Tumgik
#plane: theros
tumblhurgoyf · 1 year
Text
Tumblr media
This is round 1 of the Battle of the Planes! Polls for the other round 1 match ups are up as well.
69 notes · View notes
pocgamer · 5 months
Text
The Forgotten Gem of 5e: The Mythic Odysseys of Theros
Time to dip back into some D&D with 5e's forgotten gem... The Mythic Odysseys of Theros!
In the summer of 2020, to little fanfare, Wizards released a new Magic the Gather setting port to 5e Dungeons & Dragons. Events at the time conspired to bury this review, banishing it to the back-burner of articles. Today that changes. It’s time to dip back into D&D now and look at one of its most overlooked Magic the Gathering ports… Mythic Odysseys of Theros. Let’s dive in! Continue reading…
Tumblr media
View On WordPress
7 notes · View notes
andromedasummer · 2 years
Text
on one hand im so glad i got the theros setting book for cheap because i love greek mythology and ttrpgs and d&d so its been a DELIGHT to go through. on the other hand. this may be what gets me into magic the gathering.
6 notes · View notes
Text
last night
me: trying desperately to sleep, dst got me fucked up, have extra work today so i can't take my usual nap between shifts
my brain: hey. hey. AU where the Phyrexian Invasion of the Multiverse causes funky timeline splitting shit and Mes accidentally planeswalks to a different version of Theros/Ravnica (specifically, the versions from my friend's AU where Bial remained on Theros and grew up there + was older when Xenagos ascended and was killed) where it's also XX years in the past before the invasion begins?? :)
2 notes · View notes
jacebeleren · 8 months
Note
It bothers me so much that the only transfem rep in mtg cards is this like. Soldier military woman, like 'ooh look at this guy's we made a trans woman who's a part of a war machine' fantastic thank you magic very original
Tumblr media
=========
Okay.
First of all, there is no "our" interpretation of the text. My thoughts are my own, and your thoughts are your own. Some of our thoughts might align, but I will not allow you to speak for me.
Second, I am sorry you feel so disappointed in the current state of transgender representation in Magic. I understand your concerns and I think they're valid concerns.
Third, your concerns being valid does not mean I agree with what you have to say, though. Don't come into my inbox complaining unless you're ready for me to honestly respond. Respectfully, your approach to these concerns makes it clear to me that you don't actually understand what you're talking about.
It's apparent that you follow me or have at least seen many of my posts. You appear to respect my opinions / analysis (at least regarding Jace and Tezzeret). So listen to me when I say this:
What constitutes 'good' representation is context-dependent, and it's not something you alone get to decide.
Yes, Alesha is a "soldier military woman", as you said. I understand that you have this complaint because you believe this makes Alesha an example of the stereotype that trans women are violent. But context matters. What you're failing to consider is the fact that she comes from the Mardu Horde, a faction on Tarkir inspired by the Mongol hordes of real-world history. In this context, Alesha isn't presented as violent because she's a trans woman. She's violent because she literally comes from a warrior clan based on one of the greatest military forces in human history. And honestly, with Magic being a combat-centric game, she's not any more violent than any non-Mardu Legends, either.
Do you seriously think a story about a trans woman fighting to proudly declare her trans identity in her culture and later becoming the accomplished and well-respected leader of her clan is bad representation? Does the fact that she's a warrior really outweigh the rest of the lovingly crafted trans narrative they created for her, to you?
It's fine if you feel that way. You don't have to like Alesha or her story. But just because something wasn't made for your taste doesn't mean it's bad writing / bad representation.
Anyway, I highly recommend you read Alesha's story, "The Truth of Names", since it seems like you haven't read it yet. It's a fantastic story-- the most beloved short story in all of Magic, actually. It was the most-read article on the entire Magic website for like 5 years, according to WOTC.
And if you're interested in learning more about transfem characters in Magic who aren't Alesha, I recommend you read about Xantcha, who first appears in the novel "Planeswalker".
Next, I need to make things clear about Ashiok.
