FREE ART OF MAGIC - THE GATHERING: PDF

James Wyatt | 240 pages | 28 Jul 2016 | Viz Media, Subs. of Shogakukan Inc | 9781421587806 | English | United States Creating the Art of Innistrad | MAGIC: THE GATHERING

In Magic: The Gatheringa variety of well-established creature tribes and types appear often in the game and the lore alike, from the nature-revering treefolk to the warmongering goblins to the merfolk of the sea. On the dark plane of Innistrad, there are more than aristocratic vampires to worry about. There are also Frankenstein-style zombies roaming Art of Magic - the Gathering: Innistrad. These zombies are unique to the plane of Innistrad -- they don't even appear on the dark shard of Grixis. These are not a byproduct of nature by any means. Instead, these zombies, the skaabs, are built for battle. On the dark plane of Innistrad, death is king. Some of this world's humans decide to embrace the world's dark side rather than fighting against Art of Magic - the Gathering: Innistrad. While cathar warriors are fighting off vampires or hunting werewolves in the wild province of Kessig, ghoul stitchers Art of Magic - the Gathering: Innistrad hard at work bringing the dead back for another round. These twisted scientists aren't looking to better society; they want to gain power, and they might even use their undead, lab-built creations as status symbols as well as soldiers. Art of Magic - the Gathering: Innistrad, these ghoul stitchers take up residence in castles, laboratories or abandoned manors, and the basement is the best and most secure place to experiment with dead flesh. Blue and black mana combine to make these undead horrors come to life. Two particular ghoul stitchers named Geralf and Ludevic are the best at what they do Geralf's sister Gisa is a traditional necromancer instead. All this is in stark contrast with traditional necromancers, such as Liliana Vess, who summon Art of Magic - the Gathering: Innistrad straight from the grave and make them shamble around. Instead, a skaab is a super-zombie, costly to make, but much more effective than a typical zombie. A ghoul stitcher isn't looking to start the zombie apocalypse ; they want elite minions who can protect them and act as berserkers in battle. One essential step to making a skaab, aside from harvesting enough dead body parts, is to infuse viscus vitae into the skaab's brain, which comes from living people. Once that's injected into the skaab, it will begin to move. It might also be a giant made up of several bodies at once, towering over its creator. Some look rather haphazard, having heads in odd places such as at the end of their armsor using arms and hands for feet. This might be done out of convenience for the stitcher, but it might also be a fine psychological weapon against the skaab's victims. The stranger it looks, the more unnerved the opponent will be. Skaabs appear in every set that takes place on Innistrad, and the bulk of them appear in the InnistradDark Ascension and Shadows Over Innistrad sets. They are dominantly blue cards, since black zombie cards represent the shambling hordes of the necromancers instead. Blue mana is all about innovation and design, after all, and that's how skaabs are made. Most often, these skaab creature cards have high toughness and mediocre power, to represent their durability and persistence contrasting with aggressive vampire tribal decks. What is more, these skaabs tend to be greatly undercosted, but in exchange, the caster must exile one or more creature cards from the graveyard as an extra cost. That represents the dead bodies needed to build them, and it also rewards graveyard-based decks. This does, however, make skaabs vulnerable to graveyard hate effects, such as Rest in Peace, Bojuka Bog and Leyline of the Void. It can also be cast from the graveyard, if it doesn't end up as some other skaab's fuel. Prized Amalgammeanwhile, shows what happens when skaabs are combined with black mana. Prized Amalgam is a central card in the Dredge deck in Modern, synergizing with Narcomoeba and Bloodghast. I have a passion for creative fiction and I've studied and practiced my craft for over ten years. Currently, I'm expanding my resume and skill set with jobs such as SEO writing and journalism. By Louis Kemner 7 days ago. Share Share Tweet Email 0. Continue scrolling to keep reading Click the button below to start this article in quick view. Marvel's Avengers Patch 1. Who Are Cyberpunk 's Nomads? Dragon Age: Understanding the Fade. WALLPAPERS | MAGIC: THE GATHERING

