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5!![[center:[- '''[[Characters/MagicTheGathering Main Character Index]]'''-]]][[center:[-'''Planeswalkers:''' [[Characters/MagicTheGatheringPlaneswalkersPreMending Planeswalkers who ignited Pre-Mending]], [[Characters/MagicTheGatheringPlaneswalkersPostMending Planeswalkers who ignited Post-Mending]]: '''[[Characters/MagicTheGatheringPlaneswalkersPostMendingAM A-M]]''', '''[[Characters/MagicTheGatheringPlaneswalkersPostMendingNZ N- Z]]'''-]]][[center:[-'''Planes and their peoples:''' [[Characters/MagicTheGatheringFactions Factions]], [[Characters/MagicTheGatheringOtherCharacters Other Characters]] ([[Characters/MagicTheGatheringDominaria Dominaria]], [[Characters/MagicTheGatheringPhyrexiaRathAndMirrodin Phyrexia, Rath and Mirrodin]], [[Characters/MagicTheGatheringInnistrad Innistrad]], [[Characters/MagicTheGatheringKamigawa Kamigawa]], [[Characters/MagicTheGatheringRavnica Ravnica]], [[Characters/MagicTheGatheringTheros Theros]], [[Characters/MagicTheGatheringTarkir Tarkir]], [[Characters/MagicTheGatheringZendikar Zendikar]]), '''Planes'''-]]]
6
7In fantasy stories, the world the story takes place in is often as much a character as our heroes and villains. Indeed, this is very much the case with ''TabletopGame/MagicTheGathering'', as the various locales and realities that collectively form TheMultiverse are integral to the flavor of the game, giving each and every world its own vibrant, unique identity.
8
9The ''Magic'' multiverse was originally called Dominia and technically still is, but references to the name were phased out to avoid confusion with its central plane, Dominaria ("the Song of Dominia"). It is now usually just called "the Multiverse".
10----
11[[foldercontrol]]
12
13[[folder:The Blind Eternities]]
14The space between spaces. The place between planes. It is everywhere and nowhere at once. Very little has been explained about the true nature of the Blind Eternities, largely because it arguably doesn't even count as a place.
15----
16* AFormYouAreComfortableWith: According to the 2021 comic, the Eternities look however a planeswalker imagines it. Ral Zarek sees an eternity of clockwork not unlike [[TabletopGame/DungeonsAndDragons Mechanus]], Kaya sees a peaceful afterlife where her victims rest in peace and Vraska sees it as the endless cycle of life and decay. This is subject to SchrodingersCanon, however.
17* EldritchLocation: If it even ''is'' a location.
18* MindScrew: The Blind Eternities are not a place. That said, the [[EldritchAbomination Eldrazi]] are from there. Yeah.
19* VoidBetweenTheWorlds: It surrounds all planes, and nothing is in it as far as is known.
20[[/folder]]
21
22!Major Planes
23
24Planes that have featured in at least one premiere, core, or supplemental set. Some planes (like Dominaria or Innistrad) have been visited in multiple sets, and some sets (like ''Magic Origins'') have taken place across multiple planes. Listed in order of appearance:
25
26[[foldercontrol]]
27
28[[folder:Dominaria]]
29[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/4117ph_0pcvlff7afjbnvvv22fq5cjyfxcvd_dgfaum.jpg]]
30[[caption-width-right:350:Where it all began...]]
31->'''Debut:''' ''Alpha'' (1993)
32->'''Setting of:''' ''Alpha/Beta/Unlimited/Revised'' (1993), ''Antiquities'' (1994), ''Legends'' (1994), ''The Dark'' (1994), ''Fallen Empires'' (1994), ''Ice Age'' (1995), ''Alliances'' (1996), ''Mirage'' (1996), ''Visions'' (1997), ''Portal'' (1997), ''Weatherlight'' (1997), ''Portal Second Age'' (1998), ''Urza's Saga'' (1998), ''Urza's Legacy'' (1999), ''Urza's Destiny'' (1999), ''Prophecy'' (2000), ''Invasion'' (2000), ''Planeshift'' (2001), ''Apocalypse'' (2001), ''Odyssey'' (2001), ''Torment'' (2002), ''Judgement'' (2002), ''Onslaught'' (2002), ''Legions'' (2003), ''Scourge'' (2003), ''Coldsnap'' (2006), ''Time Spiral'' (2006), ''Planar Chaos'' (2006), ''Future Sight'' (2007), ''Dominaria'' (2018), ''Dominaria United'' (2022), ''The Brothers' War'' (2022)
33->'''Planeswalkers:''' Bo Levar, Dyfed, Freyalise, Jaya Ballard, Jeska, Jared Carthalion, Karn, Kristina of the Woods, Liliana Vess, Lord Windgrace, Nicol Bolas, Teferi Akosa, Tevesh Szat, Ugin the Spirit Dragon, Urza, Venser
34
35
36Literally "the Song of Dominia". The plane most people think of when they hear the words "''Magic: The Gathering'' setting", Dominaria has been the focus of more sets than any other plane in the Multiverse, largely dominating the story before a massive creative overhaul shifted focus to a wider variety of planes (earlier stories tended to simply create a new part of Dominaria when a new setting was desired). As a result, Dominaria is a [[FantasyKitchenSink lot of things]]. Earlier sets are fairly [[StandardFantasySetting Standard]] MedievalEuropeanFantasy with a couple of {{Fantasy Counterpart Culture}}s; this becomes less prominent as the story goes on and apocalyptic events pile up, replaced with AfterTheEnd landscapes dominated by barbarian warlords and [[LostTechnology Phyrexian and Thran technology]]. All things considered, Dominaria likely is the most diverse and complex plane in ''Magic'', as befits a plane that is both the center of the multiverse and two and half times the size of Earth.
37
38For the individual characters of Dominaria, go [[Characters/MagicTheGatheringDominaria here]].
39----
40* AfterTheEnd: Dominaria has gone through no less than ''four'' apocalypses-- the fall of the Thran, the Sylex Blast, the Phyrexian Invasion, and the events of ''Time Spiral''. Karn lampshades this in his narration in the ''Dominaria'' trailer:
41--> ''"How many times can you rebuild from apocalypse? On Dominaria, we've almost lost count."''
42* AlternateTimeline: The ''Planar Chaos'' timelines, in which several legends of Dominaria are presented in different contexts -- for instance, Braids, a member of the Cabal in the main timeline, is a Conjurer in the altered timeline.
43* CoolAirship: The ''Weatherlight'', which was capable of ''planeswalking''.
44* TheExactCenterOfEverything: Why the breaking down of reality and the advent of alternate timelines cropping up at random throughout the plane was such a bigger disaster than on paper--if Dominaria fell apart, so too would ''every other plane''.
45* FantasyCounterpartCulture: Most notably various African cultures in Jamuura, Dominaria's largest continent and home to its most advanced kingdom, Zhalfir. The nearby archipelago of Madara is home to an East Asian inspired empire. And the Keldons of northern Aerona are like Norsemen if they had grey skin and nothing but homicidal rage going for them.
46* FantasyKitchenSink: Dominaria has had about ten years to go through just about every trope in the book.
47* KnightInShiningArmor: The nations of Zhalfir and Femeref in Jamuura, and Benalia in southern Aerona, all have a penchant for fielding these.
48* HiveMind: Sliver creatures, whose card effects each affect all other Slivers-- i.e. if one Sliver has flying, then all Slivers can fly.
49%%* {{Immortality}}: Several characters on Dominaria, for several reasons.
50* HollowWorld: WordOfGod suggests that Dominaria may be hollow, to explain why it has Earth-normal gravity despite officially being 2.5 times Earth's size.[[invoked]]
51* MedievalStasis: ''Profoundly'' [[AvertedTrope Averted]]. The sets that take place on Dominaria showcase the world's progression over a period of millennia, with numerous civilizations rising and falling, magics and technologies discovered and lost, and even ecologies and terrains changing over time. The warring humans and nightstalkers of Caliman even have pistols.
52* MergedReality: The artificial DeathWorld of Rath is merged permanently with Dominaria during the Phyrexian invasion. Skyshroud Forest, where Rath's elves lived, ends up in Keld and the Stronghold, home base of the Evincar of Rath, ends up in Urborg.
53* NegativeSpaceWedgie: Became full of these when all those apocalypses began to pile up and destabilize time.
54* ReligionOfEvil:
55** The Cabal, in previous sets, worshipped money and power. As of the ''Dominaria'' set in 2018, the elder demon Belzenlok has taken over the Cabal and turned it into a death cult.
56** In ''Dominaria United'', it's also revealed that there are Gix Cults that worship Phyrexians. They are responsible for aiding Sheoldred in her Dominarian invasion.
57* TimeSkip: Between the end of the ''Invasion/Planeshift/Apocalypse'' block and the start of the ''Odyssey/Torment/Judgment'' block, about a hundred years pass. Then, between the ''Time Spiral/Planar Chaos/Future Sight'' block and 2018's ''Dominaria'' set, about sixty years have passed.
58[[/folder]]
59
60[[folder:Rabiah]]
61[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/rabiah.jpg]]
62[[caption-width-right:256:[[ChuckCunninghamSyndrome Let's never mention this again...]]]]
63
64->'''Debut:''' ''Arabian Nights'' (1993)
65->'''Setting of:''' ''Arabian Nights'' (1993)
66->'''Planeswalkers:''' Taysir
67
68Also known as '''Rabiah the Infinite''', a collection of 1,001 parallel desert planes, all of which refracted off of the original Rabiah. Based off of ''[[Literature/ArabianNights The Arabian Nights]]'', to the point where characters like Aladdin and Ali Baba exist within the setting.
69----
70* CanonDiscontinuity: Wizards seems content to act as if Rabiah doesn't exist from a story perspective. Officially, this is because of the fact that ''The 1001 Nights'' isn't part of Wizards's intellectual property. It might also because some cards haven't exactly aged well. That being said, certain cards from the set (particularly [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=370490 City of Brass]]) occasionally get reprinted in supplemental sets, albeit with references to Rabiah excised. However, Rabiah's most famous son, the planeswalker Taysir, still played a role in the ''Invasion'' set storyline and the original comics, as well as the backstories for ''Homelands'' and the ''Battlemage'' video game. And a Plane card from Rabiah (Sea of Sand) appeared in ''Planechase''.
71* EarlyInstallmentWeirdness: Rabiah was the setting for the ''Arabian Nights'' expansion, the first ever ''Magic'' expansion set. As the name suggests, the setting is based off of ''[[Literature/ArabianNights The Arabian Nights]]'', and features characters from various stories, such as Ali Baba and Shahrazad - though not as legendary creatures, which didn't exist until the aptly titled ''Legends'' expansion two sets later, so you can have more than one Aladdin, Sindbad or King Suleiman. In-universe this can be explained by the existence of 1,001 Rabiahs. It also has cards directly reference locations from the real world, such as the Library of Alexandria, Cairo and Baghdad, which has not happened in a primary ''Magic'' set since.
72* MeaningfulName: The plane is pronounced "ray-BEE-uh", which is just a syllable off from "Arabia".
73[[/folder]]
74
75[[folder:Phyrexia]]
76[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/300px_the_fourth_sphere.jpg]]
77[[caption-width-right:300:Not quite Hell, but close enough.]]
78
79->'''Debut:''' ''Antiquities'' (1994)
80
81An artificial plane created by an unknown planeswalker, Phyrexia was conquered by the vengeful Yawgmoth and transformed into his own hellish clockwork paradise. Read more about it [[Characters/MagicTheGatheringFactions here]], and its individual characters [[Characters/MagicTheGatheringPhyrexiaRathAndMirrodin here]].
82[[/folder]]
83
84[[folder:Ulgrotha]]
85[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/250px_the_dark_barony.jpg]]
86[[caption-width-right:250:Homelands, sweet Homelands.]]
87
88->'''Debut:''' ''Homelands'' (1995)
89->'''Setting of:''' ''Homelands'' (1995)
90
91The original [[{{Uberwald}} Gothic plane]]. Also known as the '''Homelands''' by its inhabitants, Ulgrotha is a backwater plane with low levels of mana and a populace largely dominated by the cruel Sengir family of vampires. Salvation is only found in the form of angels donated by the planeswalker Serra due to her connection with the plane.
92----
93* AfterTheEnd: In the ancient history of the plane, it was caught in an unending war between two factions of planeswalkers. To end the war, one planeswalker named Ravi rang an ArtifactOfDoom called the Apocalypse Chime that cut off every flow of mana in the entire plane, with the single exception being the flow from a rift created in the war. As a result, the vast majority of Ulgrotha is uninhabitable, with only a single LastFertileRegion.
94* AmbiguousSituation: At the end of the ''Homelands'' comic, we get Autumn Willow being [[SadisticChoice thrust into a position]] where she can either restore Ulgrotha's leylines to return life to the majority of the plane but at the cost of killing everyone in the currently inhabited part or do nothing and let Ulgrotha eventually die out altogether. When we get a brief glimpse into the plane in the ''Time Spiral'' novels, Baron Sengir's forces are marching to conquer everything. Throw in the weird consequences of the Mending, and the fact that Creative has decided to never return to this plane again turns the ambiguity infuriating.
95* FantasyCounterpartCulture: Most of it is medieval European and {{Uberwald}} flavored at that, but the Anaba minotaurs are based on Aboriginal Australian cultures.
96* LastFertileRegion: Only a very small portion of Ulgrotha is fertile. Due to the Apocalypse Chime, most is a dead desert waste. It's ambiguous if the small fertile area eventually succumbed to the Dead Zone or if Autumn Willow healed the plane.
97* TeleportInterdiction: Feroz's Ban prevents outside planeswalkers from reaching Ulgrotha. The backlog of mana after the plane was cut off from the rest of the multiverse is also what caused Autumn Willow to develop from a simple forest spirit to a powerful Force of Nature.
98* WhatHappenedToTheMouse: Located beneath [[EvilTowerOfOminousness Castle Sengir]] was the Dwarven Gate, a planar portal of unknown origin and destination. This was a great mystery of the plane at the time, but considering that post-Mending, planar portals no longer work, and Ulgrotha itself may [[ApocalypseHow no longer be inhabited]], a concrete answer is unlikely to ever appear. ''March of the Machine'' revealed that the plane is still around, along with the Sengir family.
99[[/folder]]
100
101[[folder:Rath]]
102[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/300px_stronghold_furnace.jpg]]
103[[caption-width-right:300:What a fun place!]]
104
105->'''Debut:''' ''Tempest'' (1997)
106->'''Setting of:''' ''Tempest'' (1997), ''Stronghold'' (1998), ''Exodus'' (1998), ''Nemesis'' (2000)
107
108A DeathWorld artificial plane created by Yawgmoth as a staging ground for his invasion of Dominaria. Read more about it [[Characters/MagicTheGatheringFactions here]], and its native characters [[Characters/MagicTheGatheringPhyrexiaRathAndMirrodin here]].
109
110As of the Phyrexian invasion of Dominaria, Rath no longer exists as an independent plane, having been [[MergedReality overlaid]] onto Dominaria, which transported all its creatures and its few major landmarks there.
111[[/folder]]
112
113[[folder:Mercadia]]
114[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/300px_cliffside_market_2.jpg]]
115[[caption-width-right:300:Whaddya' buyin?]]
116
117->'''Debut:''' ''Mercadian Masques'' (1999)
118->'''Setting of:''' ''Mercadian Masques'' (1999)
119
120A plane where everything is for sale, Mercadia is a plane of vast wilderness surrounding a single city on the top of an inverted mountain. Betrayal and deception are the currency of Mercadia, though ordinary coin will do. And believe me, you will want some currency, as you can find just about anything in its bustling markets.
121----
122* AncientConspiracy: The entire plane is controlled by a secretive cabal of unusually intelligent ''goblins'', of all things.
123* FantasticCasteSystem: Much like the upside-down mountain the titular city is seated upon, goblins, typically CannonFodder and {{Red Shirt}}s of other worlds, are the top of the political and social food chain.
124* MerchantCity: Mercadia's hat is being this.
125* OurMonstersAreWeird: Mercadia is home to some bizarre beasts that share only a name with their relatives on other planes.
126* WretchedHive: Mercadia is full of criminals and sell-swords who are willing to do just about anything to make a coin.
127[[/folder]]
128
129[[folder:Serra's Realm]]
130[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/250px_sanctum_of_serra_9.jpg]]
131[[caption-width-right:250:Too good to last.]]
132
133->'''Debut:''' ''Urza's Saga'' (1998)
134
135An idyllic plane created by the planeswalker Serra. It, unfortunately, began to fall to paranoia and corruption after its creator's demise, before finally collapsing as part of one of Urza's plans to destroy Phyrexia.
136----
137* FluffyCloudHeaven: It certainly had the aesthetic, being full of angels and literal fluffy clouds.
138* KnightTemplar: A disproportionately large number of the inhabitants are these, due to a combination of the overabundance of white mana and restrictive religious dogma, especially after Serra leaves and the archangel Radiant takes charge.
139* WorldInTheSky: Serra's realm consisted of an endless sky, dotted with floating plains where its human residents lived and Serra's own free-floating sanctum.
140[[/folder]]
141
142[[folder:Mirrodin/New Phyrexia]]
143[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/en_mirrodin_header.jpg]]
144[[caption-width-right:350:The Five Suns will never shine...]][[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/en_newphyrexia_header.jpg]]
145[[caption-width-right:350:... On Phyrexian soil]]
146
147->'''Debut:''' ''Mirrodin'' (2003)
148->'''Setting of:''' ''Mirrodin'' (2003), ''Darksteel'' (2004), ''Fifth Dawn'' (2004), ''Scars of Mirrodin'' (2010), ''Mirrodin Besieged'' (2011), ''New Phyrexia'' (2011), ''Phyrexia: All Will Be One'' (2023)
149->'''Planeswalkers:''' Koth, Slobad
150
151A mechanical plane created by Karn after ascending to planeswalkerhood. It was originally supposed to be inhabited only by constructs, but the plane's caretaker Memnarch had other plans. Read more about it [[Characters/MagicTheGatheringPhyrexiaRathAndMirrodin here]] under the "New Phyrexia" heading, and about its individual residents [[Characters/MagicTheGatheringPhyrexiaRathAndMirrodin here]].
152[[/folder]]
153
154[[folder:Kamigawa]]
155[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/en_kamigawa_header.jpg]]
156[[caption-width-right:350:Human arrogance. Spirit grudges. What a combination.]]
157
158->'''Debut:''' ''Champions of Kamigawa'' (2004)
159->'''Setting of:''' ''Champions of Kamigawa'' (2004), ''Betrayers of Kamigawa'' (2005), ''Saviors of Kamigawa'' (2005), ''Kamigawa: Neon Dynasty'' (2022)
160->'''Planeswalkers:''' Kaito Shizuki, Tamiyo, The Wanderer
161
162A plane reminiscent of Feudal Japan, Kamigawa was once locked in a titanic war between spirits and mortals thanks to the arrogance of a human daimyo. In present times it is a CyberPunk setting based on Japanese sci-fi.
163
164For the individual characters that call Kamigawa home, check [[Characters/MagicTheGatheringKamigawa here]].
165----
166* AllMonksKnowKungFu: To an extent. Most of the monks of the Jukai forest are no pushovers when it comes to martial arts.
167* AmbiguousSituation: The original trilogy of sets that take place on Kamigawa were a {{Prequel}} recounting events that happened thousands of years before ''Magic'''s "present day", so the plane's current state of affairs was mostly left to speculation. Finally put to rest in ''Neon Dynasty'', where it was revealed it has become one of the multiverse's most technologically advanced worlds yet it retains its spirituality.
168* AsianFoxSpirit: Kitsune is a major tribe on Kamigawa, showing up in White.
169* DarkIsNotEvil: Kamigawa has the highest percentage of Black-aligned heroes of any plane, though most are anti-heroes and Black is also the color of the setting's various {{yakuza}} organizations.
170* GreyAndGreyMorality: Always a facet of the plane (the original cycle was the conflict between an AntiHero and AntiVillain after all), but as of ''Neon Dynasty'' all factions have varying degrees of grayness:
171** The Imperials (White) have long guided Kamigawa with a steady hand and maintained diplomacy between mortals and kami, but the nobles of the Imperial court are often too preoccupied with vying for power to consider anyone besides themselves, which has only worsened with the disappearance of the current Emperor. They are not outright opposed to new technology, but a rigid belief that such developments should be tightly controlled to prevent misuse has led to oppressive crackdowns of dissidents and those found with unsanctioned tech.
172** The Asari Uprisers (Red) seek to help those who have been harmed by Imperial corruption and authoritarianism, but run headfirst into YourTerroristsAreOurFreedomFighters; their ultimate aim is to overthrow the government, and the climax of ''Neon Dynasty'''s story involves them collaborating with [[BigBad a Phyrexian Praetor]] and launching a violent attack on the Imperial palace.
173** The Saiba Futurists (Blue) are Kamigawa's technocratic elite and seek to foster new innovations so that all may benefit, but are prone to secrecy, espionage, and [[MadScientist amoral experimentation]].
174** The Order of Jukai (Green) strives to preserve the delicate balance between mortals and kami, and protect what remains of Kamigawa's natural environments from urban sprawl, but has taken a hardline anti-technology stance and resort to EcoTerrorist methods to achieve their aims.
175** In lieu of a unified Black faction, the Reckoners are a collection of criminals and {{yakuza}} -- the Hyozan, Okiba, and Mokutai gangs among others -- that fight for dominance in the Undercity, but strive for loyalty and fellowship within their own ranks.
176* JidaiGeki: Inspired by Sengoku Era Japan, complete with set pieces such as shrines, bizarre spirits, and samurai. Also part of a mechanic with "Neon Dynasty" samurai, who tend to have effects that work when either a Warrior or a Samurai attacks alone.
177* LegendFadesToMyth: ''Neon Dynasty'' features multiple Saga cards that represent events that happened in the original ''Kamigawa'' block.
178* LightIsNotGood:
179** The aggressor of the Kami War was Daimyo Konda, a White-aligned human daimyo who [[DidYouJustScamCthulhu stole]] the immortality of the supreme kami O-Kagachi in order to rule forever.