Ashiok was never intended to be nonbinary representation. Ashiok was created to be a mysterious, unknowable villain. What makes Ashiok special is that we are not mean to know anything about Ashiok. We do not know Ashiok's species or plane of origin, for example. Another part of that element of mystery is not knowing Ashiok's gender, or how Ashiok identifies. Ashiok's original style guide from Theros explicitly instructs people to not use any pronouns for Ashiok at all (which I still follow because old habits are hard to break.) Official Magic sources did not begin to use they/them pronouns for Ashiok until 2022, in the story "A Garden of Flesh" (another excellent story, BTW.) And they only started using they/them for Ashiok because it is really hard to write a story where the character is mentioned that many times without pronouns.
All this to say: Ashiok as intentional nonbinary representation is certainly not the narrative WOTC is pushing.
Yes, there are many fans of Ashiok who interpret Ashiok as nonbinary, but those are their thoughts and you need not concern yourself with that, if it bothers you so.
As for Niko, it's weird that you say they're "non-existent" in Magic story when 2 of the 5 side stories ("Know Which Way the Wind is Blowing" and "Aim Through the Target") in their debut set Kaldheim were entirely focused on Niko. They're also a starring main character in 15 of the 25 issues of the BOOM! Studios Magic comics.
I'm glad you like my analysis of Jace and Tezzeret as transgender characters. Thank you for that, genuinely. But I want you to understand that the reason I have these interpretations is because I love Magic Story. And more importantly, I actually read it. I love Magic Story, and I have so much respect for the Magic Narrative team and the work they do.
What most people don't understand is that the Magic Narrative Team is in fact very careful and very loving in their approach to queer representation. You may not know this about me, but I'm friends with A LOT of people who formerly or currently work on Magic / Magic Story. Knowing these people personally, I know for a fact that the Magic creative Team does not create queer characters for "diversity points". They're not just checking boxes. The Magic creative team creates queer characters because the Magic creative team is full of queer people and allies who want to tell stories that reflect their own + fans' experiences. And they have to constantly fight to include more / better queer representation in Magic. They want good queer representation in Magic just as much as we do.
Am I going to defend everything they do? No! Are they perfect? No! They are just people. They make mistakes and they have blind spots. For example, in my essay about my analysis of Jace as a trans man, I explain that the reason my interpretation means so much to me is because there is currently zero meaningful representation for trans men in Magic canon. There are zero transgender male characters in Magic canon who have names. That's a HUGE blind spot considering the number of canon trans characters! That's something that disappoints and upsets me.
I'm not afraid to criticize Magic Story, and I do so very often. But I am critical of Magic story because I love it. My criticism does not equal hatred or unhappiness.
Sorry to hear that their efforts at including better trans representation in Magic would piss you off. I'm sorry that you've given up.
Lastly, I think Liliana is cis, but that's just my headcanon.
162 notes · View notes
vorthosjay · 14 days
Note
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.
42 notes · View notes
markrosewater · 1 month
Note
re: blocks. Character limit is really restraining my ability to convey this thought in its entirety. I think the recent asks haven't put to words the difference between 9 months worth of sets and the stories they represent. I believe it's less about having 3 sets worth of cards, but having an adequate amounts of stories to build the world and putting the named characters to paper. Theros Block didn't sell me on Theros, seeing the journey of Elspeth through the plane of Theros did.
Each set having the equivalent stories as a three-set block requires us tripling are amount of stories which is a huge ask for the creative team.
28 notes · View notes
etrata · 2 months
Text
Tumblr media Tumblr media
After events in the Planechase game I am in, Sango in Theros has started learning from Clerics of Pharika! Decided to draw her with this look for this plane!
28 notes · View notes
bermuda-n-drangle · 8 months
Text
Wilds of Eldraine Is More Arthurian Than Throne of Eldraine Was
Wizards of the Coast personnel, most prominently Mark Rosewater, have been transparent that Eldraine began its creative life as an Arthurian/Camelot inspired plane. Which it still is, but it was originally just that. However, they'd run some polls, and general public's recognition of things from Arthurian legend was limited in scope compared to the actual breadth of source material. So, to avoid a second Kamigawa, they supplemented it with the "fairy tale plane" premise, which has also been on the short list for years but didn't have enough thematic legs to stand on its own. They would play off each other: fairy tales needed a kingdom of humans, and Camelot legends needed a magical element outside the kingdom.