Goodreads helps you keep track of books you want to read. Want to Read saving…. Want to Read Currently Reading Read. Other editions. Enlarge cover. Error rating book. Refresh and try again. Open Preview See a Problem? Details if other :. Thanks for telling us about the problem. Return to Book Page. Your despair is an extravagance we can ill afford. Tread lightly as you follow the heroic Planeswalkers of the Gatewatch as they investigate these dark mysteries, for the nightmare they will uncover is a threat to the whole Multiverse. The mysteries of Innistrad—its peoples, provinces, and monsters—await your arrival. Get A Copy. Hardcoverpages. Art of Magic - the Gathering: Innistrad Details The Art of Magic: The Gathering. Friend Reviews. To see what your friends thought of this book, please sign up. To ask other readers questions about The Art of Magicplease sign up. Lists with This Book. This book is not yet featured on Listopia. Community Reviews. Showing Average rating 4. Rating details. More filters. Sort order. Aug 08, El-jorro rated it really liked it. Brushworm Speaks! The Review: Dark and Gloomy. Gothic Horror. Stoker, Poe, Lovecraft. These are just some of the ingredients that were all mixed together to form this book and the end result could be any goth enthusiasts wet dream. Innistrad is a call harkening the reader back to the classics of timeless horror. Looming castles, dark nights under the full moon, ghosts, werewolves, vampires. Truly, there is something here for any fan of horror. The artwork captures this perfectly. One of the first things the reader will notice is that there is very little in the way of color on this plane. It exists, make no mistake but in a very limited capacity. When viewed in context among more fantastical worlds such as or , Innistrad feels among the most grounded of them all, in spite of all the monsters and demons. The buildings are large and imposing. As much stone fortresses as much as domiciles or places of worship. The people who live and work inside of them exist in an almost constant state of fear both from threats outside the walls as well as within them. Humanity is its Art of Magic - the Gathering: Innistrad worst enemy is a constant theme throughout which only adds to an already dark and dreary setting. Edgar Allen Poe can be seen a few places here. There is a lot more here than just monsters though. Woven throughout the images and text is an overpowering sense of dread and existential horror. The sense that all these beings: vampires, inquisitors, angels, necromancers, are nothing more than just pieces on a vast game board and those standing around the board are only tangentially aware of their foibles or strengths or even their existence. Such things are a hallmark of Master horror writer H. Lovecraft and his influence can be seen throughout the lore of Innistrad. Even though it originated in the previous expansion, Zendikar, the arrival of the Eldrazi Titan Emrakul further purports the Lovecraftian symbolism. The truth, however, is much more sinister. Religion plays a large role in this expansion. Brushworm is a newcomer to the Magic: The Gathering Universe and religion is not something that takes precedence within. At least compared to the other expansions that Bookworm is familiar with. This immediately sets Innistrad apart and makes it distinct. There are actually a few biblical references within the worlds mythology, although, aside from the aesthetic of the Angels, there are not particularly overt. Perhaps, it could be argued that the whole thing gets a little too dark sometimes. It can get rather depressing in a few places. Also the story as described in the lore sections does not feel like it was resolved in a satisfactory way. The truth is, like all the other Art of Magic The Gathering books, the story of the particular plane is told in a very succinct way, like an encyclopedia entry. Art of Magic - the Gathering: Innistrad official stories remain on the official story pages of the Magic The Gathering Websites. Magic: The Gathering has such a rich storyline and it is quite the shame that it remains mostly confined online. It would a be a great boon by to release the story of Innistrad and Art of Magic - the Gathering: Innistrad print format alongside these art books. It would really help to put the excellent artwork in a bit more context. Holding true to classic traditions while also maintaining its own unique take on the mythos. Four Innistrad Icons out of Five thecultureworm. May 30, James Duyck rated it really liked it. This book has a massive amount of content. Aside from the art, it has a lot of details about the setting, characters, and Art of Magic - the Gathering: Innistrad of the two Innistrad blocks. It can be repetitive since it's encyclopedic in style and multiple articles cover some of the same content, but it's not structurally repetitive. The art of course is gorgeous, and though there were a couple of printing errors streaks on text pages it wasn't major. Sep 10, Jordon rated it it was amazing. Gorgeous Gothic artwork. Major focus on Angels, Demons, and Ghosts. May 12, nidah05 SleepDreamWrite rated it liked it. I'm in love with the art style. Just the detail and everything is really good. Jul 24, Tzu-Mainn Chen rated it really liked it. Magic: the Gathering's first foray into Innistrad ended with the shattering of the Helvault and the emergence of Avacyn and the