Naturally, humans that turn into vampires can't switch back, while humans that turn into werewolves generally have a trigger that reverses the transformation—as does the off-brand Mr. Hyde of "Homicidal Brute" (above), who shrinks back into an off-brand Dr. Jekyll if he doesn't attack. Clever!
The tripartite structure of Magic release blocks lent itself to a narrative wherein things go from iffy to bad to worse. The Alara, Zendikar, and Scars blocks all begin with a relatively stable situation and end with chaos overthrowing the order of the world. Surprisingly, the gothic horror plane is the first one in a years to have a happy ending—or, rather, to be a happy ending. The title "Avacyn Restored" says it all. Innistrad's archangelic protector returns! The forces of darkness are driven back! No more dual-faced day/night cards! The werewolves become protectors of humanity!
• The Azban Houses. Green-black-white. Loosely based on the Ottoman Turks. Family-first desert warriors. Their emblem is the dragon's claw, symbolizing endurance. (As with Ravnica's guilds, each of Tarkir's clans has an associated watermark.)
• The Jeskai Way. Red-blue-white. Loosely based on Shaolin monks. Monastic martial artists, mystics, and scholars. Its emblem is the dragon's eye, symbolizing cunning.
• The Sultai Brood. Green-black-blue. Loosely based on the Khmer Empire. Jungle-dwellers who consort with demons in hopes of restoring their ancient hegemony. Its emblem is the dragon's fang, symbolizing ruthlessness.
• The Mardu Horde. White-red-black. Loosely based on the medieval Mongols. Fearsome raiders ruling Tarkir's barren steppes. Its emblem is the dragon's wings, symbolizing speed.
• The Temur Frontier. Blue-green-red. Loosely based on indigenous Siberians. Rugged survivors of Tarkir's boreal forests and mountains. Its emblem is the dragon's claw, symbolizing endurance.
Each clan is led by a khan; we'll peer at a few of them later.
These color combinations are strange. The identities of Alara's shards consisted of one central color and its allies, the established norm for tricolor cards as far back as Legends. Tarkir's clans, on the other hand, are defined by a color and its two enemies. In form and function, however, the combinations' results add up to one primary color tinged with one of its allied colors and the mutual enemy of both. For instance, the Mardu Horde acts and looks mostly red; one of its secondary colors is red's usual buddy black, and both uneasily share the mana cost line with white.
The clans' insignias denote the mythical significance they ascribe to the image of the dragon. But there are no dragons in Tarkir. Their ancestors drove them into extinction some thirteen centuries ago.
In Fate Reforged, the block's second set, a time-travelling planeswalker finds himself at a critical juncture in Tarkir's history: the period when the dragon broods grew so numerous and powerful as to threaten the clans' survival. Not long afterward, the elemental storms from which they were born altogether ceased. Without means of propagation, the dragons fell victim to the clans' campaign of wholesale extermination.
Retreading thematic ground explored in Scars of Mirrodin, Fate Reforged introduces a second set of watermarks for the dragon broods. The dragons' emblems look awfully similar to the clans'; clearly the khans derived their insignia from those of their nemeses. The cards with clan watermarks greatly outnumber those with dragon watermarks here. Though the dragons clearly intend to topple them and establish dominion over the world's human[oid] peoples, the khans still rule Tarkir.
Fate Reforged does something sort of interesting with the color identities here of the clan bosses and dragon alphas. Unlike the ones we met in Khans of Tarkir, the new (old) khans have monocolor casting costs, and their secondary colors only come into play in their activated abilities. Each of the five dragon archfoes corresponding to a clan has a dual-color identity consisting of that clan's two allied colors—the enemy color gets shaved off.
(Notice how the flavor text on each card representing one of the dragon bosses is attributed to their rival khan. You can see the tinge of admiration that led these khans' descendants to make mascots of their mortal enemies after they ceased to be an existential threat.)
Dragons of Tarkir returns to the present day of an altered timeline. As the result of events in Fate Reforged, the dragons never went extinct. They vanquished the khans and now rule Tarkir as its absolute masters. The clans watermarks are gone. Now the only meaningful loyalties are to one of five dragonlords, aged versions of the brood leaders introduced in Fate Reforged.