180** Kataki is a mono-White kami that also happens to be a murderous psychopath. Kami of all colors are often depicted as luminous, ethereal beings, and the ''Neon Dynasty'' side story [[https://magic.wizards.com/en/articles/archive/magic-story/blade-reflected-and-reborn-2022-02-07 "Blade Reflected and Reborn"]] depicts another instance of a kami (the Red/Green nature spirit Kaima) driven to hatred and mass murder.
181** Also in ''Neon Dynasty'', Risona is Red/White but the leader of the Asari Uprisers, and works with Jin-Gitaxias to bring the Imperials down.
182* {{Magitek}}: By ''Neon Dynasty'' both the plane's technology and its magic have progressed a lot. This culminates in making mecha suits for kami.
183* TheMagicVersusTechnologyWar: The core theme of ''Neon Dynasty'' is tradition vs modernity, represented in-game by the use of enchantments vs artifacts. Color-wise, Green (Jukai) is the most strongly aligned with tradition, followed by White (Imperials), while Blue (Futurists) is the most strongly aligned with modernity, followed by Red (Uprisers), with Black (Reckoners) in the middle, as Black's philosophy is to exploit whatever it can, be it spirits or technology, unfettered by ideology.
184* MeaningfulName: "Kamigawa" is Japanese for "Spirit River" or "River of the Gods", and there are dozens of spirits on the plane.
185* MedievalStasis: Averted in ''Neon Dynasty''; during the time skip, the plane's technology developed all the way to Cyberpunk level, making it the first known ''Magic'' plane where tablets, holograms, drones and photographs are a thing.
186* MoonRabbit: Home to the noticeably rabbit-like Moonfolk aka the Soratami.
187* {{Ninja}}: Prevalent in the setting. Their ''Ninjutsu'' skill allows them to launch surprise attacks -- if one of your units isn't blocked during combat, a ninja in your hand can switch places with it and attack in its stead after paying the requisite ''Ninjutsu'' cost.
188* {{Oni}}: Given the Japanese-theme of the setting, it's no surprise that oni would exist here; however, they come in two flavors. The first are the ogres called bakemono, who are pretty much a BarbarianTribe from the Sokenzan Mountains, and are normally Red-aligned. The second are the true oni, who are classified as Demon-type creatures and tend to be Black-aligned.
189* OurDragonsAreDifferent: The dragons of Kamigawa are high-ranking spirits rather than wholly biological entities.
190* OurGoblinsAreDifferent: Goblins exist in Kamigawa in the form of the Akki, a diminutive race with mud-brown skin and a shell on their backs, not unlike the {{Kappa}} (proper kappa would not show up until the "Neon Dynasty", and they would be labeled under Turtles). They live in the Sokenzan mountains alongside the ogres.
191* OurSpiritsAreDifferent: Kami are natural embodiments of abstract concepts that come from a realm of their own. By the time of ''Neon Dynasty'' the realms have begun to intersect and spirits have begun to manifest into the material world without warning, forcing both realms to adapt and mitigate any damage done to either side.
192* RatMen: Called "nezumi" (literally "mouse" or "rat" in Japanese), they show up in Black, and are often Ninjas, if not straight-up Rogues.
193* {{Samurai}}: Like Ninjas, common in the setting. Their ''Bushido'' keyword is the counterpart of ''Ninjutsu'', rewarding units who HoldTheLine by providing extra power and toughness when blocking or being blocked during combat. As of "Neon Dynasty", they have since lost the ''Bushido'' keyword, and have since gained abilities that activate whenever a Samurai or a Warrior attacks alone, much like in a JidaiGeki.
194* SolarPunk: By the time of ''Neon Dynasty'' respect for the kami and nature is still enforced, with diplomats engaging negotiations between technology and the will of the spirits.
195* UselessUsefulSpell: A lot of cards in the original Kamigawa block have the "Splice" mechanic, which allows you to add the rules text of a card to the spell you're splicing it on. This sounds useful... except that all splice cards specified that they be spliced onto "Arcane" spells, a card type that only showed up in the original Kamigawa block, and hasn't appeared since.
196* WorldTree: Kamigawa has one in the form of Boseiju, a titanic cedar tree (its name literally means "Sacred Mother Tree"). It has been around even as far back as Kamigawa's Bushido era (and indeed, it was 2,000 years old by the time of the first entry into the first Kamigawa block). It was eventually placed on top of a skyscraper in the Neon Dynasty era, and it's kept on growing since then...anytime a new, much taller skyscraper was completed in Kamigawa, it would grow even taller in response as if to remind the architects and the people who was there first. Sadly, Boseiju would be compleated by Tamiyo during the Invasion of Kamigawa.
197* {{Yakuza}}: Black-aligned criminal organizations based on them exist aplenty. Most notable are the Hyozan Reckoners, which the protagonists of both visits to the plane defect from.
198* {{Youkai}}: The plane has the requisite number of weird monsters to accurately represent Japanese folklore.
199[[/folder]]
200
201[[folder:Ravnica]]
202[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/en_ravnica_header.jpg]]
203[[caption-width-right:350:The whole plane is one big city...]]
204
205->'''Debut:''' ''Ravnica: City of Guilds'' (2005)
206->'''Setting of:''' ''Ravnica: City of Guilds'' (2005), ''Guildpact'' (2006), ''Dissension'' (2006), ''Return to Ravnica'' (2012), ''Gatecrash'' (2013), ''Dragon's Maze'' (2013), ''Guilds of Ravnica'' (2018), ''Ravnica: Allegiance'' (2019), ''War of the Spark'' (2019), ''Murders at Karlov Manner'' (2024)
207->'''Planeswalkers:''' Domri Rade, Ral Zarek, Vraska
208
209The [[UrbanFantasy city plane]] of Ravnica is one of the busiest, most exciting planes in the multiverse, as ten guilds, each associated with two of ''Magic'''s five colors, continually struggle for dominance of the plane, in the courtroom and on the battlefield. Once dominated by a powerful spell that kept the guilds' ambitions in check and prevented planeswalker interference, the breaking of this ward has only made the plane more chaotic.
210
211Read more about the individual guilds [[Characters/MagicTheGatheringFactions here]], and the plane's individual residents [[Characters/MagicTheGatheringRavnica here]].
212----
213* AbsurdlySpaciousSewer: Scattered all around Ravnica, as shown in [[http://gatherer.wizards.com/Pages/Card/Details.aspx?name=sewer+shambler this]].
214* AlienSky: Ravnica has two natural moons, though the story never made much of it.
215* TheCityNarrows: There are ''lots'' of such districts in Ravnica, such as Rix Maadi, the Rakdos guildhall, and Svogthos, the former Golgari guildhall. To the surprise of nobody, these areas tend to be dominated by the Gruul Clan or one of the Black-aligned guilds.
216* CityOfAdventure: The guild politics and conflicts, along with the absolute [[LoadsAndLoadsOfRaces grab bag]] of inhabitants ensures that there is never a dull moment on Ravnica. Unless you are attending an [[ObstructiveBureaucrat Azorius]] [[TheBore lecture]], but then, that's your fault.
217* CityPlanet: With the exception of some Selesnyan sanctuaries and areas the Gruul have managed to reclaim, now the entire plane is basically one big metropolis. The closest thing the majority of Ravnicans have seen to a wilderness are large parks.
218* {{Creepy Cathedral}}s: [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=97206 Places run by the Orzhov]] have a tendency to be this. And they're teeming with ghosts, thrulls, and other creepy creatures, to boot.
219* DenOfIniquity: Areas controlled by the Rakdos are usually this. It's heavily implied that not only are there murder and torture of all kinds, but also some sort of freakish sex going on as well.
220--> "You just need the right incentive to fulfill my dreams." (Flavor text of ''Deviant Glee'')
221* FairyTrickster: Faeries are mischievous tricksters who often play pranks on other natives of the plane. Those associated with a guild are frequently in the Blue/Black House Dimir, taking advantage of their small size as spies.
222* FantasyCounterpartCulture: It's a bit more subtle than most planes, since the story and flavor don't really linger on it, but Ravnica's naming and architectural conventions draw heavily from Slavic languages and culture.
223* TheGovernment: The guilds are the de facto goverment of Ravnica, and '''none of them''' would be someone you want as rulers: the Rakdos are known to murder and torture people [[ForTheEvulz just for fun]] (but are ''tolerated'' by the other guilds due to their use as [[PsychoForHire assassins]]), the hippie-seeming Selesnya treat their members as [[WeHaveReserves interchangeable and thus expendable]], the Orzhov are known to extort money from their members under the pretense of faith, the Simic happily create monstrosities that cause civilian casualties [[ForScience for the sake of progress]]...
224* TheHub: While the current center of the multiverse is unknown, Ravnica fits the role narratively. As the most urbanized plane in the multiverse, and one of ''very few'' planes where planeswalkers are common knowledge, it serves as a natural gathering point for planeswalkers of all strips and colors.
225* {{Knight Templar}}s: The Boros and (to a lesser extent) the Azorius.
226* LandOfOneCity: Then again, Ravnica is so large it covers the whole plane...
227* LayeredMetropolis: Buildings on Ravnica can reach rather ridiculous heights, about as high as our world's skyscrapers. There is also some level of segregation based on height as well: the {{Undercity}}, for instance, is known to be the place where the Golgari hanged around - bear in mind that the Golgari are mostly seen as lowlifes left to do the unpleasant job of tending to the city's waste.
228* LightIsNotGood / DarkIsEvil: You'll be '''very''' wrong if you think that the White-aligned guilds are nicer or better than the Black-aligned ones.
229** DarkIsNotEvil: On the flipside, none of the guilds are fully evil either, including the black ones. The Rakdos are legitimately talented performers who ''can'' provide semi-safe entertainment for the right price. The Dimir run the city's public libraries, and are often responsible for exposing corruption in other guilds. Without the Golgari and their rot farms, the entire city would literally starve. Even the Orzhov have a few HonestCorporateExecutive types who try to funnel money back into the community.
230* LoadsAndLoadsOfRaces: On Ravnica, you can find humans, vampires, goblins, ogres, elves, vedalken, minotaurs, trolls and many other races. As of the discovery of the undercity ocean in the second Ravnica block, now [[FishPeople merfolk]] have joined the party as well.
231* MacGuffinLocation: The Maze, the very core of the story of ''Dragon's Maze'', was the legacy of the ancient guildmaster Azor I. It's a maze embedded into the city of Ravnica, and it's said that those who solve the maze will have dominion over Ravnica. Needless to say, the ten guilds were fighting over it for the entirety of ''Dragon's Maze''.
232* MacGuffinSuperPerson: The prize for solving the Maze: the authority of the "Living Guildpact" serving an arbiter between the guilds, whose judgement is legally and magically binding. [[spoiler:Jace Beleren]] becomes the Guildpact at the end of ''Dragon's Maze'', though the role is passed to [[spoiler:Niv-Mizzet]] following the latter's [[spoiler:death and [[BodyBackupDrive resurrection]]]] during ''War of the Spark''.
233* {{Mad Science Fair}}s: ''Any'' gathering of the Izzet or the Simic tends to at least look like this. The only difference between the two is that the Izzet favor exploding mechanical stuffs, while the Simic favor monstrous biological stuffs.
234* MysteryTropes: The " Murders at Karlov Manor" set revolves around a murder mystery.
235* OlderThanTheyLook: Ravnica's separation from the rest of the Mutiverse has trapped its dead in the plane as ghosts, but also decelerated the aging process in its living people and improved their lifespans, to the point where the age of 120 can be considered as roughly equivalent to 70. Ral Zarek, who is implied to be over 50 years old, appears to be in his early thirties.
236* TheOldGods: While divinities aren't as active on Ravnica as they are on, say, Theros, that isn't to say that Ravnica is a godless world. Many pre-Guildpact faiths persist in hidden corners of the city, while the Gruul pay homage to the Utmungr, a pantheon of cthonic divinities. And then there are the [[EldritchAbomination Nephilim]]...
237* OurGhostsAreDifferent: Death on Ravnica means invariably becoming a ghost, as the plane has a barrier blocking it from the afterlife. This could be [[LivingForeverIsAwesome good]] or [[AndIMustScream bad]], depending on how fond the Orzhov are of you.
238* OutsideContextProblem:
239** In the first Ravnica block, Ravnica's problem with lingering ghosts was technically this, since [[spoiler: Dominaria's time rifts issue was the cause of it]].
240** Even more so in ''Guilds of Ravnica'', since the BigBad of that block is a planeswalker dragon and his army of interdimensional zombies.
241* [[ReligionOfEvil Religions of Evil]]: Multiple guilds, namely the [[PsychoForHire Cult of Rakdos]], [[WeHaveReserves Selesnya Conclave]], and [[CorruptChurch Orzhov Syndicate]], have strong religious components. Only the Selesnya can be considered even close to being "benevolent".
242--> Orzhov: Masses of coins. “We are the precious gold. With us Orzhova was gilt. With us it gleams most bright.” It never occurred to us that this was not meant to be symbolic. We are the precious gold, or at least the source of it! How brazen they are, how deceitful. Shame on us for believing in them. Shame on us for thinking that all that power, all that wealth, was used only for us, and not against us.
243* SchizoTech: Depending on which guild dominates the district you're in, you may encounter anything from Izzet super-science to rock-throwing Gruul barbarians.
244* SealedEvilInACan: [[spoiler:The Nephilim, ancient monsters venerated as old gods by the Cult of Yore. They awoke during the event of ''Guildpact'' to wreak havoc on the city. Two were killed by Niv-Mizzet, while the others were subdued]].
245* TrashTheSet: Going through this due to the invasion of Nicol Bolas and his Eternal army. The whole plane is the setting for ''War of the Spark'', a massive punch-up between Bolas and the Planeswalkers allied with him, and the Gatewatch and any other Planeswalkers they can persuade to ally with them.
246* {{Undercity}}: An absolutely massive one possibly even larger than the aboveground city, full of old secrets that even the Golgari have yet to excavate. As of the second Ravnica block, it turned out that Ravnica has an '''ocean''' beneath all the streets and buildings. The Simic promptly began to research ([[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=366478 and exploit]]) the said ocean.
247* TheUnmasquedWorld: Following Nicol Bolas's invasion with an army of extradimensional zombies in ''War of the Spark'' and the summoning of ''every planeswalker in the multiverse'' to Ravnica, it has become one of three known planes in the multiverse where the existence of other planes and planeswalkers is public knowledge, the others being Dominaria and Arcavios.
248* WretchedHive: Areas controlled by the Black-aligned guilds. ''Especially'' those controlled by the Golgari, who are often mocked for their (admittedly unpleasant) job of dealing with waste and the dead.
249--> "Enter those who are starving and sick. You are welcome among the Swarm when the rest of Ravnica rejects you." (Flavor text of ''Golgari Guildgate'')
250[[/folder]]
251
252[[folder:Lorwyn/Shadowmoor]]
253[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/en_lorwynshadowmoor_portrait.jpg]]
254[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/en_lorwynshadowmoor_header.jpg]]
255[[caption-width-right:350:A dark side to everything]]
256
257->'''Debut:''' ''Lorwyn'' (2007)
258->'''Setting of:''' ''Lorwyn'' (2007), ''Morningtide'' (2008), ''Shadowmoor'' (2008), ''Eventide'' (2008), ''unnamed 2025 set''
259
260Lorwyn is an idyllic, Myth/CelticMythology inspired plane full of friendly inhabitants (though oddly, no humans) that is sometimes mysteriously transformed into a MindScrew-filled hellscape called Shadowmoor by a semi-centennial phenomenon called the Great Aurora.
261
262!Tropes that apply to Lorwyn:
263
264----
265
266* {{Arcadia}}: It's warm, (visually) dominated by green, and never suffers winter. There doesn't seem to be any large city on Lorwyn, either.
267* EndlessDaytime: Lorwyn's sun never gets totally beyond the horizons.
268* FairyTale: Based on a lot of similar tropes, though the lack of humans keeps it from being a perfect fit.
269* ANaziByAnyOtherName: The Gilt-Leaf elves in a nutshell.
270* SugarBowl: As long as you keep away from the [[ANaziByAnyOtherName elves]], Lorwyn is genuinely as nice as it seems.
271* WorldHalfFull: Lorwyn is very idyllic.
272
273!Tropes that apply to Shadowmoor
274
275----
276
277* CrapsackWorld: EverythingIsTryingToKillYou in Shadowmoor and everything from Lorwyn becomes a twisted reflection of itself. The elves are the only thing that becomes nicer in this version of the plane, going from genocidal tyrants in Lorwyn to beleagured preservers in Shadowmoor.
278* DarkWorld: Everything that exists on Lorwyn gets turned into a twisted version of itself and forgets its old life, except for the [[RippleProofMemory faeries]].
279* DeathWorld: On Shadowmoor, even a mirror can be... well, technically not lethal, but [[FateWorseThanDeath you'll wish it were]].
280--> "A gwyllion's favorite trap is the vanity mirror. A bewitched piece of glass [[YourSoulIsMine traps the looker's soul and does away with the body]]." (Flavor text of "Unmake")
281* {{Eldritch Location}}s: Many of the locations on this plane are... weird. E.g., [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=198076 the Raven's Run]], the Shadowmoor version of Lorwyn's Wren's Run, has trees that look really, ''really'' unnatural, to the point they look more like tentacled monsters than trees. Needless to say, this goes hand-in-hand with SurrealHorror.
282* TheFairFolk: While not labeled as faeries, all the monsters that begin to appear upon transition to Shadowmoor are these in all but name. This is quite fitting, since Shadowmoor represents the [[FracturedFairyTale dark sides of fairy tales]].
283* FracturedFairyTale: Arguably the core idea of Shadowmoor. The whole plane is crawling with stuffs that come straight out of darker fairy tales.
284* HeelFaceTurn: On the more positive side, the elves got better in Shadowmoor and became valiant warriors who fight to protect the last shreds of beauty that exist.
285* JerkassGods: Most of the demigods are these, with the Godhead of Awe driving mortals mad and the Nobilis of War feeding on wars and the deaths that follow. Much of these seem to happen for [[SurrealHorror no logical reason]]. At all.
286* MindScrew: Don't try too hard to figure out the logic behind many of the horrors that happen on Shadowmoor.
287* MonsterMash: As of ''Eventide'', there are gwyllion, ghosts, noggles, ouphes, hags, trows...
288* TheNightThatNeverEnds: As mentioned.
289* OurGodsAreDifferent: They are spirit avatars that seem to appear out of absolutely nowhere.
290* StockGods:
291** The Dreamweaver: The [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=153297 Ghastlord of Fugue]].
292--->"Yet when his favored are found in their beds, their bodies are whole, their skin pure, except for the horror stamped forever on their faces." -- The Seer's Parables
293** GodOfEvil: The [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=370463 Demigod of Revenge]] in particular stands out, though most of the demigods are pretty dickish to begin with.
294--->"His laugh, a bellowing, deathly din, slices through the heavens, making them bleed." -- The Seer's Parables
295** GodOfGood: The [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=146735 Oversoul of Dusk]] seems to embody hope and actively seeks to bring light and joy back to this sunless world.
296** God of Knowledge: The [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=151151 Overbeing of Myth]].
297--->"She walks among us unseen, learning from our imperfections." -- The Seer's Parables
298** To a lesser extent, the [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=376311 Divinity of Pride]] also counts, since she [[spoiler: was the one who told all the knowledge about the nature of Shadowmoor to the seer]].
299--->"She spoke of mystery and portent, of such unfathomable things that my mind screamed for pity." -- The Seer's Parables
300** Sun God: The Oversoul again.
301** TricksterGod: The [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=247204 Dominus of Fealty]].
302** WarGod: The [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=397733 Nobilis of War]].
303--->"A great siege is a banquet to him; a long and terrible battle, the most exquisite delicacy." -- The Seer's Parables
304* SurrealHorror: In keeping with the strange, [[FracturedFairyTale dark fairy-tale-ish]] vibe of the plane, you're less likely to be messily eaten by a horde of zombies than to be trampled on by a chair or trapped inside a mirror.
305* WickedWitch: The Black-White gwyllions and Green-Black swamp hags, who both have the Hag subtype.
306
307! Tropes that apply to both sides of the plane:
308
309----
310
311* AlienSky: Lorwyn has [[EndlessDaytime unending daytime]], while Shadowmoor is [[TheNightThatNeverEnds always at night]]. Either way, it's alien enough.
312* FairyTrickster: Lorwyn faeries are tricksters of a cruel and mean-spirited sort and spend their lives pursuing amusement, often at the expense of others -- typical fairy pranks tend to involve hiding tripwires in the path of larger beings or driving them nuts with sneezing powder.
313* FishPeople: Lorwny merrows are Blue-White and act as merchants and ferrymen for the other races, while the Shadowmoor version are Blue-Black and act as river looters.
314* LaserGuidedAmnesia: When an Aurora happens and transforms the races of Lorwyn into their Shadowmoor versions or ''vice versa'', they forget it was ever any other way.
315* LightIsGood / DarkIsEvil: Lorwyn is all [[SugarBowl bright and happy]], while Shadowmoor is [[DarkWorld always dark and has eerie monsters crawling all over the place]]. Guess which world is the more pleasant place to live in. Also, let's not forget the fact that the one unpleasant thing about Lorwyn - the fascist elves - is Black-aligned. That said, almost everything White-aligned on Shadowmoor [[LightIsNotGood is also bad]], from the paranoid kithkin to the warmongering Nobilis of War, and the boggarts in Lorwyn [[DarkIsNotEvil are usually harmless hedonists]].
316* OurElvesAreDifferent: The elves of Lorwyn are deer-hooved, horned fashion fascists that exist in Green and Black. They think that they are the most beautiful things in the world... and thus have the right to [[ANaziByAnyOtherName exterminate less beautiful living beings]] (read: most non-Elf creatures, the [[{{Gonk}} boggarts]] in particular). Lorwyn also marked the first time where we have Elf cards that aren't at least part-Green, in this case [[DarkIsEvil mono-Black]]. Nissa was lucky that Gilt-Leaf elves considered her beautiful enough to have the right to live despite being a different kind of elf, when she accidentally planeswalked into Lorwyn upon igniting her spark. On Shadowmoor, while every other race becomes twisted and evil, the elves become the good guys of the plane, and are Green and White.