other angels trapped in there, salvation for the humans in a plane overrun by vampires, werewolves, and zombies. A happy ending Innistrad's denizens are also starting to Something is coming The sequel to Innistrad is built like a Lovecraftian story, with the protagonist planeswalker Jace desperately trying to solve the mystery of Innistrad's descent into madness. The art in the book delivers some Art of Magic - the Gathering: Innistrad images - vampires frozen in white stone, angels lighting the countryside in flame, a ring of warped stone chained with lightning - that are individually evocative, even if one is unaware of the story behind it all. And the second half of the story explodes into complete insanity: a horse and rider entangled and fused; a town whose paranoid inhabitants have merged into a single mass; an angel called Brisella, Voice of Nightmares. The story detailed alongside the art can be heavy-handed and lacking in subtlety. But the enthusiasm and passion is clearly there, and helps Art of Magic - the Gathering: Innistrad understand just how Magic has survived as a card game for over twenty years. Oct 31, Steven Cole rated it really liked it Recommends it for: Magic players who like the art. Much like the earlier volume Art of Magic - the Gathering: Innistrad this series, The Art of Magic: The Gathering -- Zendikarthis is a beautiful volume filled with the images and lore of recent Magic: the Gathering card sets. It's lovely to get a chance to see the art in sizes larger than the 2x3 inch frames we get on cards, and it's clear the story team who works on Magic places lots of love into their creations. It's a pretty thing I'm proud to own. It's not for people who aren't really all that into Magic, though, unless you're a collector of art books in general. Jul 06, Patrick rated it really liked it. Another gorgeous addition to Magic: The Gathering's ongoing art book series. Full of fantastic images from some of today's leading imaginative realism artists who happen to be contributors to MTGInnistrad provides an in-depth look at the gothic horror setting that has now spanned five expansion sets. Like the previous entry, Zendikarthere's some textual content that runs long and would have been better left on the cutting room floor. | Wizards Play Network

I nnistrad is a plane of misty hills, autumnal color, canopied forest, overcast days, and deadly nights. I'm going to take you on a guided journey down the twisty path that led us here visually. Forest Art by Eytan Zana. Let's rewind a couple of years. As we were concepting the Art of Magic - the Gathering: Innistrad of the Eldrazi brood lineages we knew that we had to keep them off of the toes of the Phyrexians, because we knew Art of Magic - the Gathering: Innistrad where we were going next. Easy enough, right? Not really, because we knew we needed to both broaden and specify new angles on the Phyrexians, but it had not been done yet For example, what would white Phyrexia look like? They were still visually unanswered. Then the issue Art of Magic - the Gathering: Innistrad compounded when it became clear that "Shake" was going to be gothic horror. It's easy to look back now and see that each question was successfully answered in its own way, but at the time it was daunting to know that we had sets in back-to-back-to-back blocks that were subjectively "dark. Eldrazi were solved with textures and colors that are not associated with Phyrexians: bone protrusions, tentacles, bifurcated anatomy, that weird honeycomb surface etc. For color we looked at sea anemones, crazy real-world insects, squids, beetles, frogs and the like. For as terrible as they are, they are actually very beautifully colored. Spawnsire of Ulamog Art by Izzy. Pathrazer of Ulamog Art by Austin Hsu. That kept them away from Art of Magic - the Gathering: Innistrad we wanted to go with Phyrexia. What keeps them away from horror world, which could potentially contain tentacled monsters? If you go back and look the Eldrazi are almost always shown in daylight. I can finally tell you that that was specifically because of Innistrad. Now the Phyrexians. We were going to have to produce and direct two "horror movies" in a row, that both really did have to be horror movies, and not let them diminish one another's impact. Metal did a lot of the work—not only the metal "natural" anatomy of the corrupted Mirrans, but also the Phyrexian augmentations and enhancements. They Art of Magic - the Gathering: Innistrad us push a sort of surgical grossness that would not be welcome in a more gothic setting. We also hammered on Phyrexians having bizarre silhouettes. Innistrad would be zombies and vampires and humans etc, all basically humanoid. Now look at Richard's concept art for the Praetors. Concept art by Richard Whitters. I've Art of Magic - the Gathering: Innistrad before about using the stable of illustrators working on a given setting to reinforce that setting's visual goals. New Phyrexia was