There are no more tricolor card identities; only allied dual colors. In the nullified timeline, the Mardu Horde was red-black-white aligned. In the new timeline, the defeated Mardu fell under the proverbial thumb of the red-black elder dragon Kolaghan (not pictured). The incongruous white element that burdened the Mardu's black-red ethos with its compunctions is unknown to the Kolaghan clan. I can't but read the disjoining of the allied pairs from their enemy thirds as the game-mechanical connotation that Tarkir's natural order has been restored (but...at...what...cost??).
WORST NEW PLANES
Or maybe I should say "not-so-best" new planes, since I can find something to like about each of them if I look hard enough. These all left me feeling cold, however, and the plane on the number one slot below was actually responsible for prompting me to cut the first volume of this little series short last year. I was that unimpressed.
Oddly enough, all of these sets were released from 2020–22, and comprise those year' annual "multicolor emphasis" products. Evidently Ravnica, Alara, and Tarkir exhausted the design department's good ideas. (Your opinion may differ, of course.)
3. ARCAVIOS
Strixhaven: School of Mages (April 2021)
Described in the source material, Arcavios is pretty neat. It was formed by the rare and evidently spontaneous merging of two separate planes, has a murky past antedating human[oid] life, and its "Vastlands" are riddled with strange magical monuments. We don't see much of that in this set, though. Instead it focuses on Arcavios' renowned wizard's academy, Strixhaven.
If you've ever wanted more Harry Potter with your Magic: The Gathering, Strixhaven is happy to oblige. That's all I have to say about it. It's Hogwarts.
"But it's totally different," you protest."Strixhaven's colleges aren't at all like Hogwarts' houses! Students are sorted by their fields of study, not their personalities! It's totally different!"
Oh, don't give me that. You mean to tell me that "Sliverquill" and "Witherbloom" aren't intended to evoke "Slytherin" and "Ravenclaw?" Really?
The acceptance letter (above) is in the shape of an owl. I feel like that image is faintly reminiscent of a YA novel series, or maybe a film franchise. I could be mistaken, though.
Remind me how Strixhaven's plot runs? Oh, yes: an embittered former student of the wizards' school returns as a lethal megalomaniac and leads his secret society in a campaign of revenge against the institution, scheming to gain control of an ancient power locked up beneath the campus. He's foiled by gifted newcomers in whom some of the school's leading figures have taken a special interest. No, you're right, that doesn't sound like Harry Potter at all.
Eesh.
2. IKORIA
Ikoria: Lair of Behemoths (April 2020)
I'd guess that Ikoria is mostly remembered for introducing the "companion" mechanic, which was so broken that its rules were overhauled not even two months after its release. See the reminder text on Keruga, The Macrosage (above)? Companion officially no longer works as described.
"Monster world" was a conceit Magic hadn't built an expansion set around before, so Ikoria gets points for originality—but can't take it seriously. At all.
Phelddagrif was a cute one-off in Alliances, but Ikoria is an entire plane of the damn things. Bird Goat, Cat Ape, Beast Elemental Dinosaur, and Nightmare Pangolin are just a few of Ikoria's creature types, and I just can't. I'm looking through the Scryfall index and not enjoying myself. It's all too silly.
Also, look at Shark Typhoon (above). Just look at it. I feel like some unmarked but critical line was crossed when Magic's designers thought it would fun and smart to make a card based on the Sharknado movies, and there can be no going back.
1. CAPENNA
Streets of New Capenna (April 2022)
To the pathological follower of Magic lore, Capenna is supposed to be a big deal. We've known for a while that the planeswalker Elspeth Tirel was raised in captivity on a plane with a Phyrexian presence that managed to hold itself together for a couple of centuries after Yawgmoth and the motherland were destroyed. "What plane was it?" people asked. "What happened after Elspeth left? Are there still any Phyrexians left on it? Will we ever see it?"
Streets of New Capenna followed Elspeth back to her homeworld at last, and I'd wager that nobody expected it to be the Roaring Twenties Art Deco Gangland Cartoon Planet. (Elspeth seemed pretty surprised herself.)
