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The Multiverse is the shared fictional universe depicted on Magic: The Gathering cards, novels, comics, and other supplemental products. [1] Though Magic is a strategy game, an intricate storyline underlies the cards released in each expansion. On the cards, elements of this multiverse are shown in the card art and through quotations and descriptions on the bottom of most cards (called flavor text). Novels and anthologies published by HarperPrism and Wizards of the Coast (WOTC), and the comic books published by Armada Comics expand upon the settings and characters hinted at on the cards. WOTC also publishes a weekly story (most often related to the plane explored in the current expansion set) in the Magic Fiction column, previously known as Official Magic Fiction and Uncharted Realms.
In the early days of the game, the name 'Dominia' was used to describe the story multiverse, but due to confusion with the name of the plane/planet where the central events of Magic occur (Dominaria, which means "the Song of Dominia"), it fell into disuse and was replaced. [2]
The way Magic storylines are conceived and deployed has changed considerably over the years. The main premise of Magic is that countless possible worlds (planes) exist in the Multiverse, and rare beings called Planeswalkers are uniquely capable of traversing the Multiverse without external aid. This allows the game to frequently change worlds so as to renew its mechanical inspiration while maintaining Planeswalkers as recurrent, common elements across worlds. Players represent Planeswalkers able to draw on the magic and entities of these planes to do battle with others. [3]
Richard Garfield established enough of this story for the game when it was first published. With the first sets, most of this story was told through the cards' flavor text, and because most of the creatures and the keywords were based on common fantasy tropes (flying dragons, for example), there was no significant driver for a backing narrative. In some cases, the narrative was demanded to help with new gameplay mechanics and keywords that did not fit standard fantasy tropes, but these were still limited to flavor text. [4] The first expansion Arabian Nights (1993), designed by Garfield, was based on One Thousand and One Nights folklore and included figures from that such as Aladdin. [5]
With the demand for more expansions, several different teams within Wizards of the Coast's research and development department worked separately on these upcoming sets, with the card designers taking the lead in creating their narratives. Each of these teams had different approaches for implementing that in the cards. [4] [6] For example, the next expansion was Antiquities (1994), with a design led by Skaff Elias. Elias' team wanted this set to focus on the use of colorless artifacts and came up with the narrative idea of a battle between two brothers skilled in artifact use at a point in time before the other realms of magic had established themselves. This would tie into both their planned cards as well as help define the differences between the color mana schools better. Elias planned out elaborate timelines, but as the set was only 100 cards, most of this was left on paper, giving players only glimpses of the larger picture through flavor text. [5] In the case of Homelands (1995), R&D had two writers craft a story first and then worked alongside them to implement that into the cards for that set. [4] Still, few elements of any of these sets were shared save for the common connection to the plane of Dominaria.[ citation needed ]
Apart from Wizards' own attempts at storytelling, in 1994, Wizards gave exclusive licenses to Harper Prism to publish novels, and an imprint of Acclaim Entertainment to Armada Comics to publish comic books. Neither of these was developed in concert with the game and subsequently created divergent ideas to the game. [4] [7] "Much of the lore established" by Armada Comics "is the foundation from which the rest of continuity was built. In fact, the idea of 'The Revision' stemmed in part from WotC publishing novels based loosely on many of the stories told in these comics. Some of the details changed (or were 'retconned', in popular fan speak), but for the most part, the core of these stories stayed the same". [8] The comics came to a sudden end in 1996 when Acclaim, parent company of Armada Comics, started to run into financial trouble. [9] In 1997, "two video games connected to the comics, Shandalar and Battlemage, were also released [...]. In general, Pre-Revisionist materials are still canon unless contradicted by another source". [7]
