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Summary

Magic: The Gathering (MTG; also known as Magic) is a trading card game created by Richard Garfield and first published in 1993 by Wizards of the Coast.

The majority of Magic's early story is set on the plane of Dominaria, and can be broken down into several distinct time periods each detailed in certain sets. Since then, many different planes have been introduced, often with certain planeswalkers linking cross-planar stories, and other times as the setting for standalone adventures and sets.

The Multiverse

The Multiverse—a boundless expanse of worlds, each different from the last. These worlds, called planes, differ as widely as the imagination. One plane might be covered entirely in dense jungle, for example. On another, city has replaced nature entirely. Still others are volcanic, icy, barren, or more like our own world, with many varied elements.

Most planes are spheres with an atmosphere and one or more suns and moons; they resemble planets. But there is no law of physics common to all planes of the Multiverse. Planes can be infinite expanses of matter, tiny specks of empty space, or logic-defying inversions of normal reality. A plane can contain an entire, sprawling universe or nothing at all.

Only one thing unites all the planes of the Multiverse: mana, the energy that fuels magic. Mana infuses the land, and only those with a connection to the land can call upon its mana. Some planes are far richer in mana than others. On those planes, magic is powerful and commonplace. Elsewhere, where mana is scarce, magic is rare.

Average beings have no idea that planes exist beyond their own. They live their lives believing their world is the only world. Their perception is limited by the scope of their experience, cut off from the rest of the Multiverse. Only planeswalkers know the greater truth: that each plane is but one of many, and that only they can travel to planes beyond their own.

All planes are connected by the substance of the Multiverse itself: the Æther, called the Blind Eternities by planeswalkers—the only beings who ever see it. In this chaotic, surreal expanse of uncontained energy and matter, time, distance, and the senses have little meaning.

Their ability to cross the Blind Eternities is not the only thing that makes planeswalkers different from every other being in the Multiverse. That ability leads them to form connections with many different lands, to encounter hundreds or even thousands of different races and creatures, and to learn a vast array of spells—more than most archmages bound to a plane could ever hope to master.

The vastness of the Multiverse and the wonders it holds...that is what unites all planeswalkers, what drives them forth, through the Blind Eternities and into planes beyond their own.

Power of the Verse

Magic: The Gathering is an extremely powerful verse, with each plane containing various staple fantasy creatures like humans, elves, dragons, merfolk, and the like all existing together, although more abstract and otherworldly entities can be encountered as well. Between the planes exists the space housing the Multiverse itself, known as the Blind Eternities, where the mana-consuming Eldrazi, beings capable of devouring entire planes, reside. Other planes are practically embodiments of powerful beings with an inherent connection to that plane, such as with Yawgmoth and his plane of Phyrexia.

However, Magic's true power potential lies with those characters known as Planeswalkers; ndividuals born with the Planeswalker "Spark", enabling them to travel across the Multiverse to other planes. Many Planeswalkers existed prior to a Multiverse-spanning event known as "The Mending", which fundamentally changed the nature of the Planeswalker Spark, depowering the Planeswalkers that endured the event along with all of those that would follow afterward. It was these "Oldwalkers", those that lived before the Mending, who were the most powerful among them. These old-style Planeswalkers had powers comparable to most gods: they could travel to other planes with no more than a moment's concentration, they could take on any appearance they desired (though most chose to look the same as they did when they ascended), they would not age or die of natural causes, no longer needed to eat or sleep, and in a few cases, created their own artificial planes and lived there to practically be worshiped as gods.

With characters and creatures capable of creating and destroying entire universes and others capable of devastation on a Multiversal scale, this verse is easily one of the most powerful gaming franchises out there.

Supporters and Opponents of the Series

Supporters:

Opponents:

Neutral:

Character Profiles

Planeswalkers:

Nicol Bolas

Karn

Urza

Ob Nixilis

Chandra Nalaar

Sorin Markov

Kaya

Koth

Freyalise

Teferi

Arzakon

Bo Levar

Commodore Guff

Jaya Ballard

Jeska/Phage

Leshrac

Lord Windgrace

Serra

Taysir

Tevesh Szat

Ugin

Nahiri

Daretti

Venser

Ajani Goldmane

Jace Beleren

Liliana Vess

Garruk Wildspeaker

Nissa Revane

Sarkhan Vol

Tamiyo

Tezzeret

Elspeth Tirel

Gideon Jura

Kiora Atua

Dack Fayden

Ral Zarek

Domri Rade

Vraska

Tibalt

Ashiok

Xenagos

Narset

Arlinn Kord

Saheeli Rai

Dovin Baan

Samut

Huatli

Angrath

Other Characters:

Yawgmoth

Emrakul

Ulamog

Kozilek

Avacyn

The Ur-Dragon

Progenitus

Weapon Profiles

Golgothian Sylex

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