Multiverse (Magic: The Gathering)

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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.

Contents

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]

Publication history

Creative origins

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]

Pre-revision era

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]

Pre-mending era

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]

Post-mending era

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]

Cosmology

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

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

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]

Dominaria

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]

Storylines

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:

Additional plots

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.

Reception

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]

Book titles

Harper Prism

TitleTypeAuthorreleaseIsbneBook
ArenaNovel William R. Forstchen Nov 1994 ISBN   0-06-105424-0 Yes
Whispering WoodsNovel Clayton Emery Jan 1995 ISBN   0-06-105418-6 No
Shattered Chains NovelClayton EmeryMar 1995 ISBN   0-06-105419-4 No
Final Sacrifice NovelClayton EmeryMay 1995 ISBN   0-06-105420-8 No
The Cursed Land NovelTeri McLarenAug 1995 ISBN   0-06-105016-4 No
The Prodigal SorcererNovelMarc SumnerNov 1995 ISBN   0-06-105476-3 No
Ashes of the SunNovel Hanovi Braddock Mar 1996 ISBN   0-06-105649-9 No
Tapestries AnthologyEdited by Kathy IceMay 1996 ISBN   0-06-105308-2 No
Distant PlanesAnthologyEdited by Kathy IceMay 1996 ISBN   0-06-105313-9 No
Song of TimeNovelTeri McLarenJun 1996 ISBN   0-06-105622-7 No
And Peace Shall SleepNovel Sonia Orin Lyris Jul 1996 ISBN   0-06-105619-7 No
Dark LegacyNovel Robert E. Vardeman Dec 1996 ISBN   0-06-105697-9 No