Wizards began to take back narrative control with the Mirage (1996) storyline. [8] "Detailed story summaries for Mirage and Visions were available on the Wizards website, covering the events of the Mirage War. But it was with Weatherlight that Magic's first epic narrative began". [7] Wizards wanted to try to create a more cohesive universe with the next major expansion, Weatherlight (1997), comparable to other works like Star Wars . Mark Rosewater and Michael G. Ryan developed a long-term story arc that would cross through several expansions as well as into comics, magazines, and novels. With the cards, a small team of dedicated writers was used to make sure there was a consistent voice in the flavor text to help emphasize the story elements. [10] [11] "The next four years, from Tempest in 1997 through Apocalypse in 2001, would follow the story of the legendary Skyship Weatherlight and her crew". This saga was intended to last the next five years, but several factors came into play by the time the Urza's block was released: there was a change in leadership in oversight of Magic: The Gathering and the direction it was heading, players were not interested in the lead characters of the saga, and players had found it difficult to follow the narrative from the cards alone. [4]
In 1998, a new four-issue limited comic series was published by Dark Horse. [9] [12] Around the same time, Wizards had regained control on the license to publish novels and comics and they decided to make the novels the primary route for the story of Magic: The Gathering which would tie in closely with the cards designed for the expansion. This approach was used through the Onslaught block in 2003, after which Wizards found that novels were not a sufficient means to build out the details for cards; novels would be focused on how characters change over events, while the game presented a character at a single moment, and a novel could not flesh out all the other supporting elements that the card designers needed to build their sets without weighing down the readers. [4]
Following Onslaught, the narrative of Magic: The Gathering took a more distanced approach. Once an idea for an expansion was presented, preliminary work was done simultaneously by the research and development team and by the creative staff to build out the basic gameplay concepts and the setting of that expansion, respectively. Once both sides agreed to that, the two teams then proceeded primarily on individual routes towards their end production. [4] Brady Dommermuth, the Creative Director in 2006, said that "generally the cards provide the world in which the novels are set, and the novels sometimes provide characters represented on cards. But cards also introduce their own characters that might not appear in the novels. In short, the Magic creative team and the novelists work largely in parallel and inform each other as much as possible." [13]
The pre-mending and post-mending monikers come "from the event known as the Mending, which fundamentally changed the nature of Planeswalkers from near-divine beings to mortals with a bit more oomph". [14] During this time, Wizards further transitioned to ebooks as well as having their creative staff write more in "Uncharted Realms", a weekly column on the company's website. [15] [16] In September 2011, Hasbro and IDW Publishing accorded to make a four-issue mini-series about Magic: The Gathering [17] with a new story but heavily based on MTG elements and with a new Planeswalker called Dack Fayden, the story of which mainly developed in the planes of Ravnica and Innistrad. [18] In total, between 2011 and 2014, four four-issue mini-series were published by IDW. [9] [19] In 2013, Wizards saw that even with continued growth in player numbers, printed novel sales had fallen greatly and ebook sales remained flat, and made the decision to discontinue the larger narrative works in favor of having the creative team provide story coverage and shipments as of the "Uncharted Realms" column. [15]
In 2014, Mark Rosewater wrote: "Unfortunately, the public has made it very clear that novels are not how they want the story told". [20] [21] Clayton Emery, on why he no longer writes Magic: The Gathering novels, wrote that after being invited to Gen Con he "arrived to find waiting for me — nothing. [...] No reading, no panels, no chance to meet fans, and not a single copy of any of my books anywhere in sight. Why did you invite me? [...] While there, I did get to ask, [...] Will you guys promote my work? 'No. If you catch fire with the fans, then we'll promote you.' How do I catch fire with the fans if you don't promote my work? 'Who knows? We don't promote Magic books as a rule anyway, because they don't sell well.' Then why produce them? And hey, you promoted Jeff Grubb's latest Magic book, advertising it on the inside front cover of every DC comic for three months during one summer. 'Oh, sure. His books sell.'" [21] [22] Sam Keeper, for CoolStuffInc, wrote "I can't attest to the accuracy of Emery's recollections, but it certainly feels familiar. [...] None of the ebook releases, to my knowledge, have ever been acknowledged by official accounts, aside from that single link to an incomplete list on mtgstory.com. [...] Nonetheless, it's a bit of a self-fulfilling prophecy to not promote a product, and then conclude that there simply isn't an audience for it". [21]