It was a pretty great idea. Then, the set came out, and the "Arthurian half" of it was received much more mildly than the fairy tale half. So, in Wilds of Eldraine, the fairy tale half is given much, much more prominence. This is obvious in every aspect of the set, from key art to draft archetypes, to the absence of Knight typal.
So this post's title probably seems like a weird sentiment to have. But I feel like Throne's Arthurian side feel flat because it was barely there to begin with.
Here, walk with me through a creative exercise. Suppose you have been tasked with making a setting inspired by Arthurian legend, the way Theros is inspired by Greek myth. You do not yet know that you will be given a fairy tale parachute later on. What's step one?
You probably said "make an analogue of King Arthur and/or Camelot". Because that's the right answer. And that is, indeed what they did.
Sort of.
Eldraine's Camelot is Ardenvale, and its high king is the Good King Algenus Kenrith. He underwent many trials to claim his crown, and all of the realm looks to him for leadership.
Tumblr media
King Kenrith's card is not in booster pack, and his entire role in the story is that he is kidnapped and turned into an ungulate.
That's a pretty odd way to handle the King Arthur of your King Arthur setting, in the set that's introducing the setting. But okay.
You have your Arthur expy, and you have his kingdom. What is Step 2 in making a resonant facsimile of the Matter of Britain?
If you said "make four more Camelots"... Well, I'd say that's an odd pull. Given that there was only one Camelot in the source material. However, I did say that in this scenario you were designing for a Magic set, and if a plane doesn't have five or ten of its main gimmick, Richard Garfield will just die on the spot.
This is how we get the five courts. There is Ardenvale, yes, but that's just the white guys. Each court is a different take on the virtues of knighthood and chivalry. Ardenvale values honor and loyalty, Vantress values wisdom and knowledge, Locthwain values determination and persistence, Embereth values bravery and valor, and Garenbrig values strength and fortitude. Thus, the Knight, which is traditionally very white and sometimes black, can be in any color it wants this set and still make sense.
And that was very cool of them, honestly! However, it doesn't get us any closer to the setting feeling Arthurian. Setting aside that you're making a Magic set, ask: once you have King Arthur himself and Camelot, what do you need next to truly be Arthurian-evocative?
There's a pretty good chance that you said either Merlin or Excalibur. And Eldraine does indeed have those! Sort of.
Tumblr media Tumblr media
This is Gadwick the Wizened and Embercleave. The former is from Vantress, and the latter associated with Embereth.
I have just told you all the lore about Gadwick and Embercleave.
They are both part of cycles of cards. Gadwick is the only card in his cycle that has anything to do with King Arthur conceptually, and in-universe he does nothing significant and is unrelated to Kenrith or Ardenvale, so it's really only process of elimination and word of God that places him as this setting's Merlin. Embercleave is part of a cycle of artifacts meant to represent different artifacts from Arthurian legend. Except the blue one, which is another fairy tale thing, and the green one, which is... Stonehenge, for some reason.
In fact, Embercleave almost did not exist. It was originally the Irencrag, this world's Sword in the Stone-- or rather, Stone with the Sword. (Note: Excalibur isn't even the sword in the stone, Excalibur was from the lady of the lady, the stone sword is different, look it up) Knights of Embereth, as a rite of passage, stick their weapon into the rocky edifice, and if they can pull it back out again, they are worthy of knighthood. And that's a very fun, cute way to take a recognizable motif of the source material and expand it into a whole cultural thing, genuinely.
But you're telling me early drafts of your Story of King Arthur Plane didn't have an Excalibur? Like, I'm glad that you caught it before you went to print, but where are your priorities where that almost happened? And it's not like Arthurian myth has some kind of dearth of legendary relics! Rhongomyniad, Failnaught, Carnwennan, the Ring of Dispel, the Green Sash, Prydwen. There, I just made another five color cycle with one to spare, and I wasn't even trying!