Wizards of the Coast

TitleTypeCycleAuthorreleaseISBNeBook
The Brothers' WarNovelArtifacts (I) Jeff Grubb May 1998 ISBN   0-7869-1170-0 Yes
Rath and StormAnthologyEdited by Peter ArcherJul 1998 ISBN   0-7869-1175-1 Yes
PlaneswalkerNovelArtifacts (II) Lynn Abbey Sep 1998 ISBN   0-7869-1182-4 Yes
Colors of MagicAnthologyJess Lebow, ed.Feb 1999 ISBN   0-7869-1323-1 No
Time StreamsNovelArtifacts (III)J. Robert KingApr 1999 ISBN   0-7869-1344-4 Yes
The Gathering DarkNovelIce Age (I) Jeff Grubb Jun 1999 ISBN   0-7869-1357-6 Yes
BloodlinesNovelArtifacts (IV)Loren L. ColemanAug 1999 ISBN   0-7869-1380-0 Yes
Mercadian MasquesNovelMasqueradeFrancis LebaronSep 1999 ISBN   0-7869-1188-3 Yes
The ThranNovelJ. Robert KingDec 1999 ISBN   0-7869-1600-1 Yes
NemesisNovelMasquerade (II) Paul B. Thompson Feb 2000 ISBN   0-7869-1559-5 Yes
The Eternal IceNovelIce Age (II) Jeff Grubb May 2000 ISBN   0-7869-1562-5 Yes
The Myths of MagicAnthologyEdited by Jess LebowJun 2000 ISBN   0-7869-1529-3 No
ProphecyNovelMasquerade (III)Vance MooreJun 2000 ISBN   0-7869-1570-6 Yes
InvasionNovelInvasion (I)J. Robert KingOct 2000 ISBN   0-7869-1438-6 Yes
PlaneshiftNovelInvasion (II)J. Robert KingFeb 2001 ISBN   0-7869-1802-0 Yes
The Shattered AllianceNovelIce Age (III)Jeff GrubbDec 2000 ISBN   0-7869-1403-3 Yes
JohanNovelLegends (I)Clayton EmeryApr 2001 ISBN   0-7869-1803-9 No
ApocalypseNovelInvasion (III)J. Robert KingJun 2001 ISBN   0-7869-1880-2 Yes
The Dragons of MagicAnthologyEdited by J. Robert KingAug 2001 ISBN   0-7869-1872-1 No
OdysseyNovelOdyssey (I)Vance MooreSep 2001 ISBN   0-7869-1900-0 Yes
JeditNovelLegends (II)Clayton EmeryDec 2001 ISBN   0-7869-1907-8 No
Chainer's TormentNovelOdyssey (II)Scott McGoughJan 2002 ISBN   0-7869-2696-1 Yes
Secrets of MagicAnthologyEd. by Jess LebowMar 2002 ISBN   0-7869-2710-0 No
JudgmentNovelOdyssey (III)Will McDermottMay 2002 ISBN   0-7869-2743-7 Yes
HazezonNovelLegends (III)Clayton EmeryAug 2002 ISBN   0-7869-2792-5 No
OnslaughtNovelOnslaught (I)J. Robert KingSep 2002 ISBN   0-7869-2801-8 No
Assassin's BladeNovelLegends 2 (I)Scott McGoughDec 2002 ISBN   0-7869-2830-1 No
LegionsNovelOnslaught (II)J. Robert KingJan 2003 ISBN   0-7869-2830-1 No
Emperor's FistNovelLegends 2 (II)Scott McGoughMar 2003 ISBN   0-7869-2935-9 No
ScourgeNovelOnslaught (III)J. Robert KingMay 2003 ISBN   0-7869-2956-1 No
Monsters of MagicAnthologyEdited by J. Robert KingAug 2003 ISBN   0-7869-2983-9 No
The Moons of MirrodinNovelMirrodin (I)Will McDermottSep 2003 ISBN   0-7869-2995-2 Yes
The Champion's TrialNovelLegends 2 (III)Scott McGoughNov 2003 ISBN   0-7869-3015-2 No
The Darksteel EyeNovelMirrodin (II)Jess LebowJan 2004 ISBN   0-7869-3140-X Yes
The Fifth DawnNovelMirrodin (III)Cory HerndonMay 2004 ISBN   0-7869-3205-8 Yes
Outlaw: Champions of KamigawaNovelKamigawa (I)Scott McGoughSep 2004 ISBN   0-7869-3357-7 Yes
Heretic: Betrayers of KamigawaNovelKamigawa (II)Scott McGoughJan 2005 ISBN   0-7869-3575-8 Yes
Guardian: Saviors of KamigawaNovelKamigawa (III)Scott McGoughMay 2005 ISBN   0-7869-3786-6 Yes
Ravnica: City of GuildsNovelRavnica (I)Cory J. HerndonSep 2005 ISBN   0-7869-3792-0 Yes
GuildpactNovelRavnica (II)Cory J. HerndonJan 2006 ISBN   0-7869-3989-3 Yes
DissensionNovelRavnica (III)Cory J. HerndonMay 2006 ISBN   0-7869-4001-8 Yes
Time SpiralNovelTime Spiral (I)Scott McGoughOct 2006 ISBN   0-7869-3988-5 Yes
Planar ChaosNovelTime Spiral (II)Scott McGough & Timothy SandersJan 2007 ISBN   0-7869-4249-5 No
Future SightNovelTime Spiral (III)Scott McGough & John DelaneyApr 2007 ISBN   0-7869-4269-X No
LorwynNovelLorwyn (I)Cory J. Herndon & Scott McGoughSep 2007 ISBN   0-7869-4292-4 No
MorningtideNovelLorwyn (II)Cory J. Herndon & Scott McGoughJan 2008 ISBN   0-7869-4790-X No
ShadowmoorAnthologyShadowmoor (I)Edited by Peter Archer & Susan J. MorrisApr 2008 ISBN   0-7869-4840-X No
EventideNovelShadowmoor (II)Cory J Herndon & Scott McGoughJun 2008 ISBN   0-7869-4868-X No
Alara UnbrokenNovelAlara (I)Doug BeyerMay 2009 ISBN   0-7869-5201-6 Yes
Agents of ArtificeNovelPlaneswalker (I)Ari MarmellNovember 2009 ISBN   0-7869-5134-6 Yes
The Purifying FireNovelPlaneswalker (II)Laura ResnickJanuary 2010 ISBN   0-7869-5559-7 Yes
Zendikar: In the Teeth of AkoumNovelZendikarRobert B. WintermuteApril 2010 ISBN   0-7869-5476-0 Yes
Test of MetalNovelPlaneswalker (III)Matthew StoverOctober 2010 ISBN   0-7869-5532-5 Yes
Scars of Mirrodin: The Quest for KarnNovelMirrodinRobert B. WintermuteApril 2011 ISBN   0-7869-5774-3 Yes
Return to Ravnica: The SecretisteBookReturn To Ravnica (I)Doug BeyerNovember 2012ASIN B009MYB82YYes
Gatecrash: The SecretisteBookReturn to Ravnica (II)Doug BeyerFebruary 2013ASIN B009MY9QWSYes
Dragon's Maze: The SecretisteBookReturn to Ravnica (III)Doug BeyerMay 2013ASIN B00AD2OXLMYes
Theros: GodsendeBookTheros (I)Jenna HellandApril 2014ASIN B00FUZNL7OYes
Journey Into Nyx: GodsendeBookTheros (II)Jenna HellandMay 2014ASIN B00JNPF4JAYes

