4) Multi Color Identity

Total Page:16

File Type:pdf, Size:1020Kb

4) Multi Color Identity 4) Multi Color Identity If you’re like me, and you have trouble identifying with just one color, that’s okay! There are 26 more multicolor combinations to choose from­ 10 two­color, 10 three­color, and 6 four­to­five­color combinations. From within these combinations we will find the ingredients to further explore our identities. The colors mix where the lands meet. The ecological edge effect results in a diversity of new life forms, while the cultural edge effect results in a diversity of new life philosophies. The meeting over shared values focuses belief systems even further. From these new belief systems the technical aspects of the multi­color combinations are derived. The functional benefit of mixing colors is increased capability. What one color can’t do, another color can, so color pairing shores up color weakness. For instance, Black can’t destroy ​ ​ enchantments, but White can. White can’t discard cards, but Black can. So together these ​ ​ ​ ​ ​ ​ colors can do more than either could do alone. The functional drawback of mixing colors comes with mixing lands. Each color draws their power from a specific type of land, and multicolor lands come with explicit drawbacks. With color mixing you may find yourself stuck on the Island with only Green to use, or vice versa. Color ​ ​ ​ ​ mixing means less consistency with having the right kind of mana to cast spells. Each color mixture offers new advantages, new disadvantages, new meanings, and a new identity to explore. As we continue through our color identity exploration, continue to keep your symbolic relationship with the colors at the top of your consciousness. Two­Color (Guilds) There are ten two color combinations, each with a clear philosophy. These combinations are said to be either “allied” or “enemy” pairings, depending on their relation on the color wheel. 1 If we take a look at the back of a Magic card we see a clockwise rotation of White, Blue, Black, ​ ​ ​ ​ ​ ​ Red, Green, or “WUBRG." Color pairs located next to each other are allied, while color pairs ​ ​ ​ ​ ​ ​ ​ ​ ​ across from each other are enemies. Allied Pairing Enemy Pairing Since new philosophies are formed primarily over shared values, allied color pairs tend to have more in common and relatively broad philosophical views. Enemy color pairs tend to have less in common resulting in more focused philosophical views. Additional lore of the two color combinations was given in the Magic: the Gathering blocks “Ravnica” and “Return to Ravnica” which gave each combination a “guild” name and specific flavor within the Ravnica world. More information on the guilds will be included in the notes section at the end of this chapter. As in the last chapter, I have painted each color pairing in their own positive light so that we can draw value from each. Take a scroll through and see what you find most interesting. 2 White Blue (Azorius) ​ ​ ​ The mixture of White and Blue is where order meets rationality, where hope meets curiosity, ​ ​ ​ ​ where community meets improvement, where the Plains meets the Island. White Blue mages ​ ​ ​ ​ ​ ​ are idealists who use knowledge for the good of others. Iconic White Blue Lands ​ ​ ​ ​ 3 Iconic White Blue Spells ​ ​ ​ ​ 4 White Black (Orzhov) ​ ​ The mixture of White and Black is where morality meets subjectivity, where group meets self, ​ ​ ​ ​ where faith meets sacrifice, where the Plains meets the Swamp. White Black mages see the ​ ​ ​ ​ ​ ​ family as extension of self and do whatever is necessary to advance their group. Iconic White Black Lands­ ​ ​ ​ 5 Iconic White Black Spells­ ​ ​ ​ 6 Blue Black (Dimir) ​ The mixture of Blue and Black is where curiosity meets ambition, where knowledge meets ​ ​ ​ pursuit of opportunity, where mastery meets individualism, where the Island meets the Swamp. ​ ​ ​ ​ Blue Black mages use self development as a means towards acquiring knowledge and power. ​ ​ Iconic Blue Black Lands­ ​ ​ 7 Iconic Blue Black Spells­ ​ ​ 8 Blue Red (Izzet) ​ ​ The mixture of Blue and Red is where thoughts meet feelings, where curiosity meets ​ ​ ​ excitement, where learning meets action, where the Island Meets the Mountain. Blue Red ​ ​ ​ ​ ​ ​ mages use experimentation to spark creative invention. Iconic Blue Red Lands­ ​ ​ ​ 9 Iconic Blue Red Spells­ ​ ​ ​ 10 Black Red (Rakdos) ​ ​ The mixture of Black and Red is where ambition meets emotion, where desire for power meets ​ ​ passion, sacrifice meets immediacy, where the Swamp meets