317* OurFairiesAreDifferent: Faeries aren't unique to Lorwyn/Shadowmoor, nor did the plane introduce faeries. But there is little doubt that this plane is by far '''the''' one most strongly associated with faeries. This is due mainly to the fact that [[spoiler:Oona, the queen of faeries, was the one behind the whole Great Aurora fiasco]], marking [[ADayInTheLimelight that one time where faeries are central to a plane's story]]. The design of the plane's faeries is also an interesting twist on the idea of faeries, since these faeries have insectoid features, and mix disney-esque influence (winged, small, cute, etc.) with [[TheFairFolk more traditional interpretations of faeries]]. On the more mechanical side of things, the (in)famous faerie deck comes from ''Lorwyn'' and ''Morningtide''.
318* SmallSecludedWorld: Among the planes. The Lorwyn/Shadowmoor block is so far the only post-Time-Spiral block to not feature any plot-relevant planeswalker.
319* {{Treants}}: ''Lorwyn'' is also the first set to draw attention to treefolk. Before it, treefolk were mostly big Green creatures that showed up once in a while and soon got overshadowed by wurms and such. Lorwyn's treefolk are the most ancient and long-lived of the intelligent races, and are viewed with great respect by their younger neighbors. They differ in size, physical and magical abilities and role in their society based on what trees they resemble -- for instance, oak treefolk are the largest and strongest of their kind, black poplars are healers and rowans are magicians. They're also the only species on the plane to be on generally decent terms with Lorwyn's highly xenophobic elves.
320* WorldOfSymbolism: One of the unique traits of Lorwyn/Shadowmoor is the fact that the plane's native elementals are just as likely to represent abstract concepts as they are physical elements. The Lorwyn ones seem to embody dreams, while their Shadowmoor versions naturally embody nightmares.
321[[/folder]]
322
323[[folder:Alara]]
324[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/250px_the_maelstrom.jpg]]
325[[caption-width-right:250:Everything's coming together.]]
326
327->'''Debut:''' ''Shards of Alara'' (2008)
328->'''Setting of:''' ''Shards of Alara'' (2008), ''Conflux'' (2009), ''Alara Reborn'' (2009)
329->'''Planeswalkers:''' Ajani Goldmane, Sifa Grent, Tezzeret
330
331A plane that was split into five sub-planes thousands of years ago, only to be abruptly re-merged in an event called the Conflux. This was all in accordance with Nicol Bolas's plan, of course.\
332\
333Read more about the individual sub-planes, known as Shards, [[Characters/MagicTheGatheringFactions here]]. Each is centered on one of the five colors of ''Magic'', with its two allies also present and the two enemy colors absent.
334----
335* AlienLandmass: All of the Shards bar Bant have these, one way or other.
336** Esper's terrain tends to be covered in metal, and many parts of it are [[FloatingContinent floating]] to boot.
337** Grixis features the Dregscape, a vast wasteland whose terrains seem to be mostly made of dead bodies.
338** Jund's landscapes have extremely active volcanoes. Building civilization is practically impossible there.
339** Naya has [[HungryJungle jungles]] where trees could grow as tall as mountains.
340* AppliedPhlebotinum:
341** Esper has ''Etherium'', a filigree metal that Esperites ''merge with their bodies'' in order to improve their own minds and magical skills. Mechanically, Esper is characterized by having large number of colored artifacts and all its creatures being artifact creatures despite being humans, vedalken, etc.
342** Grixis has ''Vis''. Being the Blue-Black-Red Shard, Grixis is devoid of Green and White mana. As a result, life energy is very scarce, and people there live (or unlive) and rot to death, only to rise again. Vis is a strange gas-like stuff that contains the tiny bit of life energy still present on the plane. Naturally, people on Grixis often fight over it.
343* BodyHorror:
344** To some, the way Esperites obsess over the weakness of flesh and alter their own bodies with metal can be more than a little bit disturbing. It doesn't help that their belief is essentially a mild version of what the Phyrexians believe in. As one vedalken puts it:
345--->"Etherium clouded my eyes, clogged my ears, desensitized my skin. Now that I can feel, I can begin to learn." (Flavor text of ''Vedalken Heretic'')
346** Grixis's undead are often hideous, disturbing amalgams of flesh, bone, limbs and faces with little reference to sane anatomy.
347* CrapsackWorld: '''Grixis''' is hands-down one of the most hostile planes in the multiverse [[spoiler: pre-Conflux]]. It contains so little life energy that people are constantly rotting to death only to be brought back as undead. Necromancers fight over vis and supremacy, at times using ''corpses'' as their currency. And that's not even considering the demons. [[spoiler: By the end of ''Alara Reborn'', much of these have spread to the rest of Alara]].
348* CultureChopSuey: Alara is pretty diverse. Having five [[spoiler:once-]]separate worlds probably helped. Visually, Bant seems to invoke [[MedievalEuropeanFantasy medieval Western Europe]] (albeit with a notably Persian-inspired naming scheme), Naya has [[{{Mayincatec}} strong Mesoamerican influence]], while Jund is hardly civilized. Grixis looks [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=175112 somewhat European-ish]], and Esper doesn't match any of the above.
349* DeathWorld: Grixis, if the descriptions given haven't made this clear enough; Jund also counts, due to its constant volcanic activities, merciless dragons topping the food chain, and lack of any sign of civilization; Naya is crawling with gigantic beasts and could easily be this if you aren't strong enough.
350* DragonsAreDivine: {{Zigzagged}}. While lacking any civilization, people on Jund, the goblins in particular, seem to have a tendency to offer themselves as food for the dragons, and that looks like some primitive form of religion. Humans of that shard more explicitly use shamanic methods to deal with the dragons. On the other hand, many Esperites have a different opinion about dragons...
351-->"A king in Jund, a serf in Esper." -- flavor text of ''Spellbound Dragon''
352* EntropyAndChaosMagic: The Maelstrom is one of the most potent manifestations of uncontrolled magical power in the Multiverse.
353* FloatingContinent: Some of Esper's islands and fortresses float high above the rest of the shard's landscape.
354* HungryJungle: Immense, trackless jungles filled with hazards, predators and giant monsters cover most of Naya and significant parts of Jund.
355* LightIsGood: Bant, the primarily White Shard, is without doubt the least hostile of the shards [[spoiler: (before the Conflux, anyway...)]], while Grixis, the primarily Black Shard, is... [[DeathWorld not]] [[{{Mordor}} very]] [[{{Understatement}} pleasant]], not to mention [[spoiler: being [[BigBad Bolas]]'s base of operation]].
356* {{Magitek}}: Esper makes heavy use of complex, magically-derived machines, artifices and mechanical limbs. After the Conflux, their techs seem to have spread to the other shards.
357* MegaMaelstrom: [[spoiler: [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=179540 The Maelstrom]], a chaotic mana storm that formed at the center of New Alara after the Conflux]].
358* OutsideContextProblem: Every shard found itself at a loss to deal with the foreign tactics and ideologies that began to assault them from all sides during [[spoiler: the [[WhenDimensionsCollide Conflux]]. For instance, to the people of Bant, the idea that someone would use a dishonorable tactic like backstabbing in combat was so foreign, they didn't even wear proper armor to defend against it, while Grixis's necromances were at a loss to combat Esperite looters after realizing that their death magic was of no use against the intruders' mostly metallic bodies]].
359* PassionIsEvil: Esperites definitely believe in this, and so does (to a lesser extent) Bant.
360-->"Only a mind unfettered with the concerns of the flesh can see the world as it truly is." (Flavor text of ''Master of Etherium'')
361* ReligionOfEvil: [[spoiler: It seems demon worship has arisen all over Alara (read: Shards that aren't Grixis) after the Conflux]].
362* SceneryGorn: As mentioned, Grixis has landscapes that look ''partially made of dead bodies''. It isn't a pretty sight. Of course, there are also Jund's constantly erupting volcanoes...
363* SchizoTech: Started to emerge when [[spoiler: [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=179569 Jund invaders]] trespassed into Esper]].
364* WhenDimensionsCollide: The Conflux saw the five Shards, each a self-contained world in its own right for millennia, fuse once more with each other. This was disastrous for many of the Shards' inhabitants, both due to the new kinds of mana and associated ideas often shaking each Shard's highly specialized society to the core. Also, there were the physical disruptions caused by large tracts of land from other shards appearing in their landscapes, often alongside natives eager to invade.
365[[/folder]]
366
367[[folder:Zendikar]]
368[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/c88obv8.jpg]]
369[[caption-width-right:350:A world of discovery!]]
370
371->'''Debut:''' ''Zendikar'' (2009)
372->'''Setting of:''' ''Zendikar'' (2009), ''Worldwake'' (2010), ''Rise of the Eldrazi'' (2010), ''Battle for Zendikar'' (2015), ''Oath of the Gatewatch'' (2016), ''Zendikar Rising'' (2020)
373->'''Planeswalkers:''' Kiora, Nahiri, Nissa Revane
374
375The adventure world. Civilization is small and fragile, but ancient ruins and natural wonders dot the landscape, filled with great treasures, ancient spells and fierce guardians. On Zendikar, even the soil itself will rise up to defend its secrets, as a phenomenon called the Roil makes the landscape behave in strange and fantastical ways. If that weren't enough, the [[EldritchAbomination Eldrazi]], once trapped within the heart of the plane, have been released, wreaking havoc.
376
377Read about the individual residents of Zendikar [[Characters/MagicTheGatheringZendikar here]].
378----
379* AdvancedAncientAcropolis: The ruins on Zendikar definitely have this look and feel, with their mysterious glyphs and magical powers of the hedrons and so on.
380* AdventurersClub: Lots of these arise as adventurers gathered, trying to seek out the secrets in those ruins.
381* AdventureFriendlyWorld: Adventurers are just about the only people who would '''ever''' voluntarily come to this [[DeathWorld deadly gauntlet of a plane]].
382* AlienLandmass: The lands in Zendikar are ''really'' weird -- archipelagos of floating islands are particularly common, but also present are things such as kilometer-high cliffs rising from the seas and forests of trees large enough for regular-sized forests to grow on their branches. Mechanically, the Zendikar block was the first block ever to focus on lands, which have, for the most part of the game's history, been treated as little more than "things that make mana but rarely do anything interesting".
383* ApocalypseHow:
384** The plane suffered a planetary-level one long before the present storylines. Prior to the [[spoiler: arrival and imprisonment of the Elzrazi]], it was fairly stable with multiple civilizations. The resulting turmoil and upheaval left the plane in its current state with scattered settlements and a whole lot of ruins.
385** The Eldrazi's reawakening sees multiple regional- to continental-level ones. Before their defeat at the hands of the Gatewatch, they still managed to obliterate large portions of the world, turning large swathes of the continents into lifeless barrens and destroying most of its civilizations.
386* DeathWorld: Zendikar is home to an immense variety of predatory animals, predatory plants, toxic organisms, aggressive native cultures and natural deathtraps, all regular shaken up by immense seismic and climatic upheavals. If you're neither native nor brimming with magical powers, then your remaining lifespan is probably measured in days at best.
387* DurableDeathtrap: '''Loads'''. Despite the fact that [[spoiler: knowledge of the Eldrazi was ancient enough to remain as nothing other than dim memories of forgotten gods]], the deathtraps in those ruins are still very much functional. This is ''slightly'' [[JustifiedTrope justified]], since those traps are [[AWizardDidIt magical]] in nature.
388* EldritchLocation: Many of the lands or ruins border on being non-Euclidean. Aside from the [[FloatingContinent floating pieces of lands]], there're also [[http://gatherer.wizards.com/Pages/Card/Details.aspx?printed=true&multiverseid=195170 floating pieces of water-pouring rocks]]. Don't try too hard to think about how that works.
389* EnchantedForest: Zendikar's forests are typically immense, trackless wildernesses brimming with magical wildlife and trees large enough to build small settlements on.
390* FloatingContinent: Zendikar's magic causes large sections of its landscape to regularly become unmoored and float off into the sky. Even the basic lands have these. The hedrons -- floating polyhedron-shaped stones that [[spoiler: were there to [[SealedEvilInACan seal the Eldrazi]]]] -- also count, since most of them are large enough for a normal human to walk on.
391* GaiasVengeance: The earth itself will wreak havoc on anyone foolish enough to let their guard down. Too bad it does almost nothing to stop [[spoiler: the Eldrazi]].
392* GeniusLoci: Zendikari lands seem to have a will/wills of their own at time. Mechanically, cards from Zendikar have an unusually high chance of being "man-lands" -- lands that can somehow turn into ''creatures''.
393* LookOnMyWorksYeMightyAndDespair: Long before the events of the first ''Zendikar'' block, the kor ruled the plane as the autocratic Makindi Empire. Frustrated with their subjugation, the other races instigated a civil war which wiped the Empire off the map. The only remnants of the kor's hubris are the floating skyclave ruins, which were recovered during the events of ''Zendikar Rising''.
394* {{Mordor}}: In the ''Chandra'' comic, the titular Planeswalkers walks to Zendikar during a panic attack. She arrives in an ashy wasteland.
395* OurVampiresAreDifferent: Zendikari vampires drink blood (as usual)... but are explicitly said to feed on the energy in the blood of living beings, and that ''this energy is the strongest in times of terror and pain'' (a bit less usual). Also, born on a [[DeathWorld world like Zendikar]], they tend to be more feral and less refined than, say, their Innistrad counterparts. However, they are similar to them in that they are [[TechnicallyLivingZombie technically not undead]].
396* PrisonDimension: Formerly this [[spoiler: to the Eldrazi]].
397* SceneryGorn: As of Oath of the Gatewatch, a significant portion of the lands of Zendikar has turned into large swaths of wastelands unable to produce colored mana, courtesy of [[spoiler: the Eldrazi]].
398* SealedEvilInACan: Zendikar was the can that [[spoiler:contained the Eldrazi]].
399* TempleOfDoom: Scattered all across the land. [[http://gatherer.wizards.com/Pages/Card/Details.aspx?printed=true&multiverseid=190414 Emeria, the Sky Ruin]] is one of the more prominent ones. Naturally, they tend to be [[DurableDeathtrap full of traps]] and draw in lots and lots of adventurers. [[spoiler: Too bad what's sealed inside these temple aren't treasures, but a whole army of Eldrazi]].
400* TreeTopTown: Zendikar's trees often grow large enough for entire villages to nestle among their branches -- most elves live in such settlements.
401[[/folder]]
402
403[[folder:Innistrad]]
404[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/planes_innistrad_preloader.jpg]]
405[[caption-width-right:350:A realm of horror and madness]]
406
407->'''Debut:''' ''Innistrad'' (2011)
408->'''Setting of:''' ''Innistrad'' (2011), ''Dark Ascension'' (2012), ''Avacyn Restored'' (2012), ''Shadows Over Innistrad'' (2016), ''Eldritch Moon'' (2016), ''Innistrad: Midnight Hunt'' (2021), ''Innistrad: Crimson Vow'' (2021)
409->'''Planeswalkers:''' Arlinn Kord, Sorin Markov, Tibalt, Vronos
410
411The GothicHorror world. Isolated groups of humans cling to survival against the hordes of darkness, while larger cities are plagued with corruption from monstrous parasites. The plane once flourished under the guidance of its angelic protector, Avacyn, but her disappearance heralded dire times, as her church fell into corruption and impotence.
412
413Read more about the doomed individuals that call this accursed plane home [[Characters/MagicTheGatheringInnistrad here]].
414----
415* ApocalypseHow: [[spoiler: A world-level one occurred in ''Eldritch Moon'']]. [[spoiler: Basically, Emrakul invaded (thanks to [[FaceHeelTurn Nahiri]]), bringing with her an army of [[EldritchAbomination Eldrazi]], twisting much of the population into something ''even more monstrous''. Things got so bad it even led to a ''[[EnemyMine temporary sort-of alliance]] between humans and vampires'']].
416* BalanceBetweenGoodAndEvil: Innistrad is subject to a perverse version of this. While the plane was already a terrible place to live before Edgar Markov made a DealWithTheDevil, the creation of vampirism nearly brought the plane to collapse. The creation of the angel Avacyn by Sorin Markov ensures that humanity can survive, but not thrive, thus making sure that werewolves, demons and vampires will always have a source of food that's not a threat to them.
417* BigFancyHouse: Vampires of Innistrad tend to live in these.
418* BigRedDevil: The looks of Innistrad devils definitely invoke this.
419* ButForMeItWasTuesday: Unlike on other worlds, the Phyrexian Invasion is barely a footnote in Innistrad's history, getting lost amongst all the [[DeathWorld other things actively destroying the plane]].
420* CorpseLand: ''Many''. Most of the bodies would probably end up becoming zombies.
421* CorruptChurch: The Church of Avacyn gradually degraded into this in her absence. [[spoiler: They got better when Avacyn was finally freed from the Helvault]]. [[spoiler: A shame it didn't last]].
422* CrapsackWorld: If you are a human.
423* CreepyCathedral: Benevolent as it is, the church architecture of Innistradi humans still has a rather Gothic look to it, and thus can look quite creepy at night.
424* CreepyCemetery: Spread all across the land, naturally. Many impromptu cemetaries, known as "Grafs", dot the landscape.
425* CrystalDragonJesus: The Church of Avacyn has a ''very'' Christian look and feel. It seems to lean the most towards a mix of Anglican and Protestant influences, [[spoiler: but goes full UsefulNotes/SpanishInquisition once Avacyn loses it]].
426* DemonLordsAndArchdevils: Numerous demons, such as Griselbrand, Withengar, and Ormendahl, are powerful and influential even among their kind, often commanding legions of lesser demons and being worshipped by widespread cults.
427* DerelictGraveyard: The Drownyard of Nephalia is full of lost ships.
428* EnchantedForest: The forests of Kessig are dense, trackless and extensive, and haunted by werewolves -- and if you go deep enough, the house-sized boars, immense wurms and territorial spirits and elementals soon eclipse the werewolves in terms of danger posed.
429* FracturedFairyTale: Fitting a horror setting several cards are [[{{Grimmification}} grim]] allusions to fairy tale, like an entire cycle of werewolves referencing Red Riding Hood.
430* FurAgainstFang:
431** While initially not a particular focus of the plane, vampires and werewolves do come into conflict as a result of having the same prey. ''Midnight Hunt'' brings it more into focus, as TheNightThatNeverEnds means werewolves are getting bolder, and vampires are not excempt from being prey.
432** WordOfGod claims that werewolves and vampires are symbolic opposites: the former represent repressed anger, the latter repressed desire.[[invoked]]
433* FusionDance: The more grotesque version of this happened to lots of people when [[spoiler: Emrakul arrived]]. It was reflected on cards as the [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=414429 meld]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=414386 mechanic]].
434* GameplayAndStoryIntegration: The much-loved transform mechanic, using double-sided cards to represent the story of a single entity as it's changed into something horrific by nature of being on Innistrad.
435* GhostTown: Given how dangerous the plane is, many abandoned villages can be found that contain myriad ghosts.
436* GothicHorror: The main source of the plane's aesthetics. The design of Innistrad has made use of pretty much every Gothic horror cliche out there, though the plane does have a few quirks of its own.
437* HauntedHouse: The plane is basically saturated with ghosts, so really this could describe any Innistradi house, but special mention goes to the beings known as the ''[[https://scryfall.com/card/mid/264/hostile-hostel-creeping-inn Hladvora]]'', a LivingStructureMonster whose interior is an EldritchLocation in and of itself.
438* HopeSpot: Avacyn's and the other angels' return gave the inhabitants of Innistrad hope that the dark days were over at last. [[spoiler: Too bad that events on other planes led to things getting ''worse'' in ''Shadows over Innistrad'', as Avacyn got driven homicidally insane, her church got radicalized and initiated an inquisition]]. [[spoiler: [[FromBadToWorse Then]] the plane was ultimately invaded by an Eldrazi Titan]].
439* HumansAreInsects: Well, the vampires definitely felt this way. They treated Innistrad humans at best like cattle which supply blood. If the humans were lucky, they could be turned and become the vampires' servants.
440* HunterOfMonsters: Naturally, this is a common profession among humans on Innistrad.
441* IdiotBall: InUniverse PlayedForLaughs. Ajani ponders if Innistrad swallows the self-preservation instincts of its denizens, since it's the only way he can explain how they keep falling for such obvious horror tropes.
442* LightIsGood: Nearly everything white-aligned is on the humans' side. Nearly everything black-aligned is trying to harm the humans.
443* LightIsNotGood: That said, there are exceptions. White aligned geists are mostly benevolent, but they are stated to be also capable of being vindictive. The angels went mad in ''Shadows over Innistrad''. Finally, ''Crimson Vow'' introduces mono-white or white/red ''vampires''.
444* {{Lunacy}}: '''Both sides''', no less. [[spoiler: Avacyn and her fellow angels (and presumably the church clerics as well)]] were explicitly said to draw power from the plane's mysterious moon. At the same time, the various monsters also hunted mainly at night.
445* MadScientist: Creators of the various stitched zombies on the plane and inventors of some pretty crazy SchizoTech, including {{teleportation}} and [[NinjaPirateZombieRobot cyborg werewolves]].
446* MonsterMash: Innistrad may be a terrible place to be a normal human being, but those that embrace the darkness on the plane seem to be in a lot better shape. [[spoiler: That is, until [[ApocalypseHow Emrakul arrived]]]].
447* TheNightThatNeverEnds: Thanks to [[spoiler:Emrakul being imprisoned in the moon]], the day-night cycle on Innistrad is royally screwed up, and the nights get longer and longer. Great for the plane's werewolves and vampires, but terrible for the humans. The Dawnheart witch coven aim to fix this in ''Midnight Hunt'', using an arcane aparatus of unknown origin known as the Celestus to kickstart the sun and prevent an endless night.
448* OrphanageOfFear: The Heron's Grace orphanage featured in the ''Midnight Hunt'' trailer forces the children to pick apples for the owner, being disabled or hurt is treated as an excuse to not work and "lazy" children are thrown to the werewolves. The children get back for their abuse when a woman infects them with Lycanthropy.
449* OurAngelsAreDifferent: They eventually [[spoiler: got driven insane and [[OmnicidalManiac went on a mass killing spree]]]]. [[spoiler: Gisela and Bruna even [[FusionDance merged]] (under the power of Emrakul) to become an ''Eldrazi'' Angel]].