Dungeons & Dragons

The Magic Multiverse as a setting for Dungeons & Dragons was officially added to the game in November 2018. [43]

TitleLead Designer(s)TypeDateISBN
Guildmasters' Guide to Ravnica James Wyatt, Jeremy Crawford Campaign settingNovember 20, 2018 978-0-7869-6659-2
Mythic Odysseys of Theros F. Wesley Schneider, James WyattCampaign settingJune 2, 2020 (digital release), July 21, 2020 (physical release) 978-0-7869-6701-8

Comics titles

Acclaim Comics' Armada label (1995–1996)

TitleCycleAuthorrelease
Magic: the Gathering: The Shadow MagePlaneswalker 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: WayfarerPlaneswalker 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 GatheringAntiquities War (1) Jerry Prosser (wr.), Paul Smith & Thomas 'Tom' Ryder (art)Nov 1995
Antiquities War on the World of Magic: the GatheringAntiquities War (2) Jerry Prosser (wr.), Phil Hester & Thomas 'Tom' Ryder (art)Dec 1995
Antiquities War on the World of Magic: the GatheringAntiquities War (3) Jerry Prosser (wr.), Phil Hester & Thomas 'Tom' Ryder (art)Jan 1996
Antiquities War on the World of Magic: the GatheringAntiquities War (4) Jerry Prosser (wr.), Phil Hester & Thomas 'Tom' Ryder (art)Feb 1996
Magic: the Gathering: Arabian NightsArabian NightsJeof Vita & Susan Wright (wr.), Alex Maleev & Rodney Ramos (art)Dec 1995
Magic: the Gathering: Arabian Nights (2)Arabian NightsJeof Vita & Susan Wright (wr.), Alex Maleev & Rodney Ramos (art)Dec 1995
Convocations: A Magic: the Gathering Gallery-VariousJan 1996
Serra Angel on the World of Magic: the GatheringAnthology Margaret Weis & ?Aug 1996
Homelands on the World of Magic: the GatheringAnthology 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

Dark Horse Comics (1998–1999)

TitleTypeCycleAuthorrelease
Gerrard's Quest (1): InitiationComicsGerrard's Quest Mike Grell (wr.), Pop Mhan & Norman Lee (art)March 1998
Gerrard's Quest (2): LegendApril 1998
Gerrard's Quest (3): CrucibleMay 1998
Gerrard's Quest (4): DestinySeptember 1998
Gerrard's QuestCollectionApril 1999

IDW Publishing (2012–2019)

TitleIssuesWriter(s)Artist(s)Publication date
Magic: The Gathering4 Matt Forbeck Martin CoccoloDecember 2011March 2012
Magic: The Gathering: The Spell ThiefChristian Duce, Martin CoccoloMay 2012August 2012
Magic: The Gathering: Path of VengeanceJack Jadson, Martin CoccoloOctober 2012February 2013
Magic: The Gathering: TherosJason CiaramellaMartin CoccoloOctober 2013March 2014
Magic: The Gathering: Chandra [25] Vita AyalaHarvey TolibaoDecember 2018February 2019
Magic: The Gathering: Trials of Alara [44] James Asmus Eric KodaCancelled [26]

Boom! Studios (2021–2023)

TitleIssuesWriter(s)Artist(s)Colorist(s)Premiere dateFinale date
Magic [45] 1–25Jed MacKayIg GuaraArianna ConsonniApril 2021 [46] April 5, 2023
Magic: Master of MetalOne-shotMairghread ScottJorge Coehlo, French Carlomagno and Jacques SalomonFrancesco SegalaDecember 1, 2021
Magic: The Hidden Planeswalker [47] 1–4Fabiana Mascolo, Lea Caballero and French CarlomagnoFranceso Segala and Gloria MartinelliApril 20, 2022July 27, 2022
Magic: Ajani Goldmane [48] One-shotSeanan McGuireNori Retherford, Jaques Salomon, Giuseppe Cafaro, Lea Caballero and Michael ShelferKieran Quingley, Natalia Nesterenko and Fernando SifuentesAugust 24, 2022
Magic: Nahiri the LithomancerFabiana MascoloTBANovember 30, 2022
Magic Planeswalkers: NobleStephanie Williams, Daniel Warren and Dave RapozaAlberto Locatelli and Lea CaballeroArianna Consonni and Raúl AnguloJune 14, 2023
Magic Planeswalkers: NotoriousCullen Bunn and Rich DouekFrench Carlomagno and Carlos PedroTBAAugust 23, 2023

Dark Horse Comics (2025)

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]

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