This approach continued through 2017. Then, Wizards of the Coast hired novelist and scriptwriter Nic Kelman as their Head of Story and Entertainment. Kelman's task was to assemble all of the lore established from previous card sets and the published novels, comics, and other materials to create the game's "cosmology" or the story bible that established all the known planes and elements of those planes, the individual Planeswalkers and their connections to others, and other details that they could be passed not only to the teams developing new cards but also to those expanding the franchise with new novels and other content. [23] [6] This allows for highly connected events between the external media and the game; one example established the death of a major Planeswalker in the novel War of the Spark: Ravnica that was published just prior to the release of the new set War of the Spark, the first novel published by Wizards in several years, with the set containing cards referencing that death. [24] [23]
In 2018, as part of MTG's 25th anniversary, IDW began publishing another four-issue comic mini-series — this time centered around the Planeswalker Chandra Nalaar. [25] In 2018, Kelman said:
In the early days of Magic storytelling, there wasn’t necessarily a lot of communication between different storytellers, nor was there much long-term planning about where Magic story might be in 2, 5, or 10 years. Over the years, we’ve been trying to make the story more consistent in tone and voice, make the Multiverse more consistent from a cosmological perspective, and plan out stories and character appearances further in advance. In terms of emphasis, I think the early days were less about characters and more about lore. Magic has been trying to emphasize characters more and more over the years. [...] We’ve embarked on the very exciting effort to gain the same reputation for fantasy fiction that Magic has for fantasy art. To that end, we’re now hiring first-class, globally recognized fantasy authors to write our web fiction. [...] On the micro level, we try to make sure every story has at least one character who new fans can relate to without needing to know years of history and at least one character who established fans know and love. On the macro level, we try to plan out sets, settings, and stories so, over the course of any given year, there’s going to be something for everyone. [6]
In September 2019, the sequel Chandra comic series was cancelled before publication. [26] In November 2019, War of the Spark: Forsaken (2019) was widely panned [27] [28] and Wizards of the Coast "canceled plans for the book that was intended for the game's next set, " Theros: Beyond Death ". [29] Then in 2020, with the Zendikar Rising (2020) set, the Magic storyline returned via story articles on the official website. [30] A new ongoing comic series began in 2021; [31] [32] the first issue went "for a third printing despite it already being the highest selling Magic comic book in history". [33]
In the lore of Magic the gathering the Multiverse is a collection of planes (described somewhat like pocket universes) which are usually named after the primary planet contained within them. Travel between these planes is possible, and a few powerful beings known as "Planeswalkers" are capable of traversing between them at will. [34]
The Blind Eternities is the term more commonly used to describe the space between the planes of reality. Filled with chaotic, raw energies such as Aether, Mana, and temporal energy, it is a place where matter and life as known within the planes of reality cannot subsist. (The only exceptions are the Planeswalkers, who briefly pass physically through it when they "walk" between planes.) As such, not much is known or understood about the Blind Eternities. Unfathomable, reality-warping cosmic horrors known as the Eldrazi are said to be born there. [35] [36]
Aether (previously spelled Æther) is the main type of energy filling the blind eternities, although it can also appear in variable quantities within the planes. It is inextricably associated with magic within Magic's shared fictional universe and the use of the word in several Magic cards implies that casting magic involves channeling and manipulating Aether. Similarly, "summoning" the creatures around which combat and much of gameplay in Magic revolves is described as "pulling (them) from the Aether". [36] [37] [38]