I like Magic best when it gives itself only sparing permission to be quirky, and Streets of New Capenna is so quirky as to resemble one of the latter-day Un- sets at little
too often, especially with all the anthropomorphic animals running around. Capenna carries a lot of weight in the Magic mythos, and it's hard to square its importance with one of its central characters' being
a big fat alleycat demon with a disproportionately small head leading a mob whose appellation is "cabaret" with an extra syllable.
Magic's been running for so long that it can't help repeating itself, it's true. Streets of New Capenna can't be too harshly criticized for reusing old ideas, but the fact is that it makes the sets it takes after look so much better in comparison. A bustling metropolis run by self-serving consortiums vying for power and influence? Ravnica still does it best. Taking Magic out of its usual swordsmen & sorcerers mileu and planting it in a more contemporary setting? Neon Dynasty did that just a few months before New Capenna's release, and much more gracefully. A plot where all the rival factions contend over a limited but essential resource? Well, Esper had the magical metal called Etherium, and Capenna has Halo—shimmering juice squeezed from the remaining essence of the plane's angels, awkwardly functioning as the analogue to bootleg hooch in Prohibition-era mob stories.
It's one thing for Magic to do an Eldraine or Innistrad where particular archetypes from fairy tales and horror stories are adapted into the proprietary lore and mechanics. Streets of New Capenna rather seems like it's chasing after the amorphous, hackneyed simulacra of gangland, speakeasies, and flappers, and isn't interested in doing any more work than what it takes pull off a convincing caricature. It seizes on the most obvious tropes, makes a shallow cartoon out of them, and trusts the result will comport with the Very Serious overarching story in which it's meant to be a chapter. It makes Magic: The Gathering feel like Kingdom Hearts, and that isn't a compliment.
WORST RETURN PLANES
Let's go in reverse order this time, and get the boring ones out of the way before looking at the fun ones. Maybe it would be better to say "dullest" instead of "worst?" Or "returns to planes?" Whatever.
3. INNISTRAD
Innistrad: Midnight Hunt (September 2021)
Every item on this list is a testament to the trap that lurks behind every greenlight for a sequel. If a beloved culture product made a stir for being fresh and exciting, reducing it to a formula and engineering a new iteration in the likeness of the first almost certainly won't yield the same results as the original.
When the Magic brain trust decided to pay a third visit to Innistrad in 2021, the team apparently drew four words on the whiteboard:
HALLOWEEN : WEREWOLVES
WEDDING : VAMPIRES
And that was that. And then they got straight to work drafting a lore bible and concept art for the "double feature" of Innistrad: Midnight Hunt and Innistrad: Crimson Vows.
Midnight Hunt is decidedly the duller of the two. Crimson Vows' desultory matrimonial motif and fleshing out of the vampire families keeps it above the waterline, and I might be saying so only to spare myself from having to sift through card images and punch out a paragraph or two about it.
In Midnight Hunt, it becomes clear that Emrakul's making the moon into a vacation bungalow has had the unfortunate side effect of screwing up Innistrad's diurnal cycle. The days are getting shorter, the nights are getting longer, and soon the plane will be smothered in perpetual darkness. This is very bad news if you're a human, and very good news if you're a werewolf or vampire.
The church, still reeling from losing its angelic figurehead after she went berserk and murdered her worshippers, can't come up with any practicable solutions. Instead the people seek relief in the old pagan pre-Avacyn rituals of their ancestors. A provincial coven plans to hold a harvest festival at the ancient ruins of the Celestus (think Stonehenge if it were also an armillary sphere), where witches who never abandoned the old ways will perform a rite to bring the sun back out. The werewolves aren't happy about this and gather to crash the party.
It's inoffensive, and I guess it makes sense to build an Innistrad scenario around the plane's native version of Samhain—but for the first time, Innistrad seems a mite stiff. For all its new developments, it adheres to a calcified formula. It's clearly not having as much fun as before. Looking it over again, I think the art department deserves a large share of the blame. Though there are some exceptional pieces, Midnight Hunt's house style drifts towards maximum "generic fantasy." I can't articulate the difference between the "horror world" vibe and "indistinct WRPG setting with some horror elements" vibe, but I see it when I compare the artwork of Midnight Hunt and Crimson Vows to the first two Innistrad blocks.