450* OurDemonsAreDifferent: Kind of. The black-aligned demons are your traditional horned beings of pure malice, but Innistrad also has red-aligned devils who behave more like trouble makers than evil incarnate.
451* OurGhostsAreDifferent: Not that different, really. The White ones are your typical radiant benevolent spirits, while the Blue ones and the Black ones are more malevolent.
452* OurVampiresAreDifferent: Innistrad vampires are classy ([[WickedCultured but less than benevolent]]) beings of the night, much like classical vampires, except they, being Red-aligned as well as Black, have some issues with impulse control...
453-->"Many peasants secretly admire vampires' glamour and elegance — until they witness a moment of pure bloodlust." (Flavor text of ''Vampiric Fury'')
454* OurWerewolvesAreDifferent: Here, whether they transform seems to be dependent on how frequently spells are being cast.
455* OurZombiesAreDifferent: Here on Innistrad, they are aligned with Blue and Black, with the Black ones being the traditional "magically raised corpses", while the Blue ones are Frankenstein's monsters made from dead bodies.
456* OutsideContextProblem: From the point of view of an average Innistrad resident (be he/she a human, vampire, etc.), [[spoiler: an Eldrazi army]] appeared out of absolutely nowhere.
457* ReligionOfEvil: The cult of Skirsdag worshiped demons.
458* SaintlyChurch: The Church of Avacyn used to be this, until its patron went crazy.
459* SealedGoodInACan: The Helvault became a prison for [[spoiler:Avacyn, who was trapped there alongside Griselbrand]].
460* SealedEvilInACan:
461** Griselbrand was trapped in the Helvault alongside [[spoiler:Avacyn]],
462** By the end of ''Eldritch Moon'', [[spoiler: [[EldritchAbomination Emrakul]] gets sealed in the plane's moon]].
463* ShoutOut: There are dozens of references to gothic and modern horror in the mechanics and lore of the plane-- everything from each of the four vampire families each possessing one of {{Literature/Dracula}}'s signature abilities (turning into animals for the Voldarens, turning into mist for the Stromkirks, flight for the Falkenraths, and mind control for the Markovs) to the [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=226755 Delver of Secrets]] being inspired by ''Film/TheFly1986'', and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=221212 Cloistered Youth]] being a reference to Film/TheExorcist.
464* {{Troperiffic}}: Innistrad has '''loads''' of tropes compared to other planes, likely due to the fact that the plane was designed to invoke as many GothicHorror cliches as possible.
465* {{Uberwald}}: The naming conventions and aesthetics of Innistrad are decidedly Prussian.
466* WeirdMoon: The moon of Innistrad drives everything, including seasons and the hunting patterns of monsters. As of the end of ''Eldritch Moon'', [[spoiler: it also houses the Eldrazi Titan Emrakul]].
467* WickedWitch: The witches of Innistrad primarily revolve around putting curses on people. There also seemed to be some WitchHunt going on, especially when [[spoiler: the Church began to radicalize in ''Shadows over Innistrad'']].
468[[/folder]]
469
470[[folder:Theros]]
471[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/meletis.jpg]]
472 [[caption-width-right:350:Where the gods are like children]]
473
474->'''Debut:''' ''Theros'' (2013)
475->'''Setting of:''' ''Theros'' (2013), ''Born of the Gods'' (2014), ''Journey into Nyx'' (2014), ''Theros: Beyond Death'' (2020)
476->'''Planeswalkers:''' Calix, Gideon Jura, Niko Aris, Xenagos
477
478The Myth/ClassicalMythology world. Theros is home to all manner of heroes and monsters, all watched over by a pantheon of incredibly powerful gods, who range in temperament from wise and patient to mercurial and cruel (but mostly the latter).
479
480Read more about the individual inhabitants of Theros [[Characters/MagicTheGatheringTheros here]].
481----
482* AchillesHeel: The gods are very powerful, but as GodNeedsPrayerBadly below mentioned, [[spoiler: they will cease to even exist if no mortal believes in them]]. Mechanically, this is reflected in that while the gods are very powerful ''indestructible'' creatures, they can't manifest as creatures if your devotion isn't high enough.
483* AlienSky: '''Nyx''', the plane's magical, moonless night sky, also doubles as a demi-plane of dreams. [[spoiler: Its power is the reason why the gods could manifest from the ideas of mortals]].
484* ClapYourHandsIfYouBelieve: On Theros, the collective unconscious beliefs of mortals eventually become real. Most famously, it affects the gods, who are powerful and immortal because humans believe that they are. It also has the side effect of [[CosmicRetcon history re-writing itself so that legends told of previous time periods actually happened]].
485* ControlFreak: Quite a few of [[JerkassGods the gods]] were these.
486--> '''Karametra''': "I refuse to let the folly of mortals endanger the home I made for them." (Flavor text of ''Dictate of Karametra'')
487* CrapsackWorld: With most of the Therosian pantheon being at best spoiled children with superpowers, it's natural that life as a Therosian isn't exactly easy.
488* DarkIsNotEvil: The Black-aligned gods tend to be (relatively) benevolent, such as Erebos being merciful towards the dead, Pharika being a god of both poison ''and'' medicine, and Athreos being a [[DontFearTheReaper grim reaper who's just doing his job]]. In contrast, Heliod, the [[LightIsNotGood mono-white sun god]], is petty, egoistic, and extremely spiteful.
489* DeityOfMortalCreation: The gods of the world of Theros are embodiments of mortal ideas and belief. Furthermore, they change based on how mortals perceive them - the nurturing agriculture goddess Karametra once demanded blood sacrifice in exchange for her gifts, until mortals stopped believing the sacrifices were necessary.
490* TheEndOfTheWorldAsWeKnowIt: The Phyrexian invasion during ''March of the Machine'' absolutely ravages Theros, even relative to the other worlds that were invaded. After all, Theros runs on the [[ClapYourHandsIfYouBelieve power of belief]], and [[ScaryDogmaticAliens belief is one thing Phyrexians have in inexhaustible amounts]], resulting in gods becoming Phyrexianized when their followers were.
491* {{Expy}}: Theros is essentially Mythic Greece, and all its gods take pretty clear inspiration from the Hellenistic pantheon, right down to being [[NeverLiveItDown best known]] for being [[JerkassGods petty assholes]]. More specifically:
492** Athreos is Charon, as the ferryman of the underworld.
493** Ephara is Athena, as the patron of civilization, law, and science.
494** Erebos is Hades, as the underworld god.
495** Heliod is a CompositeCharacter of Helios (sun god) and Zeus (leader of the gods, supposedly good but does a lot of downright cruel things).
496** Iroas is another CompositeCharacter, taking on aspects of Ares (the honorable bits of his character) and Nike (goddess of victory).
497** Karametra is Demeter, as the generally nice but somewhat controlling goddess of nature and farming.
498** Keranos is Zeus in his role as a sky god rather than the head of the pantheon.
499** Klothys is a composite of the Moirai/Fates, as the oldest god and the ruler of destiny.
500** Mogis is Ares in his most common portrayal as a brutish god of violence.
501** Nylea is a combination of Artemis (goddess of hunting) and Pan (god of the wild).
502** Pharika is a composite of Apollo in his role as a healer and a god of plagues, and Apollo's son Asclepius, who specifically watched over medicine.
503** Phenax is another one with no direct counterpart, but who takes inspiration from Hermes (trickster god) and Orpheus (escaping the Underworld alive).
504** Purphoros is Hephaestus, as god of craftsmanship and forging.
505** Xenagos is mostly original, but he also takes inspiration from Dionysus (god of madness and revelry) and Pan (more specifically, panic).
506* EvilCounterpart: To Amonkheti gods, who genuinely cared for the mortals of their plane.
507* GodNeedsPrayerBadly: [[spoiler: In a rather Plato-esque twist, the gods of Theros are actually manifestations of the thoughts and ideals of sentient races, manifested through the magic of Nyx. Thus, if a god isn't acknowledged, he/she will fade from existence]].
508* HumansAreInsects: From the gods' point of view.
509* JerkassGods: Most of the gods were at the very least petty and arrogant, if not outright evil. The pinnacle was Heliod, who [[spoiler:murdered his champion Elspeth for... helping him get rid of the mass-murderer [[BigBad Xenagos, God of Revels]]. His reason? He felt threatened by the power of planeswalkers after watching Elspeth (a planeswalker) kill Xenagos (a god). That, and Elspeth kind of [[GreenEyedMonster stole his spotlight]] by saving the day]]. There's some mythological basis in this too, since the Greek Gods are ''very'' well known to be flat out {{Jerkass}}es.
510* LandOfOneCity: Theros is full of city states, much like Ancient Greece. Meletis, for instance, is an obvious {{Expy}} to Athens.
511* MeaningfulName: "Theros" is the Greek word for "summer".
512* OurAngelsAreDifferent: One of the few planes in the multiverse to have no native angel. Theros instead has archons, who are [[AlwaysChaoticEvil Always]] Lawful Evil tyrants who used to rule over humans with an iron fist.
513* OurGodsAreDifferent: Here, they are enchantment creatures manifested from [[spoiler:the power of a [[AlienSky magical night sky]]]].
514* OurTitansAreDifferent: ''Theros Beyond Death'' reveals that the plane holds several Titans, typed as Elder Giants in the game. They are beings of godlike power who are nearly impossible to kill and were instead imprisoned in the Underworld until the events of the aforementioned set. They are also, notably, ''not'' enchantment creatures like the Gods, implying that they have no connection to Nyx.
515* ThePhilosopher: True to its Ancient Greece inspiration, Theros seems to be abundant with philosophers, though unlike their Greek counterparts, Therosian philosophers are [[http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Traveling+philosopher hardened badasses]] who can wrestle with [[http://gatherer.wizards.com/Pages/Card/Details.aspx?name=grizzly+bears bears]].
516* RageAgainstTheHeavens: The story of Theros block revolves around this trope.
517** Xenagos's [[spoiler:ascension to godhood and attempt to replace the Therosian pantheon]] definitely counts.
518** At the end of the ''Theros'' block, [[spoiler:Ajani, disillusioned with the gods after Elspeth's death at Heliod's hand, is trying to get Therosians to stop believing in the gods. This, as mentioned, could result in the end of the gods.]]
519* SnakePeople: Theros has [[{{Medusa}} gorgons]], though unlike more conventional gorgons, Therosian gorgons have a snake-like lower body.
520* TheSpartanWay: Akros, the city that is basically an {{Expy}} to the Spartans, naturally invoked this trope. Akroan people were known to be [[TheDreaded the most feared warriors]] across Theros, and had a culture that sought to harden their armies' bodies and minds over generations. [[ActionHero Gideon]] was from Akros.
521* StockGods:
522** God of Death: [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=373589 Erebos, God of the Dead]].
523** GodOfEvil: Well, [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=378523 Mogis, God of Slaughter]], definitely has the look and is said to embody malevolence as a concept. But really, most of the Therosian pantheon are [[JerkassGods divine assholes]].
524** GodOfGood: [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=378520 Karametra, God of Harvests]], who runs [[OrphanageOfLove orphanages]] and stuffs, and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=378517 Ephara]], goddess of wisdom and social progress. [[ControlFreak Kind of]] (doubly so for the latter).
525** God of Knowledge: [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=380446 Kruphix, God of Horizons]], who [[spoiler:was the first god to come into existence. He's also the one who revealed the true nature of Therosian gods, himself being born the first time mortals began to wonder]]. To a lesser extent, [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=380469 Pharika]], the goddess of natural knowledge, and Phenax, the god of secrets and deceit, also count.
526--> '''Kruphix''': "Knowledge is cruel. It will break your heart and test your allegiances. Are you certain you want this curse?" (Flavor text of ''Dictate of Kruphix'')
527** LordOfTheOcean: [[https://gatherer.wizards.com/pages/Card/Details.aspx?multiverseid=373535 Thassa, God of the Sea]].
528** LoveGod: [[spoiler: There was once one, now long gone]].
529** Sun God: [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=373524 Heliod]], [[spoiler:though he wasn't the first one]].
530** TopGod: Heliod tries to be this, at least, but he only attempts to claim the position due to his massive ego, and his authority is frequently disputed by the other gods.
531** UltimateBlacksmith: [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=373556 Purphoros, God of the Forge]].
532** {{War God}}s: The twin gods - the aforementioned Mogis and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=380441 Iroas, God of Victory]] - are this. The former focuses on the [[WarIsHell destructive aspects of wars]], while the latter focuses more on the [[WarIsGlorious glory of fighting]].
533* WorldOfHam: [[DownplayedTrope A little]]. Therosians don't run around shouting their every word, but they do have a love for epic stories and poems about heroes and gods and monsters. Therosian heroes tend to happily go along with it.
534--> "You. Poet. Be sure to write this down." (Flavor text of ''Fabled Hero'')
535[[/folder]]
536
537[[folder:Tarkir]]
538[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/khans_of_tarkir_flag_banner.jpg]]
539[[caption-width-right:350:The dragons are dead...]]
540[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/250px_tarkir.jpg]]
541[[caption-width-right:350:long live the dragons!]]
542
543->'''Debut:''' ''Khans of Tarkir'' (2014)
544->'''Setting of:''' ''Khans of Tarkir'' (2014), ''Fate Reforged'' (2015), ''Dragons of Tarkir'' (2015), ''unnamed 2025 set''
545->'''Planeswalkers:''' Narset, Sarkhan Vol
546
547A world of warlords and strange beasts, Tarkir takes inspiration from cultures all over central Asia, but especially the sphere of influence of the Mongol Empire. Perpetually wracked by war between the Khans of the clans, Sarkhan Vol once called this plane home, before engaging in [[TimeyWimeyBall time travel]] shenanigans that resulted in him being deleted from Tarkir's history, as well as the restoration of the oppressive dragon-ruled empires that subjugated the plane's humanoid races. Whoops.\
548\
549Read more about the individual clans and broods [[Characters/MagicTheGatheringFactions here]], and the individuals that comprise them [[Characters/MagicTheGatheringTarkir here]].
550
551!!Tropes that apply to both timelines:
552* BigfootSasquatchAndYeti: Yetis are present on Tarkir in both timelines. They are mostly red-aligned.
553* BodyMotifs: Each of the five clans worshiped a specific aspect of the dragon. Each clan (and also each brood) used a certain body part of the dragon as their symbol.
554* CoolVsAwesome: Shaolin-Tibetan monks versus Orcish Mongol hordes!
555* CultureChopSuey: Tarkir may well be the most culturally diverse plane so far, pulling iconography from anywhere from China to Ancient Mesopotamia. Administrivia/TropesAreNotBad, however. This makes Tarkir, according to popular opinion, one of the richest and most dynamic planes out there.
556* DragonsAreDivine: In both timelines, though in different ways. In the Khan Timeline, dragons were seen as long-gone but god-like creatures deserving of worship, e.g., each clan worshiped a specific aspect of the dragon, for starter. In the Dragons Timeline, they were practically the rulers of the plane.
557* FantasyCounterpartCulture: Each of the five clans (and their respective broods) has a rather clear real-world counterpart:
558** The Abzan Houses seem to be based heavily on Persia.
559** The Jeskai Way takes after Tibetan and Shaolin monks.
560** The Sultai Brood has the aesthetics of Indonesia and the Thai Empire. Their architecture heavily resembles that of the Khmer Empire's Angkor Wat.
561** The Mardu Horde is ''very'' stereotypically Mongolian.
562** The Temur Frontier has a rather Siberian look to it.
563* OurOrcsAreDifferent: Here they're a mainly black-aligned race. There're also some [[GeniusBonus bonuses for fantasy geeks]] here, as the original Tolkien orcs were said to be inspired by a distorted vision of ''mongoloid peoples''.
564* SetRightWhatOnceWentWrong: [[ZigZaggingTrope Kind of]]. Sarkhan going back in time did save [[BigGood Ugin]], but it also prevented dragons from going extinct on Tarkir, which... screwed up the fate of ''lots'' of humans and humanoids.
565* SingleBiomePlanet: Deliberately '''averted'''. From what we've seen, Tarkir's landscapes consist of [[ThirstyDesert deserts]], [[SlippySlideyIceWorld tundras]], to rather [[HungryJungle subtropical-looking jungles]].
566* SnakePeople: The Tarkir block introduced the naga race.
567
568!!Tropes that apply to the Khans Timeline:
569* CrapsackWorld: Well, [[SkewedPriorities Sarkhan]] definitely viewed Khans Timeline Tarkir as this. [[InsaneTrollLogic His reason]]? There're no living dragons in this world.
570** In Sarkhan's defense, Narset did explain that Ugin the Spirit Dragon was connected to the plane itself; going so far as to call him the "Soul of Tarkir." And with the plane's constant state of war after the extinction of dragons and the fact that the world seemed to be harmed by Ugin's fall, it wouldn't be too far off to say she was right in some form or another.
571* ForeverWar: The war for control of the plane doesn't seem to have any particular end in sight, since no side seemed to be willing to give up and a decisive victory was nowhere near being close.
572* HumanityIsSuperior: With dragons gone for good, humans and humanoids became the undisputed rulers of Tarkir.
573
574!!Tropes that apply to the Dragons Timeline:
575* BadFuture: As dangerous and unforgiving as the Khans timeline was, the Dragons timeline was '''even worse''', with the dragon broods treating humans as ignorant peasants at best and vermin at worst. Not that [[SkewedPriorities Sarkhan]] cares...
576* BreathWeapon: Each brood had a distinct weapon:
577** Dromoka's Brood breathe [[LightEmUp rays of searing light]].
578** Ojutai's Brood breathe [[AnIcePerson icy wind]].
579** Silumgar's Brood breathe [[PoisonousPerson clouds of poisonous gas]].
580** Kolaghan's Brood breathe [[ShockAndAwe lightning]].
581** Atarka's Brood breathe [[PlayingWithFire fire]].
582* HumansAreInsects: This is definitely the case... in the dragons' opinions.
583* OurDragonsAreDifferent: Quite different, in fact. They're explicitly supernatural in nature and bear little resemblance to one another, depending on where they were spawned, and as mentioned, each of the broods had a different BreathWeapon.
584* ToServeMan: Humans (and humanoids) are frequently used as food for the dragons in this timeline.
585[[/folder]]
586
587[[folder:Kaladesh]]
588[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/kaladesh.jpg]]
589[[caption-width-right:350:A plane filled with wonders]]
590
591->'''Debut:''' ''Magic Origins'' (2015)
592->'''Setting of:''' ''Kaladesh'' (2016), ''Aether Revolt'' (2017)
593->'''Planeswalkers:''' Chandra Nalaar, Dovin Baan, Saheeli Rai
594
595The {{Steampunk}} plane. Kaladesh takes inspiration from India for its architecture and naming conventions. The inhabitants of the plane recently discovered a way to refine the omnipresent [[AppliedPhlebotinum aether]] in the plane's atmosphere into a clean, efficient fuel source. As a result, the plane has been experiencing a sweeping technological renaissance ever since. Unfortunately, aether supplies are under the strict control of an increasingly corrupt Consulate.
596
597The story of the Kaladesh block mostly takes place in Ghirapur, the City of Wonder and largest city on Kaladesh.
598----
599* AlienSky: Has a sky filled with aether and ''flying whales''.
600* AppliedPhlebotinum: To a degree, the logic of how aether works on this plane can be summed up as "whatever ways the plot requires".
601* BazaarOfTheBizarre: Given that Kaladesh is full of inventors, it's no surprise that its bazaars tend to be this. Huatli will likely agree, considering her reaction to her first visit to Ghirapur.
602* CityOfAdventure: Ghirapur.
603* ControlFreak: The Consulate seems to be made primarily of these.
604* CoolAirship: Loads. The sky of Kaladesh is also filled with inventors and pilots flying around in various Steampunk-esque vehicles. [[spoiler: The Heart of Kiran]] is a particularly notable example.
605* GadgeteersHouse: The homes of Kaladesh locals tend to be this.
606* TheGovernment: The Consulate. They were at best a group of {{Control Freak}}s, going on a WitchHunt against users of fire magic possibly out of fear that the ability to generate power independently may threaten their dominance. And when someone (i.e., the Gatewatch) had the guts to rebel against that, [[spoiler: they flipped out at once and issued an order to confiscate all artifacts, resulting in a major rebellion during the story of ''Aether Revolt'']].
607* InHarmonyWithNature: The Green-aligned artificers or "lifecrafters", who create automaton animals that blend in with nature.
608* LighterAndSofter: Than Esper, in which technology has replaced emotions and created a cold and apathetic world. On Kaladesh, technology and emotions are combined into living works of art, and its people are brilliant ''and'' passionate inventors. Rather fittingly, Kaladesh was associated with Blue '''and''' Red in ''Magic Origin''.
609** More generally, Kaladesh seems to be one of the, if not '''the''', least hostile planes in Magic: the Gathering.
610* MagicVersusScience: Most people of Kaladesh regard natural mages with at best distrust, and will probably support science in the magic vs science struggle.
611* {{Magitek}}: Kaladesh is basically Magitek: the plane.
612* MeaningfulName: Depending on how you write the name, "Kaladesh" has several different meanings in Hindi.
613** If you read it as "Kala desh", it can mean "Art Country", reflecting the beautiful and intricate nature of the technology there.
614** If read as "Kal desh", it can mean "Country of Tomorrow" or "Country of Yesterday", reflecting the technologically advanced state of the plane compared to others seen in the multiverse.
615** If read as "Kala adesh", it means "Order of Tomorrow", referencing the way the Consuls control the plane. Similarly, "Kala Adesh" means "Art order", which reflects the firm controls around invention on the plane.
616** In addition to the above, it also contains the word for "mandate" (Ladesh), and a portion of it could be read as "Black" (Kaalee), possibly a reference to the Aetherborn.
617* ScienceHero: The plane is full idealistic gadgeteers looking for a new way to improve the world with technology and look good doing it.
618* SolarPunk: Kaladesh is a prime example of this genre. A place where technology is directly influenced by the wildlife. It helps that the technology is based on aether (think diesel fuel, if you replaced the carbon with {{Mana}}, had it seep into the plane from the Blind Eternities, and had it give off zero emissions), meaning no pollution and no major exploitation of nature.