The majority of the Magic story was set on the plane of Dominaria prior to Mirrodin, encompassing long time periods each detailed in certain card sets or books. Dominaria is a unique nexus between all the other planes of the Multiverse. Occasionally, such as in Time Spiral, the storyline returns to it. [36] [39] [40]
This section needs additional citations for verification .(August 2020) |
In explaining the game and lore of Magic: The Gathering in an article in Popular Mechanics , Darren Orf explains that each expansion set of MTG "tells a cohesive story across those sets. [...] Each new world comes with all its own themes, strife, magic, and complications. While some elements carry throughout each block (Planeswalkers can cross into other realms after all) and Magic game designers often returns to past favorites, every block is mostly a new story to hook new players while keeping Magic veterans interested". [3] Chronologically, the storylines include:
There are numerous other smaller plots and subplots that take place in Dominaria and on the many planes of the multiverse of Dominia as well as events after the invasion of Dominaria by the Phyrexians.
In 2016, Cameron Kunzelman, for Paste , highlighted the Kaladesh storyline and wrote: "This might be the appropriate time to say that the Kaladesh leans very hard into the visual stylings of a fantastical, pre-colonial India (as one of the set’s key characters, Saheeli Rai, might suggest). While I can’t speak to how successful they have been at synthesizing the cultural references with the fantasy elements, my general impression is that the gesture toward Indian culture is just that: a vague gesture. I’ve yet to see a card that really felt like it “landed” in that cultural space. At the same time, Magic has gotten better and better at melding the mechanical elements of the game with the narrative ones, and Kaladesh is the best that this current formation of the company has done so far". [41]
In 2018, Kunzelman, for Kotaku , highlighted a card from 1993 that was reprinted as part of the 25th anniversary — the newer card now has an elaboration on how it connects to the Planeswalker, Liliana Vess. Kunzelman wrote: "This is the smallest trickle of narrative, literally buried at the bottom of a card, and yet it allows a player who is familiar with the game to grasp onto it and get a huge amount of new contextual information about the world [...]. It’s a really great touch that makes a world that we access through card stock feel like it is a living, breathing world with its own mythology that we’ve been living in for the past 25 years. That’s the real selling point of this kind of contextual storytelling on collectable cards for me. [...] This story, appearing on the bottom of a card and giving a whole new dimension to a narrative I’m already familiar with, sells me on the idea that all the pieces matter. Each card is a piece of a larger world, and I’m supposed to pay attention to them and connect them up like breadcrumbs". [42]
Aidan Moher, for Tor.com , wrote "Magic’s storytelling has come a long way from its early days. It’s no longer a plain fantasy world filled with generic tchotchkes and epic fantasy tropes. It’s grown into something way bigger and more expansive than Richard Garfield, the game’s creator could have ever imagined. Magic was my gateway into fantasy—and as an adult, I’m stilled thrilled by its ever-expanding world. [...] It’s also an experience shared by the game’s millions of players—a story of community and hope, overcoming odds, coming together over a shared love of the game, and, of course, blasting dragons with lightning bolts". [6]
In 2018, Sam Keeper, for CoolStuffInc, wrote "It's bewildering that the main website of this game offers no comprehensive list of all the art books, novels, comics, and webcomics, with new releases coming out this very week highlighted and promoted all over every relevant article. This is the kind of thing bloggers and webcomic artists recognize the need to establish, so why does a company owned by Hasbro have such a disorganized back-and-current catalog? For goodness sake, this has actually gotten worse recently, with the former list of ebooks getting killed in the still buggy and archive-destroying site redesign a few years back. Even that, mind, was a bizarre mess, with single books missing from trilogies on different platforms, and no mention of Godsend, which had come out a month before this archive capture. Wizards seem to want to turn the storyline, somehow, into a global franchise and brand, but they seem pathologically unwilling to pay for the venture. [...] Certainly, it's hard to feel very invested in a fandom where I feel so little like I know what's going on, what is being released when, and how to actually give Wizards of the Coast my dang money!" [21]
Title | Type | Author | release | Isbn | eBook |
---|---|---|---|---|---|
Arena | Novel | William R. Forstchen | Nov 1994 | ISBN 0-06-105424-0 | Yes |