But fine, it's fine. You have your King Arthur, your Merlin, and your Excalibur, and even your Holy Grail, even though not a one has anything to do with the other and only one of them will do anything of significance within the story. You also almost had a Morgan le Fay analogue in the form of Sheoldred the Whispering Witch, but you cut her later in design because you wanted Eldraine to be a breather period after WotS and not another immediate ramp-up (good call, btw, but her replacement, Oko, is very much not a Morgan).
Is there... anything else? Something... synonymous with King Arthur, present in virtually every pop culture depiction of the man in some fashion? Something that a layman might naturally finish the sentence "King Arthur and his..." if prompted?
That's right, his Round Table!
Tumblr media
King Arthur's iconic Round Table, which he famously sat at all by himself. His Round Table which was definitely intrinsically magical and NOT, by any means, a symbol of a regent placing himself on equal footing with those who swore allegiance to him.
In case my sarcasm is not portraying my frustration adequately: there are no Knights of the Round Table in this set. There plenty of knights, sure. A glut of them. And, as seen above, there is something of a Round Table that some of them are associated with. But there is not elite fellowship of legendary knights with the King counted among their distinguished and exclusive ranks.
The set Throne of Eldraine have five legendary knights at uncommon, plus a sixth if you count the commander precon. None of them have any lore or characterization beyond "hey remember how we said knights of this color are like? this is one of them".
Lancelot, the peerless master of weapons whose base desires doomed the court to infighting. Bedivere, the king's first knight of unfailing loyalty and single arm. Kay, the king's stepbrother turned protector, know for his mix of fire magic and swordplay. Gawain the gentleman, whose arrogance is tempered into humility. Mordred, the child of the king and his worst enemy, traitor to the crown. Tristan of the tragic romance. Galahad, Agravain, Percival.
Not a single one of them has an intentional parallel in Throne. All real estate for legendary knight characters in what is, ostensibly, The Legendary Knight Setting, is dedicated to going "knights are in all five colors in this setting isn't that neat".
And one might think "oh, they were just worried that the average consumer isn't going to have the knowledge of the specific of King Arthur's court". And ordinarily might be inclined to agree with you, but: they printed Questing Beast.
Tumblr media
Yes, everybody's favorite 4/4 for four with three keywords and more further upsides than most would care to count. The questing beast is an actual thing from Arthurian lore, and like a surprising number of other mythical creatures, it probably originated from someone poorly describing a giraffe. Still, it's extremely obscure. I count myself the biggest authority in Arthurian stuff in most of my friend circles, and I'd never heard of this thing until its card was spoiled.
So this thing that almost nobody had ever heard of, it gets to be in the set, legendary, at mythic, and strong enough to warp standard, PLUS explicit lore importance. But making room for a single Knight of the Round Table? In the Camelot setting? Couldn't be done.
I'm not asserting this is actually true, but looking at the set, I can't help but feel that whoever pitched "let's do an Arthurian world after War of the Spark" knew nothing about King Arthur stuff besides what cartoons and movies made casual reference to. Like, really. Assume that you aren't allowed to say "there's a king" or "there are knights", because those are both things true of very many planes, and tell me, how would explain what makes Eldraine "Arthurian"?
Oathsword Knight is a Monty Python reference, is that anything?
Tumblr media
So, yeah. The set comes out, and according to market research, the Arthurian side of the plane "tested poorly", which is to say, most players didn't realize it was there, which is to say, they realized it wasn't. So, in response to this-- I mean, by sheer coincidence, the Phyrexians destroyed all five courts in the invasion. References to them still exist, but Eldraine is focusing much more on the fairy-tale side of things this time, hence the name Wilds of Eldraine. There's knights, but no knight typal. Humans, but no adamant.
And then something funny happened.