We can also deduct points from Midnight Hunt for not really leaning into either its Werewolf or its Halloween themes hard enough to palpably distinguish it from the original Innistrad, and for introducing a day/night mechanic that's functionally irrelevant to all the werewolves and nocturnal horrors from the first two Innistrad blocks.
2. ZENDIKAR
Zendikar Rising (September 2020)
Hey, everybody! Zendikar's back! And it's the pre-Eldrazi Zendikar everyone fell in love with a decade ago! Expedition parties! Dangerous ancient ruins! Hazardous jungles! Now with "party" mechanics in lieu of "ally" creature types! Grab your climbing gear and machete and head into the wild to hunt for lost treasures in mysterious ruins!!! LET'S GOOOOO
Wizards hoped that would stoke enthusiasm. Public-facing members of the design team emphasized that they'd heard the complaints about 2015's Battle for Zendikar and wanted put out a set that was more like the original Zendikar expansion, which had been a fan-favorite (if sales numbers were anything to go by).
With the Eldrazi out of the picture, Zendikar, wasted no time getting back to business as before. We're back to where we started, but the place doesn't have quite the verve or excitement of the first visit. If the Zendikar and Battle for Zendikar blocks were an anime television serial, then Zendikar Rising is like the OAV that comes out a few years later and tells an inessential little episode taking place after the dust has already settled. This is Zendikar: Endless Waltz. (Give me a break. I know my anime references are grievously outdated. Would you have preferred Zendikar: Cooler's Revenge?)
The background story has to do with a squabble between two planeswalker natives. Even though the Eldrazi are gone, the Roil continues to unpredictably warp the world's geography at regular intervals and prevent any sustained advance of civilization. Nahiri, the volatile kor lithomancer, wants to use an ancient magical gewgaw to to permanently settle the Roil, though it'll probably cause far-reaching ecological devastation. Nissa, the elfin flowerchild geomancer, doesn't like Nahiri's plan. They fight. Nissa comes out ahead and destroys Nahiri's plot device before it can be used. The end.
Aside from Nahiri adding more names to her shit list, the state of affairs at the end of the story is pretty much identical to how things would have progressed if Nahiri never found her gizmo. We guess maybe(?) the Roil is still a thing, but now the "scars" left by the rampaging Eldrazi are healing? I dunno. It's not really clear.
Zendikar Rising was a bit of a snoozefest. It's probably a bad sign that the most evocative card in terms of the lore was the single reference to the Eldrazi and their death cult in Forsaken Monument (above).
On a lark, I looked up the art director and my suspicions were confirmed: same dude in charge of the illustrations for Midnight Hunt. It made sense for Zendikar to have a bleached palette when the lifeforce-draining Eldrazi were running amok, but there's no excuse for the uncharted wilderness adventure version of the plane to look so washed-out.
1. THEROS
Theros: Beyond Death (January 2020)
I wanted to love the original Theros block. I really did.
The plane's debut suffered from several problems. It's too close to the source material, for one: rather than taking inspiration from Greek myth, it's built up as homotopic map of Greek myth. You'd buy some booster packs and sift through your cards, going "oh, this is supposed to be Hades, here's Diana, there's a Hecatoncheir, there's King Midas and the Lernaean Hydra," and so on. The conceit of a divine pantheon whose existence is actualized through the belief of sapient worshipers was pilfered from Neil Gaiman's Sandman and American Gods. The unfurling plot is yet another iteration of the "here's a new world, now things are getting chaotic around here, and now they're even more chaotic," scenario that the three-set release model could never grow out of—and at a glance, every chapter looks sort of the same. It didn't help that the cards as game cards are, on the whole, low on the power scale and kind of boring.
(In spite of all this, I'm still impressed by the ingenuity of its "god" creature mechanics. The members of its not-Olympian pantheon are all indestructible enchantments that become indestructible creatures as long as you have enough cards sharing their color(s) on the board, proving your devotion to them. This is clever!)
I wasn't disappointed to learn that a return to Theros was in the cards (pun intended), since the conclusion of the first block demanded a sequel. To recap: the Zeus proxy enlisted the help of the planeswalker Elspeth in putting down a rogue god who was never supposed to be a god in the first place. After she fulfilled her task, he smote her. Having a legendary hero who's killed an actual god running around in the moral realm is bad for business when people thinking that you're the awesomest literally gives you life.
