrosewater · 1 month
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Why do you think our have shifted from sets with more obvious themes to sets with more subtle themes? Mirrodin was artifacts but kaladesh was subtle. Lorwyn was typal and bloomburrow is subtle. Theros was more modern and is more subtle and there is no enchantment world. Do you think you will ever make a new plane an enchantment plane?
We like to bounce around to different inspirations. What you might think of subtle is just us using references you, personally, are less aware of. Bloomburrow, for example, is very much borrowing from a well tread genre space, but possibly not one you know as well.
As for a new world with an enchantment theme, I think we can do that. : )
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thecornwall · 1 month
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Cornwall's Random Card of the Day #967: Clement, the Worrywort
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Clement, the Worrywort is a rare from Bloomburrow.
Ah, that time again when I can talk about something from the(as of time of writing) most current set! I guess I can dispense with the "Bloomburrow is awesome, I was right to love Lorwyn when it came out and am now vindicated" talk, cause I think we all know that. Nobody doesn't fucking love Bloomburrow. I will note, while talking about Lorwyn(the closest set in tone to Bloomburrow we've had), that this art is quite similar to Wort, Boggart Auntie from there. COINCIDENCE????
This guy lets you return your dudes to your hand. Why? Frogs in Bloomburrow have one of the most flavourful and cool archetypes of all time. They bounce. The trick is to fill the deck with frogs that have good enter the battlefield abilities, and then frogs which let you flicker or bounce them. I love that! A+ for that design! A whole load of creatures normally come with enter the field abilities anyhow, so it's surprisingly easy to take advantage of this in limited. Hm, I'm giving unqualified praise to Wizards. Should check my temperature.
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incorrect-mtg · 7 months
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Flavor Text Highlights - Morningtide
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Cool - Boldwyr Intimidator
“Now everyone knows what you are.”
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Cool - Bitterblossom
In Lorwyn’s brief evenings, the sun pauses at the horizon long enough for a certain species of violet to bloom with the fragrance of mischief.
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Funny - Mothdust Changeling
“Ever seen a changeling fly into a lantern?” —Calydd, kithkin farmer
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Emotional (Horror) - Disperse
Gryffid scowled at the sky. A perfect day for the hunt tainted by clouds. He wished them gone. High above, the clouds looked down, scowled, and made a wish of their own.
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<- Previous Set | Next Set ->
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