I won't go into every last detail of Wilds of Eldraine's story, but: Will and Rowan are in disagreement of how The Realm should be salvaged. Rowan, frustrated with ideas like "social reform" and "negotiation", wants to do so with her magical prowess, and is willing to swear fealty to her evil witch aunt to make it happen. Will, meanwhile, is more level-headed, and wants to untie the realm by simply being a good leader and trusting the people to believe in him. And at first, they don't. But Syr Imodane, knight turned raider turned knight again, sees his earnestness and decides to place her loyalty in Will, and others follow after her.
Tumblr media
One day I was thinking about Imodane, who features prominently in the story, and I had a small realization. The prosthetic arm, the mixture of fire magic and melee combat, being first to join. She's sort of like Bedivere and Kay rolled into one character. Except, you know, meaner, and a woman of color.
Then, like a flash, it clicked for me.
Algenus was never the Arthur. He was the Uther, THAT'S why he barely did anything. Will Kenrith is the King Arthur, the boy who became king because somebody had to. Eriette is the Morgan. And Rowan, her pawn and Will's flesh and blood, is the Mordred.
And just like that, they've done it. They have captured, not just the surface-level aesthetics of the Matter of Britain, which are by themselves nothing extraordinary, but the SPIRIT of it.
Many people thought getting rid of the courts would dilute the setting's Arthurian theme to nonexistence, but honestly? The courts never had anything to do with the Arthurian theme, not really. Apparently, they were just getting in the way.
Ultimately, making a setting "Arthurian" is a foolhardy task, because the setting of King Arthur himself isn't interesting, and it's not what makes the tale of Camelot interesting. But making STORY "Arthurian", making its cast and their relationships and their arcs and their virtues line up with what the tale of Camelot explores? That's something. Strange that it took making a limited archetype about evil candy to accomplish this, but we got there.
65 notes · View notes
eviltransswag · 9 months
Text
Ashiok Information Post
Tumblr media Tumblr media
Nightmare Gender (they/them) and uses their nightmare powers for Evil, such as making most of a plane fall into a slumber, making a god for funsies to scare the other gods, and sending a seriously homoerotic letter to a repressed knight lesbian (Elspeth Tirel)
Non-binary nightmare artist who travels the multiverse causing the most fucked up trauma they can to whoever would be most entertaining. They once created a new god from zero just to spread bad vibes and make everyone in that world who lived in cities to suffer mad anxiety and dread about living somewhere a bunch of other people also live.
Nightmare creature with the coolest outfits
Ashiok does nightmares to people for fun.
Ashiok is a nonbinary planeswalker and powerful magic user who travels the multiverse giving people nightmares and creating monsters from those nightmares. Their head lacks the top half of their face and they have gnarly horns and constant billowing smoke in its place. Ashiok is genderless and mysterious. They revel in being unknowable and incomprehensible to those around them. They dress in flowing silks with all kinds of leather belts and golden ornamentation, and they have six inch claws. Ashiok has so far only been a side villain, but they've accomplished some nasty things in their career. We first met them on Theros, the greek mythology inspired plane. Ashiok manipulated some of the plane's cultures into a small war, made a deal with the god of deception, caused the birth of a new, nightmare-fueled god, Cacophony (didn't last, but pretty impressive), and plotted to curse the entire plane into eternal sleep before being foiled. After all that, Ashiok found the planeswalker Elspeth Tirel in the underworld, and learned about New Phyrexia from her nightmares. (For those not familiar with Magic, Phyrexia is kind of like the Borg, but with necromancy and body horror and religion. They're the game's ultimate antagonists.) As a reward, they gave her nightmares of the divine spear that killed her, which eventually allowed her to fight her way out of the underworld and back to life. So Ashiok goes to New Phyrexia, because giving nightmares to the undreaming, unstoppable machine that the rest of the multiverse has nightmares about sounds like the greatest challenge they'll ever have. They start interfering with the mind of Elesh Norn, Mother of Machines, figurehead and ruler of New Phyrexia, and end up not only forcing her to dream, but to have nightmares about Elspeth Tirel, telling Elesh Norn that this one planeswalker is the only feasible threat to Phyrexia's might. Elesh Norn ends up so obsessed that just the possibility of Elspeth's presence at the final battle throws off her entire war strategy and leads to her downfall while Ashiok cackles from behind the scenes. Now, Ashiok is one of the few planeswalkers who's retained the ability to planeswalk, and the next upcoming set is rumored to feature them as the primary antagonist for the first time.