Whispering Woods | Novel | Clayton Emery | Jan 1995 | ISBN 0-06-105418-6 | No |
Shattered Chains | Novel | Clayton Emery | Mar 1995 | ISBN 0-06-105419-4 | No |
Final Sacrifice | Novel | Clayton Emery | May 1995 | ISBN 0-06-105420-8 | No |
The Cursed Land | Novel | Teri McLaren | Aug 1995 | ISBN 0-06-105016-4 | No |
The Prodigal Sorcerer | Novel | Marc Sumner | Nov 1995 | ISBN 0-06-105476-3 | No |
Ashes of the Sun | Novel | Hanovi Braddock | Mar 1996 | ISBN 0-06-105649-9 | No |
Tapestries | Anthology | Edited by Kathy Ice | May 1996 | ISBN 0-06-105308-2 | No |
Distant Planes | Anthology | Edited by Kathy Ice | May 1996 | ISBN 0-06-105313-9 | No |
Song of Time | Novel | Teri McLaren | Jun 1996 | ISBN 0-06-105622-7 | No |
And Peace Shall Sleep | Novel | Sonia Orin Lyris | Jul 1996 | ISBN 0-06-105619-7 | No |
Dark Legacy | Novel | Robert E. Vardeman | Dec 1996 | ISBN 0-06-105697-9 | No |
Title | Type | Cycle | Author | release | ISBN | eBook |
---|---|---|---|---|---|---|
The Brothers' War | Novel | Artifacts (I) | Jeff Grubb | May 1998 | ISBN 0-7869-1170-0 | Yes |
Rath and Storm | Anthology | Edited by Peter Archer | Jul 1998 | ISBN 0-7869-1175-1 | Yes | |
Planeswalker | Novel | Artifacts (II) | Lynn Abbey | Sep 1998 | ISBN 0-7869-1182-4 | Yes |
Colors of Magic | Anthology | Jess Lebow, ed. | Feb 1999 | ISBN 0-7869-1323-1 | No | |
Time Streams | Novel | Artifacts (III) | J. Robert King | Apr 1999 | ISBN 0-7869-1344-4 | Yes |
The Gathering Dark | Novel | Ice Age (I) | Jeff Grubb | Jun 1999 | ISBN 0-7869-1357-6 | Yes |
Bloodlines | Novel | Artifacts (IV) | Loren L. Coleman | Aug 1999 | ISBN 0-7869-1380-0 | Yes |
Mercadian Masques | Novel | Masquerade | Francis Lebaron | Sep 1999 | ISBN 0-7869-1188-3 | Yes |
The Thran | Novel | J. Robert King | Dec 1999 | ISBN 0-7869-1600-1 | Yes | |
Nemesis | Novel | Masquerade (II) | Paul B. Thompson | Feb 2000 | ISBN 0-7869-1559-5 | Yes |
The Eternal Ice | Novel | Ice Age (II) | Jeff Grubb | May 2000 | ISBN 0-7869-1562-5 | Yes |
The Myths of Magic | Anthology | Edited by Jess Lebow | Jun 2000 | ISBN 0-7869-1529-3 | No | |
Prophecy | Novel | Masquerade (III) | Vance Moore | Jun 2000 | ISBN 0-7869-1570-6 | Yes |
Invasion | Novel | Invasion (I) | J. Robert King | Oct 2000 | ISBN 0-7869-1438-6 | Yes |
Planeshift | Novel | Invasion (II) | J. Robert King | Feb 2001 | ISBN 0-7869-1802-0 | Yes |
The Shattered Alliance | Novel | Ice Age (III) | Jeff Grubb | Dec 2000 | ISBN 0-7869-1403-3 | Yes |
Johan | Novel | Legends (I) | Clayton Emery | Apr 2001 | ISBN 0-7869-1803-9 | No |
Apocalypse | Novel | Invasion (III) | J. Robert King | Jun 2001 | ISBN 0-7869-1880-2 | Yes |
The Dragons of Magic | Anthology | Edited by J. Robert King | Aug 2001 | ISBN 0-7869-1872-1 | No | |
Odyssey | Novel | Odyssey (I) | Vance Moore | Sep 2001 | ISBN 0-7869-1900-0 | Yes |
Jedit | Novel | Legends (II) | Clayton Emery | Dec 2001 | ISBN 0-7869-1907-8 | No |
Chainer's Torment | Novel | Odyssey (II) | Scott McGough | Jan 2002 | ISBN 0-7869-2696-1 | Yes |
Secrets of Magic | Anthology | Ed. by Jess Lebow | Mar 2002 | ISBN 0-7869-2710-0 | No | |
Judgment | Novel | Odyssey (III) | Will McDermott | May 2002 | ISBN 0-7869-2743-7 | Yes |
Hazezon | Novel | Legends (III) | Clayton Emery | Aug 2002 | ISBN 0-7869-2792-5 | No |
Onslaught | Novel | Onslaught (I) | J. Robert King | Sep 2002 | ISBN 0-7869-2801-8 | No |
Assassin's Blade | Novel | Legends 2 (I) | Scott McGough | Dec 2002 | ISBN 0-7869-2830-1 | No |
Legions | Novel | Onslaught (II) | J. Robert King | Jan 2003 | ISBN 0-7869-2830-1 | No |
Emperor's Fist | Novel | Legends 2 (II) | Scott McGough | Mar 2003 | ISBN 0-7869-2935-9 | No |
Scourge | Novel | Onslaught (III) | J. Robert King | May 2003 | ISBN 0-7869-2956-1 | No |
Monsters of Magic | Anthology | Edited by J. Robert King | Aug 2003 | ISBN 0-7869-2983-9 | No | |
The Moons of Mirrodin | Novel | Mirrodin (I) | Will McDermott | Sep 2003 | ISBN 0-7869-2995-2 | Yes |
The Champion's Trial | Novel | Legends 2 (III) | Scott McGough | Nov 2003 | ISBN 0-7869-3015-2 | No |
The Darksteel Eye | Novel | Mirrodin (II) | Jess Lebow | Jan 2004 | ISBN 0-7869-3140-X | Yes |
The Fifth Dawn | Novel | Mirrodin (III) | Cory Herndon | May 2004 | ISBN 0-7869-3205-8 | Yes |
Outlaw: Champions of Kamigawa | Novel | Kamigawa (I) | Scott McGough | Sep 2004 | ISBN 0-7869-3357-7 | Yes |
Heretic: Betrayers of Kamigawa | Novel | Kamigawa (II) | Scott McGough | Jan 2005 | ISBN 0-7869-3575-8 | Yes |
Guardian: Saviors of Kamigawa | Novel | Kamigawa (III) | Scott McGough | May 2005 | ISBN 0-7869-3786-6 | Yes |
Ravnica: City of Guilds | Novel | Ravnica (I) | Cory J. Herndon | Sep 2005 | ISBN 0-7869-3792-0 | Yes |
Guildpact | Novel | Ravnica (II) | Cory J. Herndon | Jan 2006 | ISBN 0-7869-3989-3 | Yes |
Dissension | Novel | Ravnica (III) | Cory J. Herndon | May 2006 | ISBN 0-7869-4001-8 | Yes |
Time Spiral | Novel | Time Spiral (I) | Scott McGough | Oct 2006 | ISBN 0-7869-3988-5 | Yes |