619* SpaceWhale: Well, sky whales, but close enough. Kaladesh's skies are home to skyborne whales and leviathans.
620* SteamPunk: Kaladesh is a more optimistic version of this.
621* SugarBowl: Downplayed. Kaladesh has its troubles, but its one of the best planes to live in in the Multiverse of Magic: the Gathering.
622* {{Technophobia}}: Somewhat surprisingly, ''averted'' for the plane's Green-aligned characters. In most of Magic's history, any artifact-themed plane tends to have Green-aligned characters act as [[ScienceIsBad Luddites]]. Here in Kaladesh, they spend their time making technology work [[InHarmonyWithNature in harmony with nature]], instead of opposing technology altogether.
623* {{Tomorrowland}}: Kaladesh is one of the most technologically advanced planes shown so far. Heck, its name even can be translated into English as "World of Tomorrow".
624* WitchHunt: Natural mages are viewed with at best suspicion here, and fire magic is strictly forbidden. That was why Chandra's spark ignited in the first place (igniting a spark requires a ''traumatic'' event).
625* WorldHalfFull: Kaladesh's other [[PlanetOfHats hat]], besides its advanced technology, is its unflinching idealism. It is a plane full of [[ScienceHero Science Heroes]] where the biggest antagonists, the Consulate, consisted almost entirely of [[WellIntentionedExtremist Well Intentioned Extremists]] at worst ([[MyFriendsAndZoidberg and]] [[TheManBehindTheMan Tezzeret]]).
626[[/folder]]
627
628[[folder:Regatha]]
629[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/cardart_ori_mountain_160360.jpg]]
630[[caption-width-right:350:Feel the burn.]]
631
632->'''Debut:''' ''Planechase'' (2012, first appearance), ''Magic Origins'' (2015)
633
634A volcanic plane that is home to both Keral Keep, the monastery of pyromancers that trained Chandra, and the Order of Heliud, the knightly order of LawfulStupid heiromancers that enforce tyrannical order throughout the multiverse.
635----
636* TheMagocracy: The city of Zinara was ruled by the Order of Heliud, who specialize in [[{{Whatevermancy}} hieromancy]], a branch of magic that focuses on justice and laws.
637* PlayingWithFire: Fire motifs are strong on Regatha, with the plane itself being volcanic and its main feature being the Purifying Fire and so on.
638* SceneryGorn: Nearly all of the Regathan landscapes seen so far are arid badlands.
639[[/folder]]
640
641[[folder:Vryn]]
642[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/cardart_ori_mage_ring_network.jpg]]
643[[caption-width-right:350:Not pictured: peace.]]
644
645->'''Debut:''' ''Planechase'' (2012, first appearance), ''Magic Origins'' (2015)
646->'''Planeswalkers:''' Jace Beleren
647
648A plane dominated by a network of {{Magitek}} structures called Mage Rings, which can be used to control and direct mind-boggling amounts of mana. The plane has been torn since time immemorial by war for control over the mage rings, overseen by the enigmatic Arbiters. Given the number of conspirators and profiteers that see value in the war, it is unlikely to be stopping anytime soon.
649----
650* CrapsackWorld: We haven't seen too much of Vryn. However, considering the facts that (1) it was stuck in a state of perpetual war, and that (2) the plane's upper class seized most of the plane's energy for their own consumption, Vryn certainly doesn't sound like a nice place to live in. Not to mention the fact that the Vryn landscapes seen so far mostly consist of barren-looking lands.
651* EarlyBirdCameo: It actually first appeared on the Trail of the Mage-Rings card in ''Planechase'' before being fleshed out somewhat in ''Magic Origins''.
652* ForeverWar: As mentioned.
653* TheGovernment: The Core States, set at the middle of the ring network, are said to gather all the energy of an entire continent... so that the energy can be used by the mage elites who lived at the top of the society.
654* {{Magitek}}: The Mage Rings are the most notable ones. They are said to be conduits of {{Mana}} and move energy around the plane.
655* TheMagocracy: Apparently, the mage elites can dominate the use of energy channeled by the mage rings '''because''' they are mages.
656[[/folder]]
657
658[[folder:Amonkhet]]
659[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/idhh9bljud185uuctt56szdusrkwn9yp6ar2wm_axkq.jpg]]
660[[caption-width-right:350:A paradise for the devoted]]
661
662->'''Debut:''' ''Amonkhet'' (2017)
663->'''Setting of:''' ''Amonkhet'' (2017), ''Hour of Devastation'' (2017)
664->'''Planeswalkers:''' Basri Ket, Samut
665
666A dying plane inspired by AncientEgypt. Once home to a thriving civilization, the plane's gradual decay left only a single bastion of society left in the harsh, monster-infested deserts: the city of Naktamun. Nicol Bolas subjugated the plane just before the Mending and brainwashed the gods of the plane, along with its humanoid population, declaring himself the God-Pharaoh and turning Naktamun into a factory that does almost nothing but pumps out dead bodies of great warriors and mages.
667
668Also notable about the plane is the Curse of Wandering, a phenomenon that permeates the plane and causes all deceased creatures to rise as flesh-eating zombies. On the plus side, these zombies can be controlled and put to constructive use with the help of magic channeled through the mystical material known as Lazotep.
669----
670* AlienLandmass: Downplayed. The terrain of Amonkhet does not ''look'' that different from that found in most other planes or on Earth, but Nissa has something to say about it...
671--> '''Nissa''': "Death has seeped into every part of this plane. I can feel it on my skin and taste it like sand in my mouth." (Flavor text of ''Shadow of the Grave'')
672* AncientEgypt: The plane's aesthetics, complete with pyramids, sphinxes, cat worship, mummies, and animal-headed gods.
673* ApocalypseHow: [[spoiler: The Hour of Devastation was a city-level one]], [[spoiler: though an at least regional-level one seemed to have occurred before the story of the Amonkhet block]].
674* AppliedPhlebotinum: Lazotep. It was used by Bolas to [[spoiler: create the Eternals, undead warriors who were champions in life and strengthened even further with the power of lazotep]].
675* BinarySuns: Amonkhet has two suns, one of which was created by Nicol Bolas before he was BroughtDownToBadass.
676* BlueAndOrangeMorality: Most inhabitants pre-Hour were more concerned with dying nobly and leaving behind a good corpse than, y'know, ''not dying''.
677* {{Brainwashed}}: [[spoiler: The whole Naktamun was subject to this, courtesy of Bolas]].
678* CatsAreSuperior: Like Ancient Egyptians, Amonkhetu people worship cats, and one of their gods has the head of a cat.
679* CrapsaccharineWorld: Thanks to Bolas, this [[LightIsNotGood bright, sunny plane]] has a nasty undercurrent to it. [[spoiler: The events of ''Hour of Devastation'' destroyed his façade, and now it's just a straight-up CrapsackWorld]].
680* CrossingTheDesert: [[spoiler: What Hazoret, the god of zeal, and the survivors of Naktamun did after the Hour of Devastation]].
681* CosmicHorrorStory: If you were an Amonkhetu, the story of Amonkhet would be one: [[spoiler: Your civilization has spent some time falling apart until the people retreated to the world's last known city. Then a dragon literally from another world showed up, [[CurbStompBattle wiping the floor]] with your gods, subduing the entire plane and turning it into a factory that produces undead warriors. Oh, when the dragon was done, he killed your gods, and then tore down the last thing that protected your city from the invading desert. Even your '''gods''' were totally helpless in the whole thing]]. ''Hour of Devastation'' was basically a disaster movie.
682* DeathWorld: Oh ''Gods'' yes. Just one city that's protected from the encroaching desert (that in itself is filled with hordes of undead and other monstrosities among the ruins of older cities), and the city is a cult-like meat grinder where people train to undertake trials that have the potential to result in their brutal deaths. It actually wasn't like this before, as [[spoiler: before Bolas showed up there was a whole civilization (a fading one, but still) out in the rest of the desert]].
683* DeflectorShields: The Hekma in a nutshell. The city of Naktamun was surrounded by the Hekma, which kept horrors from the desert away from the city. [[spoiler: It was destroyed by the Locust God in the Hour of Promise]].
684* {{Egopolis}}: Naktamun was this to Bolas. Half of the decorations took after his horns, and the city worshiped him as the God-Pharoah. [[spoiler: This wasn't the case before he invaded and subdued the plane]].
685* EndlessDaytime: Amonkhet has two suns, one of which seems to take ''decades'' to even change position significantly. It's thus no surprise that most Amonkhetu don't even know what 'nighttime' is.
686* EverybodyHasLotsOfSex: Downplayed, since this ''is'' a game technically aimed at kids, but the denizens of Naktamun don't have any culture of monogamy or marriage; they have sex when they please, with who they please, with the children being reared by the Anointed in communal creches to ultimately sacrifice their lives in turn.
687* {{Expy}}: Lots of characters are directly based on those from ancient Egyptian history or [[Myth/EgyptianMythology myths]], such as Hapatra being based on Cleopatra and Hazoret being based on Anubis.
688* FalseUtopia: Naktamun might seem like an oasis amongst a rather unforgiving plane infested by undead and horrors, but turns out [[spoiler:everyone was indoctrinated to fight in deadly gladiator games and the Gods were all brainwashed to serve Nicol Bolas without knowing that they're all used to manufacture his undead army]].
689* FamilyOfChoice: Enforced culturally; children are reared by mummy servitors called the Anointed in communal creches, with nobody having any idea who their parents are (not that it matters, as their parents are killed off during the Trial of Zeal anyway). As such, an Amonkhetian's crop is their family in every detail that matters.
690* ForbiddenZone: ''Basically anywhere other than Naktamun''.
691* FromBadToWorse: When we first see Amonkhet, it is a cult-like city-state where only a selected few spend their lives doing anything other than training for grueling, bloodsport-like competitions, believing that this would win them a place in the afterlife. Then ''Hour of Devastation'' happened.
692* GoodCounterpart: On the plus side, the gods of Amonkhet are actively benevolent underneath Bolas's brainwashing, unlike their capricious Theros counterparts. [[spoiler:Except [[DarkIsEvil Bontu the]] [[AmbitionIsEvil Glorified]], who betrayed her people and helped Bolas maintain his spells on her fellow gods]].
693* LandOfOneCity: Naktamun was the only known city on the plane by the time of Amonkhet block.
694* LanguageEqualsThought: The Naktamun's inhabitants refer to their social units as "crops". Which provides a very clear indication of how their MartyrdomCulture has shaped them.
695* LastFertileRegion: Naktamun and the surrounding areas were at least viewed as this.
696* MartyrdomCulture: ''All'' of Amonkhet glorified dying honorably in the gods' trials, to the point that the final trial for each generation consisted of a grand melee that left '''no''' survivors. [[spoiler:Before Bolas invaded, the trials were significantly rarer, and only a few individuals would go through them]].
697* MeaningfulName:
698** While not Egyptian in origin, the Hebrew word "Amon" means "secret" and the Thai word "Khet" stands for "district", so the word "Amonkhet" (which certainly ''sounds'' Egyptian) can be interpreted as "secret district". How fitting for a plane that [[spoiler: is secretly Bolas's undead warrior factory]]...
699** Amon is also a way of spelling one of many solar deities of the Egyptian Pantheon, Amun. "Khet" was a form of Measurement in Ancient Egypt, equaling 100 cubits (about 150 feet/46 meters), so it can be interpreted as "Measurement of the Sun God".
700* [[{{Mummy}} Mummies]]: There are two different kinds. Inside of Naktamun, there are the Anointed, the formally mummified remains of those who perish during any trial other than the Trial of Zeal; these form the labor caste of Naktamun, performing all tasks from farming to making food to child rearing, freeing up the mortals to dedicate themselves to preparing for the trials, and marked the first time we have [[OurZombiesAreDifferent mono-white zombies]]. But outside, there are black-mana mummies in the form of sun-dried, desiccated zombies; these mummies are crawling all over the plane, and exist only to try and kill any living thing they can get. [[spoiler:A third type, the lazotep-encased Eternals, appear after Bolas returns to gather his army.]]
701* PyramidPower: Somewhat surprisingly, these didn't really play much of a role either in-story or on the cards. But all over the landscape, there're loads of pyramid ''whose top sections are physically detached from and just floating above the bottom ones''.
702* TheSacredDarkness: Amonkhet is based around {{necromancy}} and the practicing of HumanSacrifice... but all of these have a strong, positive connotation in Amonkhet's culture. Dying in the name of the gods is a holy act, and the zombies they animate are revered as honored ancestors who take up the trials of day-to-day labor so that the living may dedicate themselves to preparing to die for the gods.
703* ScarabPower: True to its basis on ancient Egyptian myths, Amonkhet ''loves'' scarabs.
704--> '''Bontu''': "They (scarabs) are small, but they always want more. Learn from them." (Flavor text of ''Nest of Scarabs'')
705** Played ''very'' straight with [[spoiler: the Scarab God, who raised an army of Eternals during the Hour of Eternity. The army then proceeded to slaughter every Naktamun citizen in their ways]].
706* ScaryScorpions: There are lots of giant ones out in the desert.
707** Also played horrifyingly straight with [[spoiler: the Scorpion God, who awoke at the Hour of Glory and [[HeroKiller proceeded to murder]] Rhonas, Kefnet, and Oketra in quick succession]].
708* SceneryGorn: The ruins of all the bygone cities outside Naktamun.
709* StockGods:
710** God of Death: [[http://gatherer.wizards.com/Pages/Card/Details.aspx?printed=true&multiverseid=426838 Hazoret the Fervent]], in a way. She's responsible for using her spear to give the worthy an honorable death, so for Amonkhetu people, she's basically the symbol of the glorious death they craved. Fittingly, her design was based on [[Characters/EgyptianMythology Anubis]].
711** GodOfGood: [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=426723 Oketra the True]], god of solidarity and altruism.
712---> To the end, all Oketra did was for others. (Flavor text of ''Oketra's Last Mercy'')
713** Hazoret [[spoiler:used to embody compassion as part of her domain before Bolas invaded and corrupted the Amonkhetu gods]].
714** God of Knowledge: [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=426761 Kefnet the Mindful]].
715** Sun Gods: Oketra and Hazoret are both connected to the Second Sun. Bolas tried to pass himself as a sun god.
716** TopGod: Nicol Bolas, the God-Pharaoh, was supposedly this. [[spoiler: Too bad Amonkhetu people were wrong]].
717* ThirstyDesert: What we have so far seen of the world outside Naktamun is this.
718* TownWithADarkSecret: It's a seemingly utopian city in the middle of a hostile desert, but people are fed into the meat grinder of competition and trials, dying by the hundreds for some unknown purpose. Then Bolas shows up and reveals that's actually his [[spoiler:military factory where everyone, Gods included, were brainwashed and/or conditioned into doing his dirty work.]]
719* UncannyAtmosphere: The Gatewatch definitely felt so especially when they knew Bolas was behind this plane. Turns out they're [[spoiler:''horribly right'' when he shows up in-person and gleefully attempts to annihilate everyone who worshiped him.]]
720[[/folder]]
721
722[[folder:Ixalan]]
723[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/feat20180111_icon_4.jpg]]
724[[caption-width-right:350:Swashbucklers, dinosaurs and vampires, oh my]]
725
726->'''Debut:''' ''Ixalan'' (2017)
727->'''Setting of:''' ''Ixalan'' (2017), ''Rivals of Ixalan'' (2018), ''The Lost Caverns of Ixalan'' (2023)
728->'''Planeswalkers:''' Huatli
729
730The plane of [[{{Swashbuckler}} Swashbuckling Adventure]]. A plane that is home to at least two major continents, one of which is also called Ixalan and houses vast swaths of unexplored wilderness, lost ruins and, unlike Zendikar, very much alive empires eager to reclaim them. Complicating matters somewhat, events on the continent of Torrezon have driven pirates and raiders to Ixalan's shores, with vampiric zealots in hot pursuit. All eyes are on a single prize: Orazca, the city of gold, which's said to house an artifact of unimaginable power.\
731\
732Read more about the individual factions [[Characters/MagicTheGatheringFactions here]].
733----
734* AdvancedAncientAcropolis: The human civilization in Ixalan's hollow core, the Oltec, have an aesthetic reminiscent of this, with elaborate devices and automata powered by [[{{Unobtainium}} Cosmium]], and have some visual designs that evoke the ancient real world [[UsefulNotes/PreColumbianCivilizations Olmec]] civilization. Notably though, while the inheritors of an ancient legacy, the modern-day Oltec are a civilization very much still in its prime.
735* AncientArtifact: [[spoiler: The Immortal Sun]], a fabled artifact said to be more valuable and powerful than any other artifact that exists. Anyone who gets hold of it was promised unlimited wealth, the strength of empires, command over nature, and eternal life. To nobody's surprise, the four factions spent much of the story of Ixalan block fighting over it.
736* ArtisticLicensePaleontology: Though the dinosaurs aren't the same as Earth dinosaurs, there are still many discrepancies with current science:
737** For mechanical purposes, all pterosaur creatures, and a single mosasaur-like creature are listed as "dinosaurs", when they weren't.
738** Several pterosaurs, such as [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=435385 Sky Terror]], are depicted as having feathers.
739** The card [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=435306 Nest Robber]] depicts an ''Oviraptor'', and its name implies it's stealing the egg; in reality, ''Oviraptor'' is a misnomer, as the eggs the holotype was discovered with were later found to be ''Oviraptor'' eggs, though some scientists do think it actually did eat eggs.
740** The card [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=435287 Bonded Horncrest]] appears to depict a ceratopsian dinosaur with not two or three, but ''six'' horns, including two tusk-like protrusions under its head, something that has never been found in the fossil record.
741** This is averted with the card [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=435364 Snapping Sailback]] depicts a water-dwelling ''Spinosaurus'', which is accurate to modern paleontological knowledge, but generally not accepted by popular culture.
742* CityOfGold: Orazca, the... well, [[ExactlyWhatItSaysOnTheTin City of Gold]].
743* CoolShip: Naturally, the Brazen Coalition and the Dusk Legion use lots of these. Mechanically, the Ixalan block also marked the return of vehicles, mostly in the form of cool ships.
744* CoolVsAwesome: The main theme of Ixalan. Dinosaurs and dinosaur riders versus pirates[[note]]which feature orc pirates, siren pirates and goblin pirates alongside the human pirates[[/note]] versus vampire conquistadors versus merfolk elementalists, oh my!
745* CultureChopSuey: Ixalan is, alongside Tarkir, one of the more culturally diverse planes so far. What makes this even better is that the designers of Ixalan actually made the distinctions between different Native American cultures, instead of just [[{{Mayincatec}} mixing them together]]. See {{Fantasy Counterpart Culture}}s below for more details.
746* {{Daywalking Vampire}}s: The Dusk Legion ("vampire conquistadors", in a nutshell) have no problem walking around and fighting under daylight.
747* {{Deserted Island}}s: Scattered all around Ixalan. [[AmnesiacHero Jace]] got stuck on one when he first arrived on the plane.
748* DuringTheWar: The main story of Ixalan was more or less an all-out war between the four factions. [[spoiler: It only [[FromBadToWorse got worse]] when they finally discovered Orazca. Much of the ''Rivals of Ixalan'' stories consists of the four factions trying to kill each other and gain total control of the golden city]].
749--> "Drench these golden streets (streets of Orazca) in the blood of our enemies." (Flavor text of ''Champion of Dusk'')
750* {{The Empire}}s: The Dusk Legion and the Sun Empire. [[DaywalkingVampire The former]] was trying to take over the whole continent, and one of the purposes of this was to ''ensure a steady supply of blood'', while the latter was explicitly expansionist and sought to enhance its power, mostly at the expense of the River Heralds.
751* {{Fantasy Counterpart Culture}}s:
752** The '''Sun Empire''' has strongly Aztec aesthetics, although the name of their capital city Pachatupa sounds a little bit Quechua (a language more associated with the Inca Empire).
753** The '''River Heralds''' seem to be based on the Maya.
754** The '''Dusk Legion''' is an obvious {{Expy}} to Spanish conquistadors, outfitted with appropriate clothing and fighting style, a church that [[CrystalDragonJesus looks suspiciously Catholic]], and an [[GodSaveUsFromTheQueen iron-fisted queen]].
755** The '''Oltec''' are a mix of the ancient Olmec, Teotihuacan, various Andean civilization, and [[HollowWorld Hollow Earth]] pulp fiction, with a generous helping of {{Magitek}} on top.
756** The '''Malamet''' are a civilization of [[CatFolk jaguar folk]] who inhabit grand cities in the caves between the surface and the core, and keep constant vigil against the [[FesteringFungus mycoid]] scourge. They're pretty clearly based on the image of the [[https://en.m.wikipedia.org/wiki/Jaguar_warrior Aztec jaguar knights]].
757* FeatheredFiend: As according to modern scientific theories, most carnivorous dinosaurs have feathers, but are still very dangerous.
758* FesteringFungus: Among the plane's most feared beings is the Mycotyrant, an [[TheVirus infectious]] fungal HiveMind sealed in the seemingly endless tunnels beneath Ixalan's surface.
759* FishPeople: The River Heralds marked Green finally getting merfolk, though the design team was trying to push it as far back as Shadowmoor.
760* GreyAndGrayMorality: All of the main factions have not-unreasonable causes to want to seize the power of Orazca for themselves. The Sun Empire want to regain their former glory and be left alone, the Dusk Legion want immortality for everyone, the Brazen Coalition want to take back their stolen homes, while the River Heralds want to prevent everyone else from abusing the power.
761* HollowWorld: The plane of Ixalan is actually hollow, with its interior hosting [[OurGodsAreDifferent gods]], [[OurAngelsAreDifferent angels]], and a [[WeirdSun magical sun]] made of an AppliedPhlebotinum known as cosmium.
762* HungryJungle: Much of the continent of Ixalan is covered in this, and it has dinosaurs, to boot.
763* LightIsNotGood: Both White aligned factions (the sun-worshipping Sun Empire and the Church of Dusk) are composed of fanatical lunatics who want to take over the world.
764* LostWorld: There are dinosaurs ''everywhere'' on Ixalan.
765* MacGuffinLocation: Orazca.
766* MagicalNativeAmerican: The River Heralds definitely give off this vibe, with their mystical connections to the rivers and affinity with magic and all.