But dying in an off-brand Classical myth world meant that Elspeth wasn't altogether eradicated, but consigned to not-Hades. In Theros: Beyond Death, she busts out.
And some other stuff happens too. You can read all about it in the
plot summary.
That synopsis constitutes the official Theros: Beyond Death story in its entirety. In the months before the set's release, the reception of the War of the Spark novel(s) gave Wizards such a headache that it decided to dial things back and reorganize its storytelling operation. As a result, Elspeth's triumphant return to the world of the living and attendant happenings is vaguely outlined in the cards and synopsized Wizards' website.
On that basis, I pretty much have to put Theros: Beyond Death at the bottom of the stack here.* Otherwise, we could just say that it's no more dull nor offensive than Zendikar Rising or Midnight Hunt. The original Theros struggled with being a trifle too rote in its imitation of Greek myth, and the sequel is beleaguered by its inability to get past being a conscientious imitation of an imitation.
* To be fair, Avacyn Restored also got nothing more than a plot summary; that was around the time when Wizards seemed to be waffling on the question of planeswalker novels and webcomics. But Innistrad minus the supplemental materials was much more coherent and fun than any Theros release minus its supplemental materials.
BEST RETURN PLANES
Confession time: the reason I'm making a point of posting this when I am is to prevent the upcoming release of Phyrexia: All Will Be One from compelling me to write about it or figure out where it might belong on the present list.
3. KAMIGAWA
Kamigawa: Neon Dynasty (January 2022)
This was never supposed to happen. The original Kamigawa block of 2004–5 had its loyal fans, but coming out just after the gangbusters Mirrodin block and right before the brilliant Ravnica block, and being underpowered compared to both, it was doomed to fall into memory as the ugly duckling of the planeshopping era. Wizards of the Coast doesn't like to repeat its mistakes, and for years a return to the Feudal-Japan-but-don't-call-it-Japan plane seemed as unlikely as a set that revisited Ulgrotha, Mercadia, or any of the Magic's multiverse's other backwaters.
But the plane's original premise contained the conceptual germ of its rebirth. It's a Japan plane; okay, we knew that. But one of the more obscure facts of the original Kamigawa block is that it took place centuries in the past. Its hero, Toshiro Umezawa, was the ancestor of Tetsuo Umezawa, one of the original legendary creatures of the Legends block. (How did Toshiro end up on Dominaria? A wizard kami did it.) That meant that Kamigawa was still floating around out there in the multiverse, and over a thousand years had passed since the Kami War. If not the ronin, oni, and monks of popular folklore, what other set of pop tropes is bound up in the Japanese aesthetic?
Kamigawa: Neon Dynasty is a cyberpunk Magic: The Gathering expansion. I'm still surprised it works as well as it does.
Neon Dynasty exhibits the top-down design savvy sorely lacking in Streets of New Capenna. In each case, the creative team had a well of stereotypes and tropes from which it was obliged to draw, and Neon Dynasty was consistently smarter in how it used them. Here we have two Magic expansion sets of about 500 cards each, one which could be the series bible for a middling show on Cartoon Network, while the other could be (and for all I know already is) the template for a tabletop RPG. Neon Dynasty's world was developed with the aim of seeming lived-in. It's true that Neo Kamigawa has the advantage of an established history over Capenna, but that history is so distant as to bear little resemblance to Kamigawa in its modern form. (This isn't a nostalgia set.)
Neon Dynasty's mythos owes much of its depth to the several layers of tension built into its premise. We see conflicts between traditional spiritualism and tech enthusiasm, imperial rule and gadgeteering libertarianism, and between nature and urbanism. Each pretty obviously follows from the "cyberpunk Japan" template, but the creative team went the extra mile by integrating all three into Neon Dynasty and drawing points of contact between them, instead of just choosing to focus on one and calling it day.
The set's mechanics aptly reflect a society straining towards the future in spite of the old ways' persistence. The new "Modified" keyword adds an additional layer of mechanical relevance to creatures with equipment attached, aura enchantments, or counters on them, and artifact creatures with the "Reconfigure" ability can turn into pieces of equipment and then switch back into creature mode—both mechanics are as faithful translations of the cyberpunk ethos into Magic rules as we were ever likely to see. On the side of tradition, the "Ninjutsu" ability and "Channel" mechanic from the original Kamigawa block are back, and cards that make the creature types "Samurai" and "Warrior" relevant again are found in abundance. All very nice touches.