They travel into other people's dreams in order to observe or give their targets nightmares, including inducing horrifying visions to Elesh Norn, an overarching villain and who is a terrifying entity in her own right. They do this mostly because they can. They are a nonbinary body horror cenobitic....entity. AND they're hot.
Pulling a Bush in 2000 on this bitch
75 notes · View notes
tumblhurgoyf · 1 year
Text
Battle of the Planes Elite Eight
Tumblr media
43 notes · View notes
pikachugirltits · 7 months
Text
Magic Story Speculation: Return to Lorwyn and Irish Myth's The Book of Invasions
So, the other day on Blogatog Mark answered this ask:
Tumblr media
And I made a comment in the replies about wanting to see a proper Theros/Kaldheim/Amonkhet style Celtic mythology world. Particularly something that acknowledges that there's actually no such thing as a universal pan-Celtic mythology. I wouldn't mind a world that mashes up elements of Irish, Scottish, and Welsh myth, just as long as we're all aware that they aren't interchangeable.
But then I got to thinking about Irish Myth. And I realized that with the Omenpaths, there's a particular part of Irish Myth they could evoke for the return to Lorwyn: the Lebor Gabála Érenn, or as it's known in English The Book of Invasions.
So the tl;dr of The Book of Invasions is that Ireland has been settled over the years by six distinct groups, with the previous groups of settlers either dying off before the next group arrives or being conquered and driven out. Notably, the fifth group of people that conquer and settle Ireland are the Tuatha Dé Danann, the gods of Irish Paganism, and the sixth group of invaders are the Milesians, a.k.a humans and the ancestors of the modern Irish people.
Now, one of the things Lorwyn is best known for is that it's one of the few planes in the Multiverse with no humans. At the time of Lorwyn's release this was considered a controversial element and was occasionally speculated as one of the reasons for Lorwyn's poor performance. Now, while the existence of Bloomburrow does show that WotC hasn't completely soured on the idea of human-less planes, one does have to wonder if they might want to fix that element of Lorwyn.
So here's my completely baseless bit of speculation: our return to Lorwyn is going to be inspired by The Book of Invasions. A group of humans from another plane are going to travel through an Omenpath to Lorwyn and attempt to settle it, kicking off a battle between them and the inhabitants of Lorwyn. Now, wether Magic plays it straight and has the humans succeed and become a part of Lorwyn going forward or if they reverse it and have the humans driven off so future returns to Lorwyn go back to having no humans remains to be seen, and I have to wonder how much of that will hinge on the reception of Bloomburrow and fan reaction to this theoretical invasion of Lorwyn.
(Interestingly enough, the Phyrexian invasion works well within this pseudo-Book of Invasions plotline. The Phyrexians wind up taking a role similar to the Fomorians, a group of malicious beings that are fought by several of the groups that settled Ireland at various points in these myths.)
27 notes · View notes
addgg-taylor · 28 days
Text
MTG: The Unstable Ground We Stand On
The year was 2013. Gatecrash had just come out to mixed reception, but I didn't even know what Magic was. I was in high school, and my best friend (at the time) was on a vacation to Disney World. So, I went to sit with my second best friend, but couldn't find them. That's when I found an old friend of mine playing a card game with them, and that game was Magic. I learned about it, looked into it, played Duels of the Planeswalkers (remember when that was a thing?), and decided it was for me! Now, I could have gotten a starter deck, but I was laser focused on one thing: A box that said Core Set. This was the M14 Deckbuilder's Toolkit, and I got it because that's what all my friends started Magic with. Granted, that probably wasn't the smartest idea, but I'm the type to jump off the deep end; if I'm getting into a hobby, I may as well make sure I'm prepared for the long haul. The Deckbuilder's Toolkit had everything I needed, the start of a collection, and most importantly? Lands. It had lands. You didn't need to buy them from a game store for up to (or even exceeding) a dollar a pop. You didn't have to rely on people liquidating their collection to stock up. You could just buy a box and have land cards to build decks with, and I remember buying toolkits just for lands and boosters. Now, you can't do that. If you're just getting started, you either have to borrow them, switch them between decks, open them in packs, or buy them on the secondary market. (That last one is pretty ironic, because Wizards of the Coast has a rule against acknowledging the secondary market.) And, yet there's no reasonable, mainstream way to get land cards. Some game stores will let you keep them after an event, but I've only been to one store that did that. (Read: did. They don't anymore because people weren't saving enough for others.)