767* {{Mayincatec}}: The Sun Empire is based primarily on the Aztec, while the River Heralds are based mainly on the Mayans. Naturally, there is the Dusk Legion to serve as {{Expy}} to Spanish conquistadors.
768* NinjaPirateZombieRobot: It's practically Ixalan's [[PlanetOfHats hat]]! The main conflict is between dinosaur-riding Aztecs, element-wielding Maya merfolk, an army of vampire conquistadors and a pirate horde whose ranks include orcs and goblins, all fighting over control of the local equivalent of El Dorado.
769* OurVampiresAreDifferent: Ixalan vampires [[DaywalkingVampire have no problem with daylight]] and are even ''[[ReligiousVampire religious]]''.
770* {{Pirate}}: The Brazen Coalition are very deliberately a massive collection of PirateTropes.
771* ThePowerOfTheSun: Sun motifs are strong in Ixalan, with the Sun Empire (unsurprisingly) worshiping the Threefold Sun (their concept of a sun deity who's a trinity) and [[spoiler: the Immortal Sun]] and so on.
772* PrisonDimension: Essentially one for planeswalkers, thanks to [[spoiler: Azor's creation of the Immortal Sun, that prevents any attempt to planeswalk away from Ixalan]]. [[spoiler: This was done for the purpose of capturing [[BigBad Nicol Bolas]] and imprisoning him there]].
773* RaptorAttack: There are many raptor cards, but most are actually aversions; all have feathers and few are unrealistically large.
774* TempleOfDoom: Orazca fits this to a T, being a massive abandoned magical complex full of traps and treasure abandoned by its original creators.
775* TerrorDactyl: Ixalan's pterosaurs are the typical bird-legged, snaggle-toothed, highly aggressive snatchers of land-bound humans of Hollywood fame.
776* TrappedInAnotherWorld: Happened to multiple planeswalkers thanks to [[spoiler: the binding power of the Immortal Sun]].
777[[/folder]]
778
779[[folder:Shandalar]]
780[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/en_shandalar_header_0.jpg]]
781[[caption-width-right:350:The Rogue Plane]]
782
783The setting for multiple Core Sets, Shandalar is perhaps the closest thing to a StandardFantasySetting in the multiverse. A plane that holds a titanic abundance of mana, Shandalar has long been a favored destination for greedy planeswalkers. It is also the home of the Onakke, the ancient ogre sorcerers that created [[ArtifactOfDoom the Chain Veil]]. Shandalar is also notable for having no "fixed place" in the multiverse, making it a wild card when planeswalking.
784----
785* AscendedExtra: Originally created for the Creator/MicroProse ''Magic: The Gathering'' computer game, Shandalar made it to physical cards decades later and even had some lore articles specifically written for it.
786* HiveDrone: Slivers are present on Shandalar, though they behave differently from the ones previously seen on Rath and Dominaria (Shandalar Slivers only affect Slivers their controller controls, as opposed to the Rathi slivers that affected all Slivers), and their appearance can also be markedly different (here they're divided into higher-caste Slivers who look far more humanoid, being bipedal and having four limbs, while lower-caste Slivers are almost snakelike and have a single limb, like the Rathi Slivers). Notably, because the Slivers seen on Rath would have been taken from another plane, and because they were genetically modified by Volrath, this may mean that Shandalar is where they originate, and that the Slivers seen here are their original form.
787* StandardFantasySetting: So much so that, when Wizards realized that ''Magic'' needed a lore-neutral setting for their core sets (for the purpose of reprinting cards), they settled on Shandalar, since Dominaria had become too distinctive and focused on being the fantasy post-apocalyptic plane. That said, the setting does have a few minor quirks of its own.
788* OurOgresAreHungrier: Shandalar has the Onakke, a race of ogres that were, contrary to the trope, actually quite intelligent, and used their magic to create many artifacts, including the [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=383412 Chain Veil]]. They were wiped out long ago in the past by an unknown cause, though some of their spirits still haunt their [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=226513 catacombs]], including [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=383295 Kurkesh]].
789[[/folder]]
790
791[[folder:Fiora]]
792[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/2016_plane_header_fiora.jpg]]
793[[caption-width-right:350:The King is dead. Long live the King!]]
794
795->'''Debut:''' ''Conspiracy'' (2014)
796->'''Setting of:''' ''Conspiracy'' (2014), ''Conspiracy: Take the Crown'' (2016)
797->'''Planeswalkers:''' Dack Fayden, Daretti
798
799A plane based on Renaissance Italy, Fiora is a world of intrigue and treachery, where everyone has an angle and there is no one ''not'' plotting to steal the crown at all times.
800----
801* {{Clockpunk}}: Clockwork constructs are provided courtesy of the plane's artificers, [[SpyCam though one should be wary about what you say around them...]]
802* DecadentCourt: Murder was never outlawed on Fiora, as it is too useful and widely practiced a political tool to do away with.
803* FantasyCounterpartCulture: Of Italy in the time of the Medici and Pazzi families, complete with all the intrigue, assassinations, and backstabbing that implies.
804[[/folder]]
805
806[[folder:Kylem]]
807[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/emblcvnkdxemzjprswgvkdvhupax_xs_gzdyxy3xb7a.jpg]]
808[[caption-width-right:350:Let the games begin!]]
809
810->'''Debut:''' ''Battlebond'' (2018)
811->'''Setting of:''' ''Battlebond'' (2018)
812
813A plane that's focused on competitive sports of all kinds, where the greatest warriors battle in two-on-two matches in the Valor's Reach arena.
814----
815* AncientRome: The design of Kylem seems to be quite heavily inspired by Ancient Roman culture. Valor's Reach, for instance, looks suspiciously like the Roman Colosseum. Such aesthetics are quite fitting, since Kylem is themed around sports and competition.
816* AwesomeButImpractical: Common in the set's fluff. Since the duels of Valor's Reach are sporting events and generally not fought to the death, it's often better to lose in a spectacular manner than to win in a boring one.
817* GameplayAndStoryIntegration: The ''Battlebond'' focuses on the Two-Headed Giant format, which is a two vs two variant of ''Magic''. Similarly, battles at Valor's Reach are focused on two-on-two combat.
818* LighterAndSofter: The fact that most of the action on this world is nonlethal gives it a brighter, more cheerful atmosphere than most planes so far.
819* WorldOfHam: For the fighters at Valor's Reach, victory is less important than being spectacular and flashy. It naturally causes Kylem to look like this trope.
820* YinYangBomb: All of the partner duos in ''Battlebond'' are between enemy-color cards. Including an angel named Regna the Redeemer and a demon named Krav the Unredeemed who are a ''couple''.
821[[/folder]]
822
823[[folder:Eldraine]]
824[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/eldraine.png]]
825[[caption-width-right:350:Once upon a time...]]
826
827->'''Debut:''' ''Throne of Eldraine'' (2019)
828->'''Setting of:''' ''Throne of Eldraine'' (2019), ''Wilds of Eldraine'' (2023)
829->'''Planeswalkers:''' Rowan Kenrith, Will Kenrith
830
831A world based on a combination of {{Fairy Tale}}s and Arthurian Legend, divided between the knightly courts of the Realm and the ever-shifting Wilds where TheFairFolk dwell.
832----
833* DarkIsNotEvil: Black-aligned things are surprisingly pleasant for a fairy tale setting. The knightly court of Locthwain is composed of literal and figurative [[{{BlackKnight}} Black Knights]], yet they are just as vital as the others in protecting the realm, while the analogue for the Holy Grail is the Black-aligned Cauldron of Eternity, [[spoiler:which even removes Garruk's curse]].
834* EnchantedForest: The mysterious and uncharted wilderness between and outside of the five courts of the Realm is known as the Wilds. It's home to homicidal [[OurGoblinsAreDifferent redcaps]], {{Wicked Witch}}es, dragons, turtle hydras, malicious fae, and all manner of other nasties.
835* FairyTrickster: Two of the main three types of Eldraine fae are the tiny thieving fae, the most common type, who delight in stealing objects, and the child-sized prankster fae, who enjoy playing malicious pranks on others.
836* FoodEatsYou: Deep in the wilds, there lies the abandoned village of [[MeaningfulName Sweet Tooth]], which has been completely overrun by monsters made of animate candy and baked goods.
837* FracturedFairyTale: The primary inspiration for the world.
838* TheGoodKingdom: The five courts of the Realm (White-aligned Ardenvale, Blue-aligned Vantress, Black-aligned Lochthwain, Red-aligned Embereth and Green-aligned Garenbrig) are all part of a monarchy under the High King or Queen, with their own rulers under him or her, and are shown to be, for the most part, perfectly lovely places to live.
839* HighFantasy: [[InvokedTrope Explicitly described as such]] by [[WordOfGod Wizards of the Coast]].[[invoked]]
840* OurCryptidsAreMoreMysterious: [[https://scryfall.com/card/eld/195/lochmere-serpent Lochmere Serpent]] is pretty clearly supposed to be a StockNessMonster.
841* OurDwarvesAreAllTheSame: Dwarves are the primary Red-aligned humanoids on Eldraine. They mostly reside in the Wilds, though some align themselves with the court of Embereth, and are pretty bog standard: largely good-natured bearded miners.
842* PlayingWithFire: Besides the typical Red mages, white mana users are strongly associated with pyromancy as well, wielding holy fire that purges the impure.
843* WitchClassic: Positively crawling with them. Powerful and strange warlocks who follow the classic witch mold can be found practicing their foul arts all over the Wilds.
844* WorldInTheSky: The massive magical Castle Stormkeld can be found in the clouds above Eldraine, inhabited by ostentatious treasure-collecting [[ShockAndAwe Storm]] [[OurGiantsAreDifferent Giants]].
845[[/folder]]
846
847[[folder:Ikoria]]
848[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/3tmwzhclrv_1_5.png]]
849[[caption-width-right:350:The Lair of Behemoths]]
850
851->'''Debut:''' ''Ikoria: Lair of Behemoths'' (2020)
852->'''Setting of:''' ''Ikoria: Lair of Behemoths'' (2020)
853->'''Planeswalkers:''' Lukka
854
855The {{Kaiju}} plane. Brutal, wild, and home to an insane variety of wildlife, Ikoria is a plane with tiny pockets of heavily guarded civilization surrounded by unimaginable environments of alien majesty. The cycle of evolution is supercharged on Ikoria, possibly due to the mysterious, abundant magical [[GreenRocks crystals]]. The result is an ecology built around bizarre creatures that can adapt to each other at a moment's notice.
856----
857* AbsentAliens: Humans are the only sapient race on Ikoria. Unlike Innistrad, there is no indication that this was ever not the case.
858* AdaptiveAbility: The whole plane effectively has this due to the crystals littering it. Something capable of harming a monster one day may be a NoSell by the next, due to their constant evolution and mutation. [[spoiler: To the extent that, when Phyrexia tries to invade, the plane quickly adapts by making the monsters ''immune to'' ''[[TheCorruption Phyrexian oil]]''.]]
859* AttackOfThe50FootWhatever: Bugs? Bats? Squirrels? They're all at least as large as a grown man, capable of spitting acid, and actively trying to eat you.
860* BondCreature: Those few humans who survive in the wild long enough may develop a powerful telepathic bond with a monster, called an ''eludha''. This is represented in-game through the new Companion-mechanic, creatures you can bring into the game if your deck fulfills certain prerequisites.
861* DeathWorld: Like many planes in the multiverse, Ikoria more than qualifies, between its ravenous predators, incarnate nightmares, unkillable {{Kaiju}} and the mutagenic energies that randomly make its denizens ever stronger and more dangerous than they were already. Ikoria's humans survive largely through bunkering down in unimpregnable fortress-cities and letting the beasts have the rest of the world.
862* ElementalEmbodiment: Elementals in the shape of animals are very common in Ikoria, and are the dominant form of life in Ketria.
863* GlowingGem: Exploited, in fact -- Ikoria is filled with crystals, some the size of small mountains, which glow when monsters come near them. Humanity has learned to use them as early warning systems. As long as the gems are inert, things are... ''mostly'' safe. When the gems start shining, it's time to grab your weapons.
864* MixAndMatchCritters: Ikoria's mutagenic energies routinely cause its denizens to sport the traits of one or multiple other clades, making the plane home to dinosaur-cats, goat-hydras, demonic krakens, bird-winged goats and foxes, bat-winged lions, wolves with cetacean tails and dorsal fins, hippos with the tails and back plates of stegosaurs, and oh-so many more.
865* MobileCity: The makeshift dirigible city of Skysail, made up of hundreds of balloons and dirigibles which can break apart into individual fleets and scatter in the event of an aerial monster attack. Its main survival strategy is mobility -- besides staying far above most of the world's monsters, Skysail is constantly moving around and never stays in one spot for long, in order to stay out of the flying monsters' migration routes and to avoid making itself a target for aerial predators.
866* NuclearMutant: Or at least the fantasy equivalent. Multicolored crystals evocative of radiation cause all the mutations in the wildlife.
867* OutsideContextProblem: The Ozolith was placed on Ikoria by an unnamed planeswalker for inscrutable reasons, and it's the cause of the increased mutations and aggressive behavior among Ikoria's monsters recently.
868[[/folder]]
869
870[[folder:Kaldheim]]
871[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/tumblr_inline_p2re4y710d1se18ln_1280.jpg]]
872[[caption-width-right:350:[[BilingualBonus Cold Realm]]]]
873
874->'''Debut:''' ''Planechase'' (2009, first appearance), ''Kaldheim'' (2021)
875->'''Setting of:''' ''Kaldheim'' (2021)
876->'''Planeswalkers:''' Tyvar Kell
877
878The Myth/NorseMythology plane. Kaldheim consists of a number of distinct demi-planes -- ten are known and named, although more exist -- arranged around a central cosmic structure known as the World Tree. Each realm is home to a single sapient race, which is mostly limited to its home realm outside of rare pathways called omenpaths and occasional intersections between realms called Doomskars, although legendary creatures known as Cosmos monsters can move freely through the Cosmos, the strange void that surrounds and separates the realms.
879----
880* AlienSky: The realms' skies have no sun or moon -- they're lit by the light of Starnheim, which is visible as a sundog-like effect -- and the twisting branches of the World Tree are always visible beyond the clouds, rising from the horizon and out of sight. Only Istfell, the land of the dead, is too far down to receive the light of Starnheim, and its skies are instead a dark expanse lit by colorful auroras and threaded with the World Tree's hanging roots.
881* AscendedExtra: After debuting in ''Planechase'', Kaldheim appeared semi-occasionally in the story and supplemental material before getting its own set over a decade later.
882* BilingualBonus: [[DownplayedTrope One that's easy to figure out for English speakers]]. Kald(r) means "Cold" in old Norse and most modern Scandinavian languages. Heim(r) means a variety of things in old Norse, including "World," "Realm" and "Home." Both words are the etymological origin of "cold" and "home" respectively, making it easy to figure out even if you're unfamiliar with Nordic languages.
883* CompositeCharacter: The elves of Kaldheim combine traits of the Norse ''alfar'' (besides both being elves, the Kaldheimers' split between wood and shadow elves mirrors the division between the light and dark elves) and the Vanir (an older pantheon of wilderness deities ousted and replaced by the Aesir/Skoti).
884* CoolShip: Pimped-out seafaring vessels are the norm for the exploration-focused Omenspeaker clan, but special mention goes to Omenkeel, the ship of the explorer-god Cosima herself. It can [[SpaceIsAnOcean sail through the Cosmos itself]].
885* FantasticRacism: Most of the races of Kaldheim are divided into two factions along color lines, and many of these -- most notably the Hagi and Torga trolls, the wood and shadow elves, and the fire and frost giants -- deeply detest their counterparts and often battle with one another.
886* HailfirePeaks: Surtland, the realm of the giants, is a land of freezing temperatures and volcanic activity, where geysers and volcanoes burst through glaciers and snowbanks before freezing midair and high, icy peaks rise above gorges filled with rivers of lava.
887* {{Mordor}}: Immersturm is a realm of harsh crags, seas of fire, eternal lightning storms and unceasing warfare between the demons imprisoned there.
888* TheNecrocracy: The realm of Karfell is a series of frozen-over ruins of a mighty civilization, now ruled by the undead wizard king Narfi and his legions of draugr servitors, all at varying levels of intelligence and independence.
889* NoHistoricalFiguresWereHarmed: High King Harald, who united the wood and shadow elves, is named after the real-life first king of Norway Harald Fairhair. [[https://scryfall.com/card/khm/212/harald-king-of-skemfar His hair]] is not ''nearly'' as fabulous as the real thing.
890* OurDemonsAreDifferent: The demons are vicious raiders and barbarians -- essentially hellish Vikings -- trapped by the gods in the hellish realm of Immersturm, where their violent natures drive them to war ceaselessly with one another. They reproduce by killing people -- every time a demon kills someone, its victim's blood goes to a volcano in Immersturm containing a lake of gore; once the lake fills enough, a new demon crawls out. They're divided between the Black demons, tyrants and conquerors who want to spread a realm of fear and terror over Kaldheim, and the Red demons, who just really like killing, maiming and burning things.
891* OurDwarvesAreAllTheSame: The dwarves of Axgard live in a beautiful city carved beneath their realm's mountains, and enjoy very long lives -- they only become adult at a hundred years of age. They're a passionate and driven people whole live for only two things: crafting beautiful things (all dwarves spend their youth creating a weapon they'll carry their whole lives, and which they become named after) and legends of epic deeds (dwarves rely on skalds for lore-keeping, as they don't use written language, and most dwarves dream of passing into myth themselves). Unlike most other groups in Kaldheim, their color split (into Red and White) merely reflects what a dwarf's attitude is to crafting rather a cultural or physical division.
892* OurElvesAreDifferent: The elves of Kaldheim are the descendants of the Einir, the gods who ruled Kaldheim before the current Skoti, who were stripped of their ancient power after being dethroned; consequently, they detest the gods and dream of reclaiming their ancient power. They live in Skemfar, a realm of dark primordial forests, and are divided into two distinct groups -- the wood elves, aligned with green mana, who live in the treetops of their forests, and the shadow elves, aligned with black mana, who live underground among the roots. The two groups don't get along, and the current high king who managed to unite them under a single crown is only just able to rein their animosity short of open conflict. Unlike the game's usual portrayal of elves, Kaldheim elves are depicted as muscular, Viking-like and often bearded.
893* OurGhostsAreDifferent: People who don't die glorious deaths in battle, including every animal and monster, become a spirit in the foggy underworld of Istfell. These ghosts lack the passion and drive they had in life, and spend their afterlives drifting aimlessly like fog, repeating without purpose the motions of the things they did in life.
894* OurGiantsAreDifferent: The giants inhabit Surtland, a realm of climatic extremes where everything is bigger than you'd expect it to be, and are sharply divided into two elemental kindreds. Frost giants are solitary, contemplative beings who live in fortresses on the realm's high peaks, studying magic and hoarding secrets. Fire giants are a more barbaric folk who live in larger groups in the volcanic lowlands, eagerly raid other realms when the chance presents itself and lack the scholarship of the frost giant mages, although they can control fire and lava to a degree. The two groups detest one another, and fire giant tribes often attack frost giant holdfasts. Another kind of giants once inhabited Gnottvold, the realm now claimed by the trolls, but they vanished long ago, leaving only overgrown ruins scattered in the wilderness.
895* OurTrollsAreDifferent: Trolls are hunched, green-skinned and barbaric humanoids with large, hooked noses and upward-curving tusks. They live in Gnottvold, a realm of rugged mountains and thick forests, and are divided into two groups. Red-aligned Hagi trolls are shorter (relatively speaking; even hunched over they're taller than a human), have thick manes of shaggy hair, live a primitive tribal existence, and fight constantly with each other and anyone else they meet. Green-aligned Torga trolls are much larger, with craggy features and grey skin, and when sleeping almost perfectly resemble ruins and giant boulders. Torgas can sleep for decades at a time, but if woken up suddenly (say, by adventurers poking around their territory or Hagi making trouble) they fly into murderous rages and rampage across Gnottvold, mauling anything they can catch, until they exhaust themselves and go back to sleep.
896* SwampsAreEvil: The Skelle Mire in Bretagard is a dark, barren swampland home to vicious raiders who use their home's treacherous terrain to prey on travelers.
897* {{Valkyries}}: The Valkyries of Starnheim are the plane's native angels. They escort the worthy dead to their feasting hall at the top of the World Tree, and travel in pairs of one White-aligned Shepherd, to raise up the souls of heroes, and one Black-aligned Reaper, to deliver lethal judgement to cowards and send them to Istfell ahead of time. They stand aloof from the rise and fall of pantheons of squabbling gods, whom they long pre-date, and rarely involve themselves in divine or mortal conflicts unless they threaten the whole plane; they hate demons, however, and always hunt them down when they escape Immersturm.
898* WhenDimensionsCollide: The realms of Kaldheim are constantly orbiting around the World Tree, and sometimes overlap. These events, known as Doomskars, bring devastating earthquakes and other tectonic disasters, alongside war as the two realms' native races encounter one another.
899* TheWorldTree: The World Tree is a vast cosmic structure that formed in Kaldheim's earliest past, and which grew the Cosmos monsters and the realms from its branches like fruit. In the realms, parts of the World Tree are always visible as vast, twisted branches rising from the horizon and reaching across the sky.
900** Kaldheim's World Tree unfortunately forms a key part of New Phyrexia's invasion plan, as they use a sample to grow a new, compleated one called Realmbreaker which breaches all the planes of the multiverse to deliver Phyrexian legions upon a thousand unsuspecting worlds. After the defeat of the invasion, scars left by Realmbreaker's branches remain in the fabric of reality, creating new omenpaths that non-planeswalkers can use to travel the planes.
901* WorthlessYellowRocks: The dwarves only value gold for aesthetic purposes; they have a giant chasm in their city constantly bubbling with liquid gold, so it's too common to have any real value for them.
902[[/folder]]
903
904[[folder:Arcavios]]
905[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/4rt_27dwedywee.jpg]]
906[[caption-width-right:350: Pay attention. There will be a test]]
907
908->'''Debut:''' ''Strixhaven: School of Mages'' (2021)
909->'''Setting of:''' ''Strixhaven: School of Mages'' (2021), ''unnamed 2026 set''
910->'''Planeswalkers:''' Quintorius Kand
911
912A plane notable for being home to [[WizardingSchool Strixhaven University]].\
913\
914Read more about Strixhaven's colleges [[Characters/MagicTheGatheringFactions here]].