The dual-faced Saga cards deserve especial attention here. The front side is an enchantment representing an episode in Kamigawa's past or a trend or historical current of its present, while the reverse side is an enchantment-creature the Saga turns into on its third "chapter." The front side depicts a piece of modern or traditional art, while the reverse side zooms in a particular feature of it, showing it change as though it were in motion—visually and mechanically, the image comes to life. (Not exactly a remote possibility in a world still lousy with animistic spirits.) Excellent worldbuilding.
2. INNISTRAD
Shadows Over Innistrad (April 2016), Eldritch Moon (July 2016)
What was that we said earlier about Innistrad catching a break in Avacyn Restored? Probably "temporary reprieve" would have been more apt.
When we left Innistrad, Avacyn had returned to put things back in order. In Shadows Over Innistrad, she's lost her mind and leads her angels on a campaign of righteous judgement against the people she was created to protect. The werewolves who'd been released from their curse once again go berserk under the full moon. Mysterious stone "cryptoliths" appear in lonely places, distorting the plane's mana channels. A new and bizarre cult, apparently unrelated to Innistrad's usual demon-worshippers, conducts secret rituals on the seacoast. What's going on here? What's this building up to?
The dual-faced cards with day/night versions return after being shelved in Avacyn Restored, denoting the plane's backslide into darkness. The "madness" attribute returns (it has to do with playing a card for a reduced cost if you'd be made to discard it instead), and is joined by "delirium" (buffs spells if you have four or more card types in the graveyard), reflecting the insanity that has gripped Avacyn, her angels, and the cultists.
More pertinent to the theme and lore are the "Investigate" mechanic and Clue tokens. Some cards prompt the player to investigate, which gives them a Clue artifact token. A clue can be sacrificed for the cost of two colorless mana to get its owner a card. Convenient!
There's something else going on with the Clue tokens, though. When Shadows Over Innistrad came out, I felt as though I was being punked. A lot of the set's flavor text—particularly the bits on the Clue tokens—prompts the collector to ponder this or that facet of the mystery, as though he or she might be capable of solving it before the next set revealed the solution. I figured it was impossible; we simply didn't have enough information. In a few months we'd be able to say "Aha! The signs were all there!", but it would have only amounted to one inconclusive speculation among dozens being arbitrarily validated.
I was wrong. The evidence
is there, concealed in a place where only a multinational community of Magic: The Gathering obsessives would ever think to examine. I won't bother summarizing it when the MTG Wiki has
already done so. My hat's off to the creative team, though: this was
really cool, and I wish I'd been on been on the Magic subreddit when its sleuths were figuring it out.
Actually, the biggest clue was staring us in the face from the beginning. "Shadows Over Innistrad." Kind of resembles the title of that HP Lovecraft story "The Shadow Over Innsmouth," don't it?
The next set's title references Howard Phillips perhaps even more blatantly by employing one of his signature adjectives. Eldritch Moon is where the tentacles hit the fan.
I've only ever been a very casual Magic player who doesn't even own a full playable deck worth of cards, but this article series has been thoroughly fascinating and I'm glad to see it continue. Terrific write-up as always.
ReplyDeleteAn observation: While reading about the 2016 Innistrad sets, I kept wondering if you were going to mention the numerous narrative and artistic similarities to Bloodborne. I figured maybe the references were so blatant that this was something MTG players simply opt not to talk about. But a little Googling reveals there's apparently some debate about which source copied which due to the game and card sets both being in development around the same time. It's possible some of the shared imagery is purely a coincidence. I refuse to believe nobody from either WotC or From so much as glanced at the other's quiz answers, though. Just look at the art for It Rides As One and compare that to Ludwig from Bloodborne's Old Hunters expansion.
Less mysterious, I think, is the Kamigawa set releasing just over a year after Cyberpunk 2077 (another culturally significant big-budget video game with a highly unique aesthetic that just happens to fit with a classic MTG plane fans weren't expecting to see revisited). I think it can be justly stated that Magic's lore writers do some of their best work when they have a little outside inspiration to get them started.