Back on topic though, long time players probably made note of the time I started Magic; I started with Magic 14, which came between the Return to Ravnica block... and the Theros block, widely regarded as one of the most heavily unbalanced and mechanically awkward blocks of its time. So, after that, people reasonably wanted a palette cleanser, and they had it. The Tarkir block was amazing despite being chronologically confusing, but in the storm of chaos, there was warmth. The Core Sets would always be there to serve as the foundational building blocks, and get this; they gave players a moment to see where the main characters were on their journeys. These weren't just foundational gameplay wise, but story wise, and gave WotC a moment to show everyone what's going on in the background. They also ensured that, between the sets with heavy mechanical ties or complexity, there was always solid ground to stand on. New players could seek out these Core Sets as a good starting ground, and experienced players found themselves in familiar territory with highly desired reprints. However, despite no reasonable player protesting against Core Sets, the vocalization of players wanting more of their favorite planes was taken in a way that was bad for everyone (in my opinion).
After Magic Origins, the game switched to a two set block system, and suddenly lost the Core Set. From a game design standpoint, this is doomsday. This is how TCGs die if they don't have a dedicated, permanent selection of cards, and yet Magic somehow survived to realize their mistake. In the background, however, they were still making a more gross mistake, trying to capitalize on Elder Dragon Highlander. Around the time I got into Magic, they'd begun making Commander decks, and at first these weren't too problematic. They were once a year drops that let players get into this entirely different casual format. While Standard was limited on card selection, and Modern and Legacy a coin flip simulator, Commander allowed players to throw their collection into the ring without regard for the hottest cards. The general consensus was that you could play what you wanted, whether you had a few Standard sets worth of cards or flocked to Modern, Legacy, and Vintage.
Fast forward to War of the Spark. Now, the two block system was dying. The war on blocks had begun, with Mark Rosewater practically blowing off anyone that critiqued the change with the same "this is what you wanted, right?" Players really wanted to see previous planes, but instead of Wizards trying to revisit them in earnest, they shifted into rapid fire mode. With only one set per plane now, they began spitting out half-baked revisits that barely touched upon older planes, and tore through new planes and major events without putting much thought into them. Stories would begin to go undercooked, and with every "you wouldn't want to be stuck on a plane you don't like" from MaRo, an interesting plane or event is left unexplored past the surface level. Additionally, to add more ammo to this machine gun of mistakes, they threw the Core Set in the trash. They tried to kill it off once and realized their mistake, but after Adventures in the Forgotten Realms it was dead for good. Looking at things now, this has all caused Magic to fall apart.