the Mountain. Black Red mages ​ ​ ​ ​ ​ ​ ​ are willing to do whatever it takes to solve immediate challenges. Iconic Black Red Lands­ ​ ​ 11 Iconic Black Red Spells ​ ​ 12 Black Green (Golgari) ​ ​ The mixture of Black and Green is where death meets life, where sacrifice meets growth, where ​ ​ ​ individualism meets natural order, where the Swamp meets the Forest . Black Green mages ​ ​ ​ ​ ​ ​ ​ embrace the eternal nature of the universal life­death cycle. Iconic Black Green Lands­ ​ ​ 13 Iconic Black Green Spells­ ​ ​ 14 Red Green (Gruul) ​ ​ The mixture of Red Green is where emotional impulse meets animal instinct, where freedom ​ ​ ​ meets life, where chaos meets the natural way, where the Mountain meets the Forest. Red ​ ​ ​ ​ ​ Green mages accept their primal desires and act on them without deliberation. ​ Iconic Red Green Lands­ ​ ​ ​ 15 Iconic Red Green Spells­ ​ ​ ​ 16 Red White (Boros) ​ ​ ​ The mixture of Red White is where feeling meets faith, where freedom meets structure, where ​ ​ passion meets purpose, where the Mountain meets the Plains . Red White mages channel ​ ​ ​ ​ ​ ​ their emotions toward spreading good. Iconic Red White Lands­ ​ ​ ​ ​ 17 Iconic Red White Spells­ ​ ​ ​ ​ 18 Green White (Selesnya) ​ ​ ​ The mixture of Green and White is where growth meets group, where natural order meets ​ ​ societal order, where spirituality meets religion, where the Forest meets the Plains. Green ​ ​ ​ ​ ​ White mages are community building team players. ​ ​ Iconic Green White Lands­ ​ ​ ​ ​ 19 Iconic Green White Spells­ ​ ​ ​ ​ 20 Blue Green (Simic) ​ ​ The mixture of Blue and Green is where science meets nature, where learning meets biology, ​ ​ ​ ​ where growth of the body meets growth of the mind, where the Island meets the Forest. Blue ​ ​ ​ ​ ​ Green mages strive to be catalysts for accelerated evolutionary change. ​ Iconic Blue Green Lands­ ​ ​ ​ 21 Iconic Blue Green Spells­ ​ ​ ​ 22 Three­Color (Shards and Wedges) There are ten three­color combinations. These combinations are said to either be allied “shards” or enemy “wedges” depending on their relation on the color wheel. Three colors in a row forms an allied shard, while one color opposing two other colors forms an enemy shard. Allied Shard Enemy Wedge The allied shards were given specific lore and flavor in “Shards of Alara” and have been supported in other sets throughout Magic’s history. The wedges were given specific lore and flavor in “Khans of Tarkir”, though they have had much less support throughout Magic’s history. Links to more information on the three­color combos will be included in the end notes. What the three­color shards and wedges have in common is world specific characterization without simple philosophical underpinning. For instance, the Green White Blue “Bant” shard ​ ​ ​ has specific geography, inhabitants, and cultural practices, but there isn’t a distinguished overarching theme like one and two­color combinations. The more colors mix, the less distinct they become. You may find that you relate strongly to one of these three color mixtures, or you might find that they start to blur together more and more. Either way, we can respect each combination as having a lot to offer in terms of technical strength. 23 Green White Blue (Bant) ​ ​ ​ ​ White Blue Black (Esper) ​ ​ ​ 24 Blue Black Red (Grixis) ​ ​ ​ 25 Black Red Green (Jund) ​ ​ ​ Red Green White (Naya) ​ ​ ​ ​ 26 Black Green White (Abzan) ​ ​ ​ ​ 27 White Black Red (Mardu) ​ ​ Red White Blue (Jeskai) ​ ​ ​ ​ 28 Blue Red Green (Temur) ​ ​ ​ 29 Green Blue Black (Sultai) ​ ​ Four­Color and Five­Color Once we have a mixing of four or five colors, it becomes even less clear what that mixture represents. Maybe they represent everything, maybe they represent nothing in particular. However, we get the sense that where the Plains, Island, Swamp, Mountain, and Forest ​ ​ ​ ​ ​ ​ ​ ​ ​ converge into one point is a place where POWERFUL magic is possible. 30 Iconic Five­Color Lands­ Iconic Five­Color Cards­ 31 Your Multicolor Identity You might find a stronger sense of identity with a multicolor combination than with just one color. Greater focus on the philosophical belief system may give you new direction. For me, I definitely get something new out of each color pairing, and I feel that my full identity is comprised of parts of all the possible color combinations. I relate to each in strong ways. However, I am drawn to certain belief systems more than others. I identify strongly as the tinkering Blue Red mage with a passion for experimentation, while I find