rife with digital painters, not only to really sell the terrible sheen of metal, but also so I could redirect for the look of Innistradwhich is a more grounded, relatable and straightforward place, and would benefit from a more "traditionally painted" feel. On the note of "straightforward," I also used camera direction to separate the two. It's a subtle thing to pick out on a card-to-card basis, but it can grant a setting a very specific feel. I wanted to keep Innistrad "on foot. The set should feel like a horror movie you are actually in. It's YOU that walks around the corner and sees a vampire Art of Magic - the Gathering: Innistrad on your neighbor. It's YOU that pulls back the curtain and sees something terrible outside the window. New Phyrexia had a more dispassionate, objective camera. We were flies on the wall watching things unfold. Not so in Innistrad. Numbing Dose Art by Brad Rigney. Art by Volkan Baga. These are clearly scenes from two very different "films. If the monster is flying, we're looking up at it. If something is attacking you, you might see your hands in the frame. Let's enjoy some first-person images. Art by Clint Cearley. Olivia Voldaren Art by Eric Deschamps. Art by Bud Cook. Art by Eric Deschamps. Okay, I've gotten a bit ahead of myself. Let's rewind to our concept push. We needed concept artists who could deal with several varieties of humanoids and make them all interesting. We had a setting that needed Art of Magic - the Gathering: Innistrad feel quasi-historical, almost like a period piece, but not actually be regurgitated real-world architecture and garb. On top of all that, we needed them to be able to channel some darkness. Concept art by Steve Prescott. Concept art by Steven Belledin. Concept art by Daarken. That was the in-house crew for the concept push. By the time the style guide was final, we had fantastic contributions from Vincent ProceThat was the in-house crew for the concept push. Getting clothing right was critical and, at times, difficult. Walking that line of reminding you of this place at this time but not actually being that place or time is very tricky, and often a matter of mere degrees. The guys dug in, did their research Belledin was already a bit of a historical costuming buffand really delivered. We feel strongly on the creative team that desperate, shabby, scruffy-looking human garb is not exciting or appealing, even if it can work in-world. For example, the humans of Innistrad could have been peasants being picked off one by one on isolated farms and homesteads. We didn't want that. Art of Magic - the Gathering: Innistrad early on the decision was made that Innistrad would be a cold plane. Not freezing, but cold—cold enough that the humans can't wear tattered pants and potato-sack shirts. They needed coats and boots. Maybe hats. This gave us more design canvas to play with. The direction I gave was a sort of "street opulence. That's probably the only coat that guy owns. Here are some of the concept drawings these conditions led to:. A cold plane also gave us a reason to develop a significantly different direction for vampire garb: what do they care if it's cold?! They can show some skin and be their vain, arrogant, aristocratic elegant selves. By the way, there are four vampire bloodlines on Innistrad. One of them is "Markov. You'll note the same trademark eyes on all Innistrad vampires. Black scleras and brightly colored irises. Art by Matt Stewart. Art of Magic - the Gathering: Innistrad cold also affords us mists and fogs that never burn off, ever hanging heavily on the shores, between the hills and through the trees. Forest Art by Jung Park. Art by Cliff Childs. We weren't sure how the werewolves would end up mechanically though we all really hoped the double-faced cards could actually happenbut we knew they were going to be in the set visually somehow. Werewolves have been done to death. I knew I did not want the Lon Cheney man-in- wolf-face-wearing-clothes version, and we could not have the straight-up wolf, or even big wolf, version, as there are normal wolves in the set more than a couple. We couldn't have them being mistakable for each other. And we wanted something cooler anyway. We wanted monsters We were close, and continued nudging the silhouette until we nailed it. They are more gorilla in shape but not in their movement than anything else. They have visually powerful, hulking upper bodies, with less important lower bodies, and thumbs reduced to almost vestigial appendages to reinforce their regression to beast visually. Prescott nailed these guys. Art by Wayne England. Howlpack Alpha Art Art of Magic - the Gathering: Innistrad Svetlin Velinov. This set is all about delivering on the resonant stories of the genre, both flavor-wise and visually. So what happens when the set demands something be included that really doesn't fit here naturally? For instance, a dragon. Remember all the dark gothic tales about werewolves fighting dragons?