Magic is the worst it's ever been for any player that isn't wholly invested in and unwaveringly loyal to the game. The beginner has the worst footing in many years, with the Local Game Store forced to leverage all the responsibility for getting new players into the game. Players who want to learn can do so for free, but the first step into the door beyond learning is a brick wall. Starter Kits have finally made a resurgence, which is a step in the right direction. However, you likely wouldn't know they existed if you didn't look online, which is antithetical to the fact that you'll usually have to go to a game store in order to play in events anyway. Additionally, with MSRPs being stripped off many products, it's the most expensive (even relatively speaking) it's ever been to start playing. As for experienced players? The story is the hardest it's ever been to keep up with, thanks especially to the fact that an entire plane's story has to start and end in one set. Players should be able to get the gist simply by looking at the set, but instead, hastily written stories with declining storytelling aspects do most of the talking (and it's assumed you've read them). This problem is becoming painfully obvious now; basically everyone that's died recently has been brought back to some extent, making it apparent that the folks in charge of story direction are leaning on old planeswalkers instead of innovating with new ones. Mu Yangling and Jiang Yanggu, Basri Ket, Niko Aris, Calix, Kasmina, Davriel, Dack Fayden, and Wrenn have either been ignored or cut from the story. Meanwhile, every member of the original five planeswalkers has completed their story arc and suffered some major fate that should have ended their tale, and yet they've all come back; Ajani and Jace were compleated, Garruk was corrupted by the Chain Veil, Liliana was hunted down, and Chandra was forced to face her corrupted fling Nissa. All of them are now totally fine, with Jace set to appear in Outlaws of Thunder Junction.
That's just scratching the surface of problems plaguing veterans. From a gameplay perspective, Standard is the most complex it's ever been, thanks to a three-year cycle being introduced and a constant torrent of increasingly complex mechanics. From a financial perspective, products aren't just the most expensive they've ever been, but there's basically a new product every single month now. Unless you stick to a single format (which can still be wallet-busting in its own right), you're bombarded with new content. Experimentation is great, but with the constant output, Wizards is forced to compete with itself; this has led to the worst level of power creep in many years. (You could probably reprint the Mirrodin block into Standard at this rate and only have to ban Skullclamp.) Every format has been turned on its back by the creep, from evoke elementals plaguing every deck in Modern to companions haunting Legacy and Vintage; worst of all, however, has been the fact that Standard is incredibly difficult to innovate in because of just how many blatantly busted cards are being printed. Oko was the thunder in the distance, and a storm has been pelting the format at increasing intensity since. We've reached a point where many blatantly powerful cards are considered fine in the format, because Wizards would rather keep bombs like Sheoldred, the Apocalypse legal than go on a banning spree for every seriously problematic card.
The worst part about this is that we likely wouldn't have reached this point if we still had a Core Set every year. The intentionally dumbed-down power of Core Sets is part of what helped keep power creep in check, as they couldn't go too far if they wanted to make the cards relevant. The ability to reprint many cards back into Standard gave players a comfortable baseline, let new players enter the game more easily, and made it easier to acquire classic cards. The break in the story allowed us to get a better look at where planeswalkers were and what they were doing, or it let us step back to see their history. It let Wizards introduce new characters more freely, not having to worry about their immediate implications. And, most importantly. if it was still around, there'd be far less arguments for one set per plane.
8 notes · View notes
Text
not my brain creating yet another magic oc when i absolutely don't need another
1 note · View note
incorrect-mtg · 13 days
Note
What if Theros is still dictated by flow of mana, but it simply created nyx, which has the property of being shaped by faith?
I mean, sure, that's probably the case. It's unlikely that Nyx just appeared ex nihilo, so it was probably a peculiar consequence of the plane's leylines. But regardless, after it came into being it became an unavoidable part of Theros' reality
14 notes · View notes
vorthosjay · 30 days
Note
Following up on what you said about aetherborn and Planar afterlifes. Do most planes have fleshed out rules for the afterlife? We saw what appeared to be Gideon in theros' afterlife after dying on Ravnica. I've always been curious as to what happens after our favorite characters die. And especially the belief systems of the average citizens on non-god centric planes. E.G. Gruul Gods
Gideon’s thing was not actually in the Theros Afterlife - I’ve discussed that a bunch, but I want to also note that it doesn’t mean it wasn’t “real”.
Some planes have defined afterlives, others do not. Usually they’re where it’s thematically appropriate (top down settings based on real world mythology). In some cases, like Ravnica for a long time, it’s just a random metaphysical side effects.
Cosmically, there is heavy implication that the aether of the Blind Eternities is a sort of cosmic afterlife where souls return when they die. This might be what Gideon experienced. Even with the Theros Underworld, souls eventually fade and become misera, and my assumption is that the Underworld finally loses them back to the Eternities then.
18 notes · View notes