915----
916* BinarySuns: Karu and Ezza, though it doesn't really come up.
917* DarkIsEvil: The Oriq, a conspiracy of mage-assassins who practice forbidden spells and dress in dark colors and threatening masks.
918* GreatOffscreenWar: The Blood Age, a period of war so devastating that most modern scholars are uncomfortable studying it. The war was ended when the founder dragons founded Strixhaven.
919* HumanoidAbomination: The Archaics, multi-armed, colorless, [[TimeAbyss ageless]] wanderers of unfathomable arcane skill. Even on such a learned plane, no one knows where they came from or what they want.
920* SufficientlyAnalyzedMagic: The faculty of Strixhaven have some of the most advanced and esoteric theories about the inner workings of magic shown in the story so far.
921* TheUnmasquedWorld: Arcavios, or at the very least Strixhaven, appears to be aware of the multiverse as a whole, or at least parts of it. In "Homecoming", Liliana does research in a section of the biblioplex dedicated entirely to Dominarian history.
922* WizardingSchool: Strixhaven is the largest and most revered mage school in the Multiverse. What's more, it's not just a school that teaches magic but also a magical version of the tropes of actual school, with five colleges that each correspond to broad real-world subjects: Lorehold (history and archeology, Red and White), Prismari (various kinds of art, Blue and Red), Quandrix (mathematics and physics, Green and Blue), Witherbloom (biology and chemistry, Green and Black) and Silverquill (writing and persuasive rhetoric, Black and White).
923* YinYangBomb: Due to a quirk of the plane's leylines, enemy-colored magic is much more common here than elsewhere in the Multiverse. Each of Strixhaven's five colleges is associated with an enemy-color pair, though with more emphasis on the contrasting individual approaches of the two colors to the college's subject, rather than on what the colors have in common like Ravnica's guilds.
924[[/folder]]
925
926[[folder:Capenna]]
927[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/magic_the_gathering_streets_of_new_capenna_release_date_monorail_900x506.jpg]]
928 [[caption-width-right:350:These streets have seen things...]]
929
930->'''Debut:''' ''Streets of New Capenna'' (2022)
931->'''Setting of:''' ''Streets of New Capenna'' (2022)
932->'''Planeswalkers:''' Elspeth Tirel
933
934A film-noire-esque plane better known as New Capenna, focused on the eponymous city of New Capenna. Five gangster clans, each aligned with three ally colors, rule the streets with impunity, backed by demonic patrons.
935
936Read more about New Capenna's crime families [[Characters/MagicTheGatheringFactions here]].
937----
938* AfterTheEnd: The city New Capenna is functionally all that's left of the plane of Capenna; everywhere else is a barren wasteland as a result of [[spoiler:the past Phyrexian incursion]].
939* ArtDeco: In keeping with an early 20th century look, the buildings look like they were stolen from New York. And unusually for a ''Magic'' plane, automobiles exist.
940* CrapsackWorld: A city ruled by demon-worshipping mafia. On a plane which is mostly decayed aside from that single city.
941* DarkAndTroubledPast: [[spoiler:The original Capenna was the victim of a Phyrexian incursion. The angels of the plane struck a deal with the archdemons to repel them. The archdemons betrayed the angels, locking them away and extracting their magic into Halo. Using Halo, the Archdemons kicked the Phyrexians off the plane before disappearing.]]
942* DemonOfHumanOrigin: The heads of the five families weren't originally demons; they became demonic after making deals with the archdemons. Although they weren't human, but a vampire, a leonin, an aven, a dragon and a sphinx, respectively.
943* FantasticDrug: Halo, a luminous oil [[spoiler:made from angels, dead or alive]]. While WordOfGod insists that it isn't meant to be a straight-up drug since it also functions as a power source, Halo is a consumable substance, it is known to reduce inhibitions, and is fought over by the city's crime families.[[invoked]]
944* FantasyCounterpartCulture: Of America in the [[TheRoaringTwenties 20s]] through [[TheForties 40s]].
945* FantasticFirearms: Each family has their own preferences regarding ranged weaponry:
946** The [[EvilLawyerJoke Brokers]] seem to favor the most conventionally [[FamilyFriendlyFirearms gun-like]] weapons, with an arsenal of Halo-powered [[LightningGun Lighting Guns]].
947** The [[ConstructionZoneCalamity Riveteers]] aren't above using these as well (given they probably built them in the first place), but are more often seen with [[FireBreathingWeapon plasma torches]] or [[MeaningfulName rivet]] [[NailEm guns]].
948** The [[MurderInc Maestros]] eschew anything so [[WickedCultured gauche]] as a visible weapon, opting instead to use [[MageMarksman spellcraft]] channeled through a FingerGun.
949** The [[BreadAndCircuses Cabaretti]] are quite famous for the enchanted [[InstrumentOfMurder weaponized magical instruments]] they [[AllPartOfTheShow weave seamlessly into their on-site entertainment]] (so ''[[MusicalAssassin these]]'' gangsters actually ''do'' [[SenselessViolins have violins in their violin cases]].)
950** The [[TheSneakyGuy Obscura]] seem to have a preference for just [[DoesntLikeGuns avoiding ranged combat entirely whenever possible]], opting instead to use something quieter like a [[DeviousDaggers knife]] or [[RazorFloss gatotte]]
951* FilmNoir: Based on these aesthetics and tropes primarily.
952* LandOfOneCity: New Capenna is ''just'' the city by the time we visit it. There are scattered encampments in the wasteland outside the city where people are enslaved and imprisoned by Phyrexians (Elspeth grew up in one of these), but the city is the only place where non-Phyrexians are thriving.
953* LastFertileRegion: All of the plane aside from the titular city is now dead.
954* LightIsNotGood: The Brokers are the clan that is centered in White (with Green and Blue as secondary colors), yet they're a crime syndicate who [[DealWithTheDevil specialize in demonic contracts]] and are arguably even more morally bankrupt than the [[DarkIsEvil pre-War-of-the-Spark Orzhov Syndicate]].
955* TheMafia: Five mafia gangster clans rule the city, and they're diabolists to boot!
956* OurElvesAreDifferent: As on Lorwyn/Shadowmoor, the elves of New Capenna have horns, though smaller, and without hooves.
957* PoweredByAForsakenChild: [[spoiler:The Halo everyone is fighting over comes from the angels who were betrayed by the Archdemons in ancient history, who are basically casked up and have the substance extruded from their bodies until they are drained dry.]]
958* StandardFantasySetting: What the plane was before [[spoiler:the Phyrexians showed up]]. Each of the five crime families are descended from the clans of this period, all of whom played into the trope and whose traits echo into the present day in corrupted forms:
959** The Brokers were paladins.
960** The Obscura were wizards and mystics, and advisors to the plane's angels.
961** The Maestros were the nobility as well as art aficionados, with the latter trait still present in their group.
962** The Riveteers were the builders, smiths and artisans of the old society.
963** The Cabaretti were a druidic fellowship.
964* WorldInTheSky: New Capenna is actually a ''floating'' city, tethered to the barren plane below.
965[[/folder]]
966
967[[folder:Zhalfir]]
968[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/scan_art_2.jpg]]
969 [[caption-width-right:350:Once lost, now returned]]
970
971->'''Debut''': ''Mirage'' (1996)[[note]]as part of Dominaria[[/note]], ''March of the Machine'' (2023) [[note]]as its own plane[[/note]]
972->'''Planeswalkers''': Koth of the Hammer (adopted), Teferi Akosa
973
974Once among the most advanced and prosperous nations on Dominaria, Zhalfir was removed from the timestream by its self-proclaimed protector, the planeswalking time mage Teferi, in an attempt to spare it the ravages of the Phyrexian Invasion of Dominaria, only to find that he had [[NiceJobBreakingItHero no way to get it back once the invasion was over]].
975
976This made Teferi a pariah to the Zhalfirin descendants living in other parts of the Dominarian continent of Jamuraa for centuries, and even he eventually began to suspect that his home was truly gone forever. However, centuries later, a time travel accident would land Teferi outside the timestream, once again in his homeland. From there, with the help of his ally the dryad planeswalker Wrenn and a generous helping of TimeyWimeyBall, Zhalfir was brought back into the timestream; not as a part of Dominaria, but as its own world, taking the place of the [[SealedEvilInACan now-banished]] New Phyrexia in the Blind Eternities and becoming a home for what remains of Mirrodin, whose five suns now orbit Zhalfir.
977
978----
979
980* {{Afrofuturism}}: Their five mage guilds create advanced automata and myriad other marvels.
981* TheCavalryArrivesLate: Several centuries late, as it happens. The armies of Zhalfir were actually right on time to stop ''a'' Phyrexian invasion, just not the one they were expecting.
982* FantasyCounterpartCulture: For many cultures across North and East Africa, particularly Ethiopia and the Maghreb.
983* HorseOfADifferentColor: Many Zhalfirin knights ride griffins or rhinos.
984* KnightInShiningArmor: The brave and steadfast knights of Zhalfir were key to the defeat of Elesh Norn.
985* SealedGoodInACan: What Zhalfir had been after Teferi phased it out until it was brought back from the void outside the Blind Eternities.
986* WeirdMoon: Now that Zhalfir is its own world, it is lit by the five colored suns/moons of lost Mirrodin, one for each type of mana.
987* YearOutsideHourInside: From the Zhalfirins' perspective, only a decade has passed between the Phasing and the present day -- when Teferi returns, the locals are still acutely aware of what was taken from them, and who was responsible for it. Their armies spent the entire time preparing for war against Phyrexia, which helped turn the tide when said armies were unleashed against ''New'' Phyrexia.
988[[/folder]]
989
990[[folder:Thunder Junction]]
991->'''Debut''': ''Outlaws of Thunder Junction'' (2024)
992
993[[quoteright:626:https://static.tvtropes.org/pmwiki/pub/images/inspiring_vantage_illustration_by_volkan_baa_5.jpg]]
994
995A previously uninhabited WeirdWest plane. As omenpaths began appearing in the aftermath of the New Phyrexian invasion of the multiverse, many of the more stable ones led here, and it wasn't long before the plane became a prime frontier for people looking to escape their old lives - whether it be due to the trauma in their pasts, a way to avoid legal trouble, or simply a chance to explore new worlds. Thanks to its bountiful natural resources and powerful wild magic (dubbed "thunder" by the newcomers), it only took a few years for various boom towns and industries to pop up in the wake of it's discovery. Though most of the population are simply refugees seaking a better life, plenty of unsavory criminals have holed up in it as well. This has also led to various gangs and organizations jockeying for dominance in it.
996
997----
998* BoomTown: Plenty of them dot the map thanks to immigrants quickly assembling them, though many of them have easily become {{ghost town}}s as well due to either the perceived riches drying up faster than expected or the dangerous wildlife demolishing them. The biggest ones are Omenport, which has the highest number of Omenpaths and is the first stop for many newcomers, and Prosperity, which is funded by the Sterling Company and the hub of the plane's banking and industrial industries.
999* CactusPerson: Cactusfolk are the only known native intelligent species of this plane (all others are immigrants through the omenpaths left by Realmbreaker).
1000* FantasticFirearms: It wouldn't be a Western-themed setting without them, but because the art direction of the games draws a line at depicting actual firearms, many arrivals wield thunder rifles - weapons that evoke the shape of oldschool guns but have railgun-like barrels that are used to channel the wild thunder magic of the plane.
1001* OutlawTown: Tarnation is a town entirely under the control of Akul and the Hellspurs, the plane's most notorious gang.
1002* PortalCrossroadWorld: Something about the plane, whether it be its position in the multiverse or the powerful magic inherent in it, has caused omenpaths to be both far more stable and far more common here than on any other plane. This has helped it quickly become a hub for any interplanar organization and a haven for those seeking to escape their old lives and forge a new start.
1003* ScaryScorpions: [[MixAndMatchCritters Scorpion dragons]] have begun pouring into the plane through the omenpath from Gastal, and have proven perfectly adapted to life in Thunder Junction's wastes.
1004* SettlingTheFrontier: As the plane was uninhabited by sapient life before the invasion (aside from the cactusfolk, though it's implied they didn't awaken until others began arriving), the first people who landed here had to start from scratch when it came to building their settlements. By the time of ''Outlaws'' there are a few towns and cities that have stabilized during the initial rush, but the plane is still mostly wilderness and the Sterling Company is constantly pushing to expand.
1005* WeirdWest: The plane was already poised to be this thanks to the dangerous wildlife and thunder magic hiding just under the surface, but when a host of criminals and refugees from all manner of technologically and magically distinct planes started arriving it soon devolved into this. Now it's common to see various species making a living here and magical duels being fought in the streets, with advanced technology making occasional appearances depending on who's wielding it.
1006** [[spoiler:The aftermath of the ancient [[AbusivePrecursors Fomori]] vault Maag Taranau falling and breaking open only heightened this, unleashing cyborg dinosars, self-replicating golems, and a whole host of advanced ancient weaponry into the wilderness.]]
1007* WesternRattlers: It's home to the colossal [[https://scryfall.com/card/otj/159/colossal-rattlewurm Rattlewurms]].
1008* WildWestArmadillo: The plane has several armadillo species, though they're large enough for some to use them as mounts (though doing so isn't recommended as it's like riding "a slow cannonball with legs").
1009* WretchedHive: The plane has attracted a lot of outlaws looking for a new start, including several villains of ''Magic'''s past.
1010[[/folder]]
1011
1012[[folder:Bloomburrow]]
1013->'''Debut''': ''Bloomburrow'' (2024)
1014
1015The CivilizedAnimal plane. Planeswalker visitors become talking animals as well.
1016
1017----
1018* BeastFable: The general theme of the plane, resembling something like ''Literature/{{Redwall}}'' or ''WesternAnimation/TheSecretOfNIMH''.
1019* FisherKingdom: As noted above, any planeswalker who visits Bloomburrow becomes a {{Woodland Creature|s}}. Official art shows Ral Zerak as an otter and Jace Beleren as a fox.
1020* MouseWorld: The plane is noted to be inhabited by intelligent animals who are the same size as ordinary ones, as opposed to the [[BeastMan animal-like humanoids]] found on several other planes (orochi, leonin, nezumi, aven, loxodons, viashino, etc.).
1021[[/folder]]
1022
1023[[folder:Duskmourn]]
1024->'''Debut''': ''Duskmourn: House of Horror'' (2024)
1025
1026The HauntedHouse plane, meant to represent modern horror tropes as opposed to Innistrad's GothicHorror.
1027
1028----
1029* BigFancyHouse: As far as anyone can tell, there is no "outside" -- the mansion is the entire plane. Whether that's actually the case is the subject of ShrugOfGod for now.[[invoked]]
1030* BigLabyrinthineBuilding: A HauntedHouse big enough to be a plane in and of itself.
1031* HauntedHouse: The main theme of the plane; WordOfGod says it was inspired by ''Film/TheAmityvilleHorror1979'' and [[SlasherMovie Slasher Movies]].[[invoked]]
1032[[/folder]]
1033
1034
1035! Other Planes
1036
1037Planes that have only been briefly visited or mentioned in a story, or have only been featured on Plane cards in a ''Planechase'' set. Listed alphabetically:
1038
1039[[foldercontrol]]
1040
1041[[folder:The Abyss]]
1042The oft-referenced home of all (or at least most) demons. It may be a separate plane, a number of different planebound locations, or a metaphysical state of being.
1043----
1044* FireAndBrimstoneHell: A literal case as opposed to Phyrexia, which merely looks the part.
1045* OurDemonsAreDifferent: Demons across the Multiverse can take on many shapes and sizes, but they all converge here.
1046* RiddleForTheAges: Post-Mending, interplanar travel should be impossible for non-planeswalker or -Eldrazi creatures, yet demons still proliferate from the Abyss and no one's figured out how.
1047* SchrodingersCanon: [[FireAndBrimstoneHell Hell]] has been alluded to within ''Magic'' lore for years, including as recently as 2018 in ''Children of the Nameless'' by the succubus Miss Highwater, but its status within canon (and whether or not Hell and the Abyss are the same place) has been tenuous for much of that time. ''March of the Machine'''s Planechase brought the Abyss back into canon proper with the card [[https://scryfall.com/card/moc/63/the-pit The Pit]].
1048[[/folder]]
1049
1050[[folder:Antausia]]
1051[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/the_fertile_lands_of_saulvinia.jpg]]
1052
1053A mana-rich plane broken into pieces by a centuries-long magic war.
1054----
1055* MythologyGag: The plane originated in an issue of an old Wizards of the Coast-published magazine, laying out a ''Magic'' format that later inspired Planechase, with an elaborate backstory involving a 600-year war and a WorldSundering to explain having different realms with different rules that players could move between. When Planechase returned in ''March of the Machine'', one of these realms ([[https://scryfall.com/card/moc/50/the-fertile-lands-of-saulvinia The Fertile Lands of Saulvinia]]) made the jump to the newer format largely unaltered.
1056* WorldSundering: In the wake of the Great Magus War, the plane has been shattered into eight realms (the Caverns of Martuk, the Fertile Lands of Saulvinia, Mandrake's Mountain, the Fortified Open Lands, the Great City of Bosconius, the Wastes of Farreach, the Power Pools of Beldingard, and Icedale), with the Antausian Vortex in the center of it all similar to Alara and its Maelstrom.
1057[[/folder]]
1058
1059[[folder:Azgol]]
1060[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/lair_of_the_ashen_idol_philip_straub.jpg]]
1061 [[caption-width-right:350:WelcomeToHell.]]
1062
1063A desolate volcanic plane whose only known inhabitants are [[MagmaMan magma-based]] elemental [[OurZombiesAreDifferent undead]] and a godlike being named [[NamesToRunAwayFromReallyFast the Ashen Idol]], who dwells in a VolcanoLair and can only be approached with an offering.
1064----
1065* DeathWorld: It appears to essentially just be {{Mordor}}.
1066* EvilVsEvil: The Ashen Idol and its Azgolian subjects(?) are seen defending their plane from Phyrexia during ''March of the Machine''.
1067* VolcanoLair: The [[https://scryfall.com/card/opca/46/lair-of-the-ashen-idol Lair of the Ashen Idol]].
1068[[/folder]]
1069
1070[[folder:Belenon]]
1071[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/windriddle_palaces.jpg]]
1072
1073A chivalric world known for its magical wind, inhabited by "animal people" like loxodons, rhoxes and aven as well as humans.
1074----
1075* BlowYouAway: Wind seems to be very important to the culture of Belenon. Even their buildings seem to be designed to channel wind currents rather than obstruct them.
1076* HonorableElephant: Loxodon knights are among the plane's known inhabitants.
1077* OurMonstersAreWeird: The [[https://scryfall.com/card/opca/20/edge-of-malacol Edge of Malacol]] is home to some strange, almost mechanical-looking flora and fauna.
1078[[/folder]]
1079
1080[[folder:Bolas's Meditation Realm]]
1081[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pools_of_becoming.jpg]]
1082 [[caption-width-right:350:A place of peace and introspection.]]
1083
1084ExactlyWhatItSaysOnTheTin. A comparatively tiny plane that Bolas uses to meditate and scheme. Pre-Mending, it could be [[AstralProjection accessed]] by non-planeswalkers with sufficient focus and force of will.
1085----
1086* PrisonDimension: [[spoiler:Bolas is imprisoned here without hope of escape]] after the events of ''War of the Spark''.
1087[[/folder]]
1088
1089[[folder:Cridhe]]
1090[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/inys_haenart1.jpg]]
1091
1092An isolated, tiny plane dominated by green mana and a giant life-giving tree named Inys-Haen.
1093----
1094* WorldTree: Inys-Haen basically fills this role, albeit not to the same extent as the World Tree on Kaldheim.
1095[[/folder]]
1096
1097[[folder:Echoir]]
1098[[quoteright:336:https://static.tvtropes.org/pmwiki/pub/images/download_6_481.jpeg]]
1099
1100A strange world of mirrored landscapes and powerful mages.
1101----
1102* CollectorOfTheStrange: The plane's single known inhabitant is a [[OurGiantsAreBigger giant]] mage known as The Collector who fought the planeswalker Dack Fayden.
1103[[/folder]]
1104
1105[[folder:Equilor]]
1106[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/the_eon_fog_4.jpg]]
1107 [[caption-width-right:350:As old as time, and twice as mysterious.]]
1108
1109An [[TimeAbyss impossibly ancient]] plane visited by Urza in his search for insight into the Phyrexian threat whose inhabitants have long since AscendedToAHigherPlaneOfExistence. Later appeared in the game proper in ''Planechase''. Equilor is so distant from the centre of the multiverse, it can take a hundred years to journey between it and Dominaria.
1110----
1111* TimeAbyss: All life on this plane ended long before Urza ever found it, leaving behind only eroded stones and grey fog -- not frozen or dead, simply ''done''.
1112* WombLevel: The location of [[https://scryfall.com/card/moc/140/bloodhill-bastion Bloodhill Bastion]], which may have existed at a previous point in Equilor's history, looks quite visceral.
1113[[/folder]]
1114
1115[[folder:Ergamon]]
1116[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/truga_jungle.jpg]]
1117[[caption-width-right:350:A wild world, perfect for a showdown.]]
1118
1119One of the first worlds ever mentioned in Magic lore[[note]]in the ''Alpha'' rulebook, in fact[[/note]], Ergamon is a primeval world that once hosted the epic battle between the planeswalkers Worzel and Thomil.
1120----
1121* HungryJungle: The Truga Jungle of Ergamon is home to a viciously competitive food chain and wildly overabundant mana.
1122* RockBeatsLaser: The combined might of Ergamon's entire biosphere made short work of its Phyrexian invaders during ''March of the Machine''.
1123[[/folder]]
1124
1125[[folder:Fabacin]]
1126[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/grove_dreampods.jpg]]
1127[[caption-width-right:350:Eat your vegetables before they eat you.]]
1128
1129An ominous forested world populated by human druids and [[{{Planimal}} saprolings]] that gestate in what appear to be giant bean pods.
1130----
1131* MeaningfulName: ''[[https://en.wikipedia.org/wiki/Fabaceae Fabacae]]'' is the taxonomic family that encompasses beans and peas.