Planar Chaos | Novel | Time Spiral (II) | Scott McGough & Timothy Sanders | Jan 2007 | ISBN 0-7869-4249-5 | No |
Future Sight | Novel | Time Spiral (III) | Scott McGough & John Delaney | Apr 2007 | ISBN 0-7869-4269-X | No |
Lorwyn | Novel | Lorwyn (I) | Cory J. Herndon & Scott McGough | Sep 2007 | ISBN 0-7869-4292-4 | No |
Morningtide | Novel | Lorwyn (II) | Cory J. Herndon & Scott McGough | Jan 2008 | ISBN 0-7869-4790-X | No |
Shadowmoor | Anthology | Shadowmoor (I) | Edited by Peter Archer & Susan J. Morris | Apr 2008 | ISBN 0-7869-4840-X | No |
Eventide | Novel | Shadowmoor (II) | Cory J Herndon & Scott McGough | Jun 2008 | ISBN 0-7869-4868-X | No |
Alara Unbroken | Novel | Alara (I) | Doug Beyer | May 2009 | ISBN 0-7869-5201-6 | Yes |
Agents of Artifice | Novel | Planeswalker (I) | Ari Marmell | November 2009 | ISBN 0-7869-5134-6 | Yes |
The Purifying Fire | Novel | Planeswalker (II) | Laura Resnick | January 2010 | ISBN 0-7869-5559-7 | Yes |
Zendikar: In the Teeth of Akoum | Novel | Zendikar | Robert B. Wintermute | April 2010 | ISBN 0-7869-5476-0 | Yes |
Test of Metal | Novel | Planeswalker (III) | Matthew Stover | October 2010 | ISBN 0-7869-5532-5 | Yes |
Scars of Mirrodin: The Quest for Karn | Novel | Mirrodin | Robert B. Wintermute | April 2011 | ISBN 0-7869-5774-3 | Yes |
Return to Ravnica: The Secretist | eBook | Return To Ravnica (I) | Doug Beyer | November 2012 | ASIN B009MYB82Y | Yes |
Gatecrash: The Secretist | eBook | Return to Ravnica (II) | Doug Beyer | February 2013 | ASIN B009MY9QWS | Yes |
Dragon's Maze: The Secretist | eBook | Return to Ravnica (III) | Doug Beyer | May 2013 | ASIN B00AD2OXLM | Yes |
Theros: Godsend | eBook | Theros (I) | Jenna Helland | April 2014 | ASIN B00FUZNL7O | Yes |
Journey Into Nyx: Godsend | eBook | Theros (II) | Jenna Helland | May 2014 | ASIN B00JNPF4JA | Yes |
The Magic Multiverse as a setting for Dungeons & Dragons was officially added to the game in November 2018. [43]
Title | Lead Designer(s) | Type | Date | ISBN |
---|---|---|---|---|
Guildmasters' Guide to Ravnica | James Wyatt, Jeremy Crawford | Campaign setting | November 20, 2018 | 978-0-7869-6659-2 |
Mythic Odysseys of Theros | F. Wesley Schneider, James Wyatt | Campaign setting | June 2, 2020 (digital release), July 21, 2020 (physical release) | 978-0-7869-6701-8 |
Title | Cycle | Author | release |
---|---|---|---|
Magic: the Gathering: The Shadow Mage | Planeswalker War | Jeffrey Gomez (wr.), Val Mayerik & James Dean Pascoe (art) | Jul 1995 |
Magic: the Gathering: The Shadow Mage (2) | Planeswalker War | Jeffrey Gomez (wr.) & Val Mayerik (art) | Aug 1995 |
Magic: the Gathering: The Shadow Mage (3) | Planeswalker War | Jeffrey Gomez (wr.), Val Mayerik & Rick J Bryant (art) | Sep 1995 |
Magic: the Gathering: The Shadow Mage (4) | Planeswalker War | Jeffrey Gomez (wr.), Val Mayerik, Rick J Bryant & Gonzalo Mayo (art) | Oct 1995 |
Ice Age on the World of Magic: the Gathering | ? | Jeffrey Gomez (wr.), Rafael Kayanan & Rodney Ramos (art). Cover by Charles Vess | Jul 1995 |
Ice Age on the World of Magic: the Gathering (2) | ? | Jeffrey Gomez (wr.), Rafael Kayanan & Rodney Ramos (art). Cover by Charles Vess | Aug 1995 |
Ice Age on the World of Magic: the Gathering (3) | ? | Jeffrey Gomez (wr.), Rafael Kayanan & Rodney Ramos (art). Cover by Charles Vess | Sep 1995 |
Ice Age on the World of Magic: the Gathering (4) | ? | Jeffrey Gomez (wr.), Rafael Kayanan & Rodney Ramos (art). Cover by Charles Vess | Oct 1995 |
Magic: the Gathering: Nightmare | ? | Hillary J. Bader (wr.), Anthony Castrillo & Anibal Rodriguez (art) | Nov 1995 |
Fallen Empires on the World of Magic: the Gathering | ? | Kevin Maples & Jeffrey Gomez (wr.), Alex Maleev & Rodney Ramos (art) | Sep 1995 |
Fallen Empires on the World of Magic: the Gathering (2) | ? | Kevin Maples & Jeffrey Gomez (wr.), Alex Maleev & Rodney Ramos (art) | Oct 1995 |
Magic: the Gathering: Wayfarer | Planeswalker War/Wayfarer | Jeffrey Gomez (wr.), Val Mayerik, Rick J Bryant & Gonzalo Mayo (art). Cover by Michael Wm. Kaluta | Nov 1995 |
Magic: the Gathering: Wayfarer (2) | Planeswalker War/Wayfarer | Jeffrey Gomez (wr.), Val Mayerik, Rick J Bryant & Gonzalo Mayo (art). Cover by Michael Wm. Kaluta | Dec 1995 |
Magic: the Gathering: Wayfarer (3) | Planeswalker War/Wayfarer | Jeffrey Gomez (wr.), Val Mayerik, Rick J Bryant & Gonzalo Mayo (art). Cover by Michael Wm. Kaluta | Jan 1996 |
Magic: the Gathering: Wayfarer (4) | Planeswalker War/Wayfarer | Jeffrey Gomez (wr.), Val Mayerik, Rick J Bryant & Gonzalo Mayo (art). Cover by Michael Wm. Kaluta | Feb 1996 |
Magic: the Gathering: Wayfarer (5) | Planeswalker War/Wayfarer | Jeffrey Gomez (wr.), Val Mayerik, Rick J Bryant & Gonzalo Mayo (art). Cover by Michael Wm. Kaluta | Mar 1996 |
Antiquities War on the World of Magic: the Gathering | Antiquities War (1) | Jerry Prosser (wr.), Paul Smith & Thomas 'Tom' Ryder (art) | Nov 1995 |