1132[[/folder]]
1133
1134[[folder:Gargantikar]]
1135[[quoteright:336:https://static.tvtropes.org/pmwiki/pub/images/download_7_704.jpeg]]
1136
1137A verdant world where [[OurGiantsAreBigger everything is massive]].
1138----
1139* AscendedExtra: Prior to its appearance in ''March of the Machine'''s Planechase, Gargantikar was first mentioned in ''Modern Horizons'' in a flavor text joke identifying it as the [[Literature/GulliversTravels Brobdingnag]] to Segovia's {{Lilliput|ians}}:
1140-->"When Worzel summoned Segovian angels to fight Thomil's Gargantikari gnats, the ensuing battle numbered among the Multiverse's least destructive." (flavor text of Segovian Angel)
1141* SpaceIsAnOcean: ''Unfinity'''s [[https://scryfall.com/card/unf/38/bioluminary Bioluminary]] is depicted performing alongside a "Gargantikari astroserpent".
1142[[/folder]]
1143
1144[[folder:Gastal]]
1145A blighted wasteland of a world, first mentioned as having been used as a meeting space by Urza during his war against the Phyrexians.
1146----
1147* OurDragonsAreDifferent: They are sapient, extremely cruel, and look like [[BigCreepyCrawlies giant]] [[MixAndMatchCreatures winged]] [[ScaryScorpion scorpions]].
1148* TheBusCameBack: After decades of real-world time without even an offhand mention, Gastal is namedropped as the homeworld of [[CowboyEpisode Thunder Junction]] ArcVillain [[DragonsAreDemonic Akul]].
1149[[/folder]]
1150
1151[[folder:Gobakhan]]
1152[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/the_western_cloud.jpg]]
1153 [[caption-width-right:350:A world where the sand is rough, course, and gets everywhere.]]
1154
1155->'''Planeswalkers:''' Teyo Verada
1156
1157An inhospitable desert world, with perpetual storms of [[WeirdWeather diamond dust]]. The [[BarrierWarrior Order of the Shieldmage]] exists to protect people from these storms.
1158----
1159* BarrierWarrior: All characters shown from Gobakhan have been Shieldmages.
1160* DesertPunk: Appears to have this aesthetic. The way it's described doesn't make it sound too dissimilar to [[Franchise/StarWars Tatooine]].
1161[[/folder]]
1162
1163[[folder:Ir]]
1164[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/turri_island.jpg]]
1165 [[caption-width-right:350:Storms and Horns]]
1166
1167A storm-wracked plane shown in ''Future Sight'', ''Planechase'' and ''Commander 2011'' that appears to have some basis in Myth/CelticMythology.
1168----
1169* ChekhovsArmy: The Fomori were introduced in an offhand lore blurb in ''Future Sight'', given intermittent nods for about a decade, and then suddenly revealed to be the remnants of an advanced civilization of MultiversalConqueror AbusivePrecursors that formed the backdrop of the post-Phyrexian Invasion MythArc.
1170* OurGiantsAreDifferent: Ir is home to the horned and incredibly violent Fomori.
1171[[/folder]]
1172
1173[[folder:Iquatana]]
1174[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/the_aether_flues.jpg]]
1175 [[caption-width-right:350:An alien and ephemeral world.]]
1176A strange plane shown in ''Planechase'' that exists partially in the Blind Eternities.
1177----
1178* StarfishAliens: Its inhabitants seem to be almost entirely these.
1179[[/folder]]
1180
1181[[folder:Karsus]]
1182[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/mirrored_depths.jpg]]
1183 [[caption-width-right:350:Where only the sharp survive.]]
1184
1185A plane populated by humans and [[LizardFolk viashino]]. We've never seen the surface of Karsus, only its [[BeneathTheEarth vast crystaline depths]].
1186----
1187* CrystallineCreature: Massive crystaline [[ElementalEmbodiment elementals]] rise to the plane's defense when it is breached by the Phyrexians.
1188* CrystalLandscape: Almost none of the landscapes shown on Karsus are made of anything but pure, jagged crystal.
1189[[/folder]]
1190
1191[[folder:Kinshala]]
1192[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/tember_city.jpg]]
1193
1194An urbanized, mercantile desert world that appears to have some basis in North African culture.
1195[[/folder]]
1196
1197[[folder:Luvion]]
1198[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/celestine_reef.jpg]]
1199
1200A world that appears to be mostly, if not entirely, ocean.
1201----
1202* AwesomeUnderwaterWorld: We've only seen a protruding coral structure breaking the surface, but it hints at a vibrant marine ecosystem.
1203[[/folder]]
1204
1205[[folder:Moag]]
1206[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/fields_of_summer.jpg]]
1207 [[caption-width-right:350:Summer won't end without a fight.]]
1208
1209An idyllic plane of eternal summer visited by Urza and Xantcha during their flight from Phyrexia. The Phyrexians pursued them and ransacked the plane.
1210
1211Millenia later, New Phyrexia returned to finish what its predecessor started, but the inhabitants of Moag weren't so unprepared this time.
1212----
1213* {{Arcadia}}: Moag appears to be a world of mostly rolling fields and verdant forests.
1214* GaiasVengeance: Moag seems strongly aligned with green mana. When Realmbreaker brings Phyrexians back to the plane, dryads and treefolk rise to its defense.
1215[[/folder]]
1216
1217[[folder:Muraganda]]
1218[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/feeding_grounds.jpg]]
1219 [[caption-width-right:350:Keep it simple, stupid!]]
1220A prehistoric plane seen in ''Future Sight'' and ''Planechase'', full of cavemen, druids and dinosaurs.
1221----
1222* BlobMonster: Oozes are among the plane's most iconic inhabitants.
1223* BoringButPractical: The theme behind the cards seen from this plane so far-- most of them deal with creatures that don't have abilities, including basic things like flying or deathtouch.
1224* HollywoodPrehistory: It's an undeveloped jungle world inhabited by dinosaurs, cavemen and LizardFolk.
1225[[/folder]]
1226
1227%%[[folder:The Nether Void]]
1228%%Really more of the absence of a plane than a proper world. The Nether Void is a totally empty space, notable only for being one of the only other planes accessible from Dominaria for a portion of its history.
1229%%[[/folder]]
1230
1231[[folder:Pyrulea]]
1232[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/horizon_boughs.jpg]]
1233 [[caption-width-right:350:An unseen paradise]]
1234A lush, foliage-filled plane that appears to exist as some kind of naturally occurring DysonSphere. The planeswalker Dyfed brought Yawgmoth here to demonstrate her abilities in the novel ''Literature/TheThran'', and it resurfaced in the game proper in ''Future Sight'' and ''Planechase''.
1235----
1236* DysonSphere: It's a hollow sphere around a star, with its inner surface covered by towering rainforests.
1237* TreetopWorld: Its inner surface is entirely covered by trees so huge that their individual leaves are large enough to build a small house on.
1238[[/folder]]
1239
1240[[folder:Segovia]]
1241[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/the_hippodrome.jpg]]
1242 [[caption-width-right:350:Where a little goes a long way.]]
1243
1244A plane that houses a vaguely Roman-like culture. Unfortunately for its inhabitants, it exists at a [[{{Lilliputians}} ridiculously small scale]] compared to most other planes.
1245----
1246* EarlyInstallmentWeirdness: The plane was introduced as an in-joke based on one such instance: the [[https://scryfall.com/card/6ed/97/segovian-leviathan Segovian Leviathan]] was introduced in ''Legends'' as a massive sea creature dwarfing even whales... with a mere 3/3 stat line. In ''Planechase'', this was explained away as the Leviathan being the only creature on Segovia with any notable size (roughly comparable to other planes' elephants), and the rest of the plane being miniature.
1247* IncredibleShrinkingMan: Planeswalking to Segovia scales visitors down to match. Other means of reaching the plane (like an interplanar portal) seem to bypass this restriction, resulting in the scene depicted on [[https://scryfall.com/card/mom/63/invasion-of-segovia-caetus-sea-tyrant-of-segovia Invasion of Segovia]] -- the foot of a normal-sized Phyrexian stepping into a Segovian sea, only to be swarmed by tiny leviathans.
1248* KrakenAndLeviathan: Much of Segovia is underwater, and its marine ecosystems are dominated by (proportionally) massive sea beasties.
1249* {{Lilliputians}}: Anything summoned from this world stays at its miniature size. Vraska once took a Segovian chariot as a souvenir -- getting it off-plane was an ordeal, but once she was back on Ravnica, it was small enough that she could keep it under a bell jar.
1250[[/folder]]
1251
1252[[folder:Shenmeng]]
1253[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/gs1_40_forest_liu.jpg]]
1254 [[caption-width-right:350:[[CanonDiscontinuity Why yes, this is Magic's first setting based on Chinese history. Why do you ask?]]]]
1255
1256->'''Planeswalkers:''' Jiang Yanggu, Mu Yanling
1257
1258The '''Plane of Mountains and Seas''', based around Chinese folklore.
1259----
1260* DragonsAreDivine: In contrast to other worlds, where dragons are either barely sentient predators or brilliant but selfish tricksters, dragons on Shenmeng are revered as godlike ancestors of all living things. This is reflected in the fact that they are aligned with white mana instead of red.
1261* TimeMaster: [[https://scryfall.com/card/moc/66/ten-wizards-mountain Ten Wizards Mountain]] is home to an order of chronomancers.
1262* {{Wutai}}: Based heavily around the culture and iconography of Chinese folklore, in particular the [[https://en.wikipedia.org/wiki/Classic_of_Mountains_and_Seas Classic of Mountains and Seas]].
1263[[/folder]]
1264
1265[[folder:Skalla]]
1266->'''Planeswalkers:''' Vivien Reid.
1267
1268A world reportedly destroyed by [[PersonOfMassDestruction Nicol Bolas]], little to nothing is known about it beyond its SoleSurvivor, planeswalker Vivien Reid.
1269----
1270* MagicVersusScience: Kind of. From what we know of the plane, the greatest conflict was between the druidic Smagardi culture and the technologically advanced Nura culture. That said, both appear to have used some form of magic or another.
1271* PosthumousCharacter: First mentioned in ''Core Set 2019'', it had already been destroyed, leaving Vivien and the animal spirits in her [[ImpossiblyCoolWeapon Arkbow]] the only signs that the plane ever existed.
1272[[/folder]]
1273
1274[[folder:Tolvada]]
1275->'''Planeswalkers:''' Kaya Cassir
1276
1277A dying world where the sky was [[AlienSky "broken"]] and its denizens were slowly driven insane by the horrors that spilled out from above.
1278----
1279* AlienSky: We catch a glimpse of it in the 2021 comic. It's red, covered in something that resembles (more) colorful aurora, crossing the sky in a crack-like pattern. According to Kaya, it got worse over time.
1280* AmbiguousSituation: Kaya claims that, by the time she realized that she could bring people with her through the Blind Eternities, there was nothing left of Tolvada to save. It's unclear if this means that the plane is destroyed, or if everyone has gone irrevocably mad. This is also from a non-canon comic, so it's subject to SchrodingersCanon as well.
1281** Tolvada would later appear as an Invasion card in ''March of the Machine'', showing that there ''does'' seem to be a few people left, but most of the plane's population are now mad specters.
1282* BrownNote: The plane's broken sky drives those who look upon it mad, albeit slowly.
1283* CanonImmigrant: Initially only shown in the non-canon BOOM comics, most of the aspects alluded to in said comics would eventually be shown when the plane received a Siege Battle card in ''March of the Machine'', fully bringing the comics' description into canon.
1284* CosmicHorrorStory: A plane where the sky broke one day, and the cracks are slowly expanding. Looking at the light from the cracks drives people mad.
1285* OurGhostsAreDifferent: Kaya didn't get her ghost hunting skills from nowhere. Her homeworld is positively ''saturated'' with them, leaking in through the broken sky.
1286* SchrodingersCanon: The only (brief) depiction we have of Tolvada is from a non-canon comic, but nothing about the depiction contradicts canon, so it remains to be seen if it's true. Later, ''March of the Machine'' would reveal the details about the broken sky remain, though there also seem to be a few survivors left.
1287[[/folder]]
1288
1289[[folder:Wildfire]]
1290[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/naar_isle.jpg]]
1291 [[caption-width-right:350:Plane of Djinni and Efreeti]]
1292The home plane of many, if not all of the pre-Mending [[OurGeniesAreDifferent djinn and efreet]] that appeared throughout the storyline. It had several portals to Rabiah and Dominaria, through which trade and warfare occurred.
1293----
1294* DeathWorld: To humans and humanoids, given that it's basically a giant storm of fire and fire-adjacent elements.
1295* ElementalPlane: It appears to be made entirely of fire, lava and plasma.
1296* OurGeniesAreDifferent: The homeworld of most, if not all, Dominarian and Rabiahn djinn and efreet.
1297[[/folder]]
1298
1299[[folder:Xerex]]
1300[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/stairs_to_infinityart1.jpg]]
1301 [[caption-width-right:350:What goes up might come down.]]
1302
1303A plane reminiscent of the works of Creator/MCEscher. Despite the AlienGeometry, some amount of civilization still thrives here.
1304----
1305* AlienGeometry: Things just seem to jut off at weird angles.
1306* {{Bizarrchitecture}}: Commonplace, with notable landmarks like the [[https://scryfall.com/card/opca/73/stairs-to-infinity Stairs to Infinity]].
1307* RealityIsOutToLunch: Physical laws like gravity are unreliable. During the Phyrexian invasion, this became a tactical advantage:
1308-->"Phyrexia broke the laws of reality to invade the planes. On Xerex, reality merely bent around the invaders." (Flavor text of ''Xerex Strobe-Knight'')
1309-->"The literal-minded Phyrexians made the greatest mistake possible on Xerex: [[YouCannotGraspTheTrueForm they tried to understand what they were seeing]]." (Flavor text of ''Vertex Paladin'')
1310[[/folder]]
1311
1312!!Non-Canon Planes
1313
1314
1315[[folder:Toril]]
1316[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/700e63eaad279c58286e7e6b5e2ff6e5.png]]
1317 [[caption-width-right:350:Adventures to be had everywhere]]
1318
1319The plane of the ''TabletopGame/ForgottenRealms''. Toril is the setting of the {{Crossover}} set ''Adventures in the Forgotten Realms''.[[note]]"Toril" is technically only the planet, while the plane is the Prime Material and the solar system containing Toril is "Realmspace".[[/note]] The majority of the cards take place on the continent of Faerûn, where empires have risen and fallen countless times throughout history, leaving behind a wealth of ruins and mysteries for brave souls to pick through. Magic is abundant in this realm, and scholars who practice the Art, as it's called, are found in nearly every town and city, sometimes as staunch protectors or wise mentors, and sometimes as terrible villains and monstrous tyrants.
1320
1321%%Only tropes that are apparent in the cards. For tropes about the setting as a whole, see the Forgotten Realms page
1322----
1323* AdventureFriendlyWorld: It is considered the basic setting for fifth edition ''TabletopGame/DungeonsAndDragons'', so of course it embodies this.
1324* ArtifactOfDoom: The Eye and Hand of Vecna, vile artifacts that once belonged to an evil god. Using them requires removing the coresponding bodypart, and, if combined with the Book of Vile Darkness, they can be used to summon the lich-god himself.
1325* CanonImmigrant: Varis from ''TabletopGame/NentirVale'' is given a card depicting him in the Forgotten Realms. Acererak, his mentor Vecna, and the wizard Mordenkainen are also not native to Toril, but had already appeared in ''Forgotten Realms'' lore prior to this set.
1326* ChestMonster: Toril is home to the TropeCodifier, the infamous Mimics. They're actually oozes that can shapeshift into any object.
1327* {{Crossover}}: Its presence in ''Magic'' makes it this. It's currently unclear whether it is part of the ''Magic'' multiverse proper.
1328* {{Cthulhumanoid}}: Mind Flayers, aka. Illithids, are the trope codifier. Mechanically, they are blue (blue/white/black in one case) Horrors with abilities themed around mind manipulation.
1329* DarkIsNotEvil: ''D & D'' is famous for DarkIsEvil so most black cards are indeed evil, but there are a few exceptions. Both Brass Dragons and Krydle are canonically ChaoticGood and they're represented by black cards in ''Magic''.[[invoked]]
1330* {{Dracolich}}: [[https://scryfall.com/card/afr/100/ebondeath-dracolich Ebondeath]], a dragon that embraced undeath.
1331* DraconicHumanoid: Dragonborn are humanoids with draconic traits. They appear in a wide array of professions, from paladins to bards. Mechanically, their creature type is just Dragon [Profession].
1332* DragonsAreDivine: [[https://scryfall.com/card/afr/235/tiamat Tiamat, the Dragon Goddess]], of course.
1333* {{Kaiju}}: It really wouldn't be D&D-verse if [[https://scryfall.com/card/afr/207/the-tarrasque the Tarrasque]] didn't exist in this plane to ruin one's day. Fittingly enough, it is also a 9-mana, 10/10 Green Dinosaur-type Creature with Ward 10 and Haste (if summoned normally), and the ability to automatically attack another creature whenever it attacks.
1334* LightIsNotGood: White dragons are represented by white cards, as are followers of Lawful Evil god Bane.
1335* {{Lunacy}}: The [[https://scryfall.com/card/afr/26/moon-blessed-cleric Moon-Blessed Cleric]] is an adherent of Selûne, the moon goddess, and is depicted casting miracles in the light of the full moon.
1336* OurDragonsAreDifferent: Unlike the dragons of MTG proper, Toril's dragons are divided into colors that also corespond to elements; White dragons breathe ice, black dragons breathe acid, green dragons breathe poison, blue dragons breathe lightning and red dragons breathe fire. There are also golden dragons who are more magically inclined, and dragon turtles who live in the ocean. Finally, there's Tiamat, the dragon goddess [[spoiler:and her brother Bahamut]].
1337* OurGodsAreDifferent: There are only two cards with the God-type in the set; Tiamat, the five-headed goddess of dragons, and Asmodeus, the scheming lord of the Nine Hells. They resemble the gods of Amonkhet more than those of Theros or Kaldheim, being mostly physical creatures of immense power that gain more through worship. [[https://scryfall.com/search?q=type%3Abahamut&unique=cards&as=grid&order=set The Grand Master of Flowers]] is also a god, but wanders around in human guise most of the time (mechanically, he must reach seven loyalty to unlock his Dragon God form).
1338* TomeOfEldritchLore: Two, in fact, one good and one evil; The Book of Exalted Deeds and the Book of Vile Darkness.
1339* WeirdMoon: The moon shares its name with the moon goddess Selûne, and is followed by a swarm of asteroids named the Tears of Selûne. It's visible in one of the Mountain cards.
1340[[/folder]]
1341
1342!!Un-iverse
1343A [[https://mtg.gamepedia.com/Multiverse#Un-iverse parallel multiverse]] where the parodic ''Un''-sets take place. Listed in order of appearance:
1344
1345[[folder:Bablovia]]
1346The setting of ''Unstable''. A magic-less {{Steampunk}} plane whose precursors once declared that the world should be governed by the different fields of science -- biology, chemistry, physics, and so on -- in order to foster knowledge and understanding. Fast-forward to the present day, however, and Bablovia is run by five different MadScientist factions, none of whom can agree with each other (nor with themselves, on any given day) but share a common goal of pushing their respective disciplines to new, absurd heights.
1347----
1348* AnimalTesting: Lab rats were driven extinct years ago by over-experimentation. The factions switched to lab ''squirrels'' as a substitute, which may have had some unintended consequences...
1349* MilkmanConspiracy: Behind the five factions, the plane may be secretly controlled by super-intelligent squirrels.
1350* PlanetOfHats: Most of the plane's inhabitants are mad scientists and inventors of some type or another: Crossbreed Labs specializes in biology, the Order of the Widget are clockwork cyborgs, the Agents of S.N.E.A.K. are [[OvertOperative conspicuous spies]] with cool gadgets, the Goblin Explosioneers are engineers and tinkerers whose inventions [[MadeOfExplodium tend to explode]], and the League of Dastardly Doom are supervillains who'll take any and all developments in technology as long as they're sufficiently flashy and can help them TakeOverTheWorld.
1351* WorldGoneMad: Bablovia is ruled by five groups of mad scientists. Nothing makes much sense, and the general populace largely takes it in stride.
1352[[/folder]]
1353
1354[[folder:The Astrotorium]]
1355The setting of ''Unfinity''. Myra the Magnificent's Intergalactic Astrotorium of Fun is not a plane in itself, but a fleet of spaceships carrying a RaygunGothic travelling carnival across the galaxy.
1356----
1357* AmusementPark: With a variety of rides (roller coasters, a Ferris wheel, a TunnelOfLove, and many others), carnival games, circus performances, gift shops and concessions...
1358** AmusementParkOfDoom: ...However, this being the Un-iverse, NoOSHACompliance is rampant, and attractions are frequently replaced because they either self-destruct or fall victim to the perils of space -- asteroids, black holes, hostile aliens, etc.
1359* ContinuityCavalcade: Compared to Bablovia being largely self-contained, the Astrotorium is filled to the brim with references to ''Magic'' characters and lore.
1360* FriendlyZombie / FriendlyNeighborhoodVampire: The Astrotorium has zombies and vampires in its employ who are largely benign, albeit somewhat overworked since they don't need to sleep. There are even a few as guests -- as it turns out, [[https://scryfall.com/card/unf/79/lifetime-pass-holder a lifetime pass is still valid even when you're undead.]]
1361* MikeNelsonDestroyerOfWorlds: The park has destroyed at least one planet in a "parking accident". The survivors got lifetime passes as compensation.
1362* OverlyLongName: "Myra the Magnificent's Intergalactic Astrotorium of Fun" is the full name; "The Astrotorium" is the short version.
1363* OverTheTopRollerCoaster: A few are mentioned in flavor text, including Erebos' Whip, the Howling Mine, and the Time Spiral (which goes so fast it causes a time paradox, allowing the park to [[MisappliedPhlebotinum sell guests their own souvenir photos before they get on the ride]]).
1364* StarshipLuxurious: The whole park is contained within massive domed spaceships, which are interconnected and function as a single vessel.
1365[[/folder]]

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