Antiquities War on the World of Magic: the Gathering | Antiquities War (2) | Jerry Prosser (wr.), Phil Hester & Thomas 'Tom' Ryder (art) | Dec 1995 |
Antiquities War on the World of Magic: the Gathering | Antiquities War (3) | Jerry Prosser (wr.), Phil Hester & Thomas 'Tom' Ryder (art) | Jan 1996 |
Antiquities War on the World of Magic: the Gathering | Antiquities War (4) | Jerry Prosser (wr.), Phil Hester & Thomas 'Tom' Ryder (art) | Feb 1996 |
Magic: the Gathering: Arabian Nights | Arabian Nights | Jeof Vita & Susan Wright (wr.), Alex Maleev & Rodney Ramos (art) | Dec 1995 |
Magic: the Gathering: Arabian Nights (2) | Arabian Nights | Jeof Vita & Susan Wright (wr.), Alex Maleev & Rodney Ramos (art) | Dec 1995 |
Convocations: A Magic: the Gathering Gallery | - | Various | Jan 1996 |
Serra Angel on the World of Magic: the Gathering | Anthology | Margaret Weis & ? | Aug 1996 |
Homelands on the World of Magic: the Gathering | Anthology | D.G. Chichester (wr.) & Rebecca Guay (art) | Feb 1996 |
Legend of Jedit Ojanen on the World of Magic: the Gathering | ? | Kenn Bell (wr.) & David Boller (art) | Mar 1996 |
Legend of Jedit Ojanen on the World of Magic: the Gathering | ? | Kenn Bell (wr.) & David Boller (art) | Apr 1996 |
Magic: the Gathering: Shandalar | ? | David Quinn (wr.) & Bo Hampton (art) | Apr 1996 |
Magic: the Gathering: Shandalar (2) | ? | David Quinn (wr.) & Bo Hampton (art) | Apr 1996 |
A Magic: the Gathering Legend: Fallen Angel | ? | Nancy A. Collins (wr.), Don Perlin, Dennis Callero & Richard Kane Ferguson (art) | May 1996 |
Elder Dragons: a Magic: the Gathering Legend | ? | Art Holcomb (wr.) & Doug Tropea-Wheatley (art) | Apr 1996 |
Elder Dragons: a Magic: the Gathering Legend (2) | ? | Art Holcomb (wr.) & Doug Tropea-Wheatley (art) | May 1996 |
Magic: the Gathering: Dakkon Blackblade | ? | Jerry Prosser (wr.), Rags Morales & Barbara Kaalberg (art) | Jun 1996 |
Urza-Mishra War on the World of Magic: The Gathering | ? | Jerry Prosser (wr.), Tom Mandrake & Bill Sienkiewicz (art). Cover by Bill Sienkiewicz | Sep 1996 |
Urza-Mishra War on the World of Magic: The Gathering (2) | ? | Jerry Prosser (wr.), Tom Mandrake & Bill Sienkiewicz (art). Cover by Bill Sienkiewicz | Oct 1996 |
Title | Type | Cycle | Author | release |
---|---|---|---|---|
Gerrard's Quest (1): Initiation | Comics | Gerrard's Quest | Mike Grell (wr.), Pop Mhan & Norman Lee (art) | March 1998 |
Gerrard's Quest (2): Legend | April 1998 | |||
Gerrard's Quest (3): Crucible | May 1998 | |||
Gerrard's Quest (4): Destiny | September 1998 | |||
Gerrard's Quest | Collection | April 1999 |
Title | Issues | Writer(s) | Artist(s) | Publication date | |
---|---|---|---|---|---|
Magic: The Gathering | 4 | Matt Forbeck | Martin Coccolo | December 2011 | March 2012 |
Magic: The Gathering: The Spell Thief | Christian Duce, Martin Coccolo | May 2012 | August 2012 | ||
Magic: The Gathering: Path of Vengeance | Jack Jadson, Martin Coccolo | October 2012 | February 2013 | ||
Magic: The Gathering: Theros | Jason Ciaramella | Martin Coccolo | October 2013 | March 2014 | |
Magic: The Gathering: Chandra [25] | Vita Ayala | Harvey Tolibao | December 2018 | February 2019 | |
Magic: The Gathering: Trials of Alara [44] | James Asmus | Eric Koda | Cancelled [26] | ||
Title | Issues | Writer(s) | Artist(s) | Colorist(s) | Premiere date | Finale date |
---|---|---|---|---|---|---|
Magic [45] | 1–25 | Jed MacKay | Ig Guara | Arianna Consonni | April 2021 [46] | April 5, 2023 |
Magic: Master of Metal | One-shot | Mairghread Scott | Jorge Coehlo, French Carlomagno and Jacques Salomon | Francesco Segala | December 1, 2021 | |
Magic: The Hidden Planeswalker [47] | 1–4 | Fabiana Mascolo, Lea Caballero and French Carlomagno | Franceso Segala and Gloria Martinelli | April 20, 2022 | July 27, 2022 | |
Magic: Ajani Goldmane [48] | One-shot | Seanan McGuire | Nori Retherford, Jaques Salomon, Giuseppe Cafaro, Lea Caballero and Michael Shelfer | Kieran Quingley, Natalia Nesterenko and Fernando Sifuentes | August 24, 2022 | |
Magic: Nahiri the Lithomancer | Fabiana Mascolo | TBA | November 30, 2022 | |||
Magic Planeswalkers: Noble | Stephanie Williams, Daniel Warren and Dave Rapoza | Alberto Locatelli and Lea Caballero | Arianna Consonni and Raúl Angulo | June 14, 2023 | ||
Magic Planeswalkers: Notorious | Cullen Bunn and Rich Douek | French Carlomagno and Carlos Pedro | TBA | August 23, 2023 |
In July 2024, Wizards of the Coast announced that Dark Horse Comics will regain the Magic: The Gathering license, and is scheduled to launch a new line of comics in summer 2025. [49] [50]
Mark Rosewater is the head designer for Magic: The Gathering, a position he has held since 2003.
Invasion is a Magic: The Gathering block that consists of the expert-level expansion sets Invasion, Planeshift and Apocalypse. The Invasion block centered on multicolored cards.
The collectible card game Magic: The Gathering published seven expansion sets from 1993 to 1995, and one compilation set. These sets contained new cards that "expanded" on the base sets of Magic with their own mechanical theme and setting; these new cards could be played on their own, or mixed in with decks created from cards in the base sets. With Magic's runaway success, many of the printings of these early sets were too small to satisfy the rapidly growing fanbase. Cards from them became rare, hard to find, and expensive. It was not until Fallen Empires and Homelands that Wizards of the Coast was able to print enough cards to meet demand; additionally, Wizards of the Coast published Chronicles, a reprint set that helped fix many of the scarcity issues with the earliest sets.
Onslaught is a Magic: The Gathering expert-level block. It consists of the expansion sets Onslaught, Legions and Scourge. The block's main theme is creature types, and much of the game play concerns interactions between these "tribes". The story continues the saga of the Mirari from the previous block of expansion sets. Onslaught was the last block printed before the "modern" card face style was introduced.
Dominaria is a Magic: The Gathering expansion set. It is not part of a block. In celebration of Magic: The Gathering's 25th anniversary, the story returned to the plane of Dominaria. The expansion was released on April 27, 2018. Martha Wells was the head writer for the expansion.
Mirage was the first official block structure in Magic: The Gathering. This new block structure consisted of three expansion sets and would continue for nearly two decades, finally ending with Khans of Tarkir in 2014. The new block structure also set up the precedent that the first set in the block also became the name for the entire block. Mirage block consisted of three sets: Mirage, Visions and Weatherlight.
James Wyatt is a game designer and a former United Methodist minister. He works for Wizards of the Coast, where he has designed supplements and adventures for the Dungeons & Dragons (D&D) roleplaying game. He is the author of sci-fi and fantasy novels, including Forgotten Realms books, and the 4th edition Dungeon Master's Guide.
Time Spiral is a Magic: The Gathering expert-level block consisting of the expansion sets Time Spiral, Planar Chaos, and Future Sight. It is set on the plane of Dominaria, the first time that that plane had been visited since 8th Edition.
The Zendikar block is a Magic: The Gathering block consisting of the sets Zendikar, Worldwake, Rise of the Eldrazi. The eponymous setting is a vast, untamed wilderness, whose few bastions of civilization exist primarily for outfitting treasure-seeking expeditions to distant locales. Colossal ancient octahedral stones called "hedrons" float in the sky. A phenomenon known as "the Roil" causes frequent geological upheaval as it sweeps across the land. Unlike the previous two blocks, there is no multicolored theme. Instead, the themes Zendikar and Worldwake revolve around lands, and a theme of an adventure or quest. Rise of the Eldrazi, while part of the Zendikar block creatively and for the sake of constructed tournament rules, is unique mechanically and is designed to be drafted on its own. Drafts in the Zendikar block are either ZEN-ZEN-WWK or ROE-ROE-ROE.
The Artifacts Cycle is a tetralogy of Magic: The Gathering expansion sets centered on the exploits of Urza Planeswalker. It consists of the expansions Antiquities, Urza's Saga, Urza's Legacy and Urza's Destiny. The latter three sets are sometimes referred to as an "Urza block" for tournament purposes, since there have been formats and time periods in which cards from the later three sets were legal but cards from Antiquities were not. However, the books "The Brothers' War", "Planeswalker", "Timestreams", and "Bloodlines" unambiguously confirm that, from a story and thematic point of view, "Artifacts cycle" is correct and it begins with the events depicted in Antiquities.
Battle for Zendikar is a Magic: The Gathering expansion block consisting of the sets Battle for Zendikar and Oath of the Gatewatch. It sees the return of full-art basic lands, last seen in the Zendikar block. It is also the first block in Magic to use the new Two-Block Paradigm, wherein each block has two sets instead of the three that were previously used.
Shadows over Innistrad is a Magic: The Gathering expansion block consisting of the sets Shadows over Innistrad and Eldritch Moon.
Guildmasters' Guide to Ravnica is a sourcebook that details the Ravnica campaign setting for the 5th edition of the Dungeons & Dragons fantasy role-playing game published in November 2018. The world of Ravnica was originally created for the Magic: The Gathering collectible card game and first appeared in the card set Ravnica: City of Guilds, which was released in 2005. It is a high-magic world with a loose Slavic flavor, and features a single city which spans the entire planet that is controlled by ten competing guilds of different ideologies.
Strixhaven: School of Mages is a Magic: The Gathering expansion set. It is not part of a block. The set was released in April 2021.
Guilds of Ravnica is the 79th Magic: The Gathering expansion; while it is not part of a block, this set is functionally the first part of a Ravnica focused storyline set on the plane of Ravnica. It was released on October 5, 2018.
Zendikar Rising is the 85th Magic: The Gathering expansion and is not part of a block. It is set on the plane of Zendikar. It was released on September 25, 2020. The sets development codename is "Diving", and its expansion code is ZNR.
War of the Spark is the 81st Magic: The Gathering expansion; while it is not part of a block, this set is functionally the third part of a Ravnica-focused storyline set on the plane of Ravnica. It was released on May 3, 2019. It also became available in MTG Arena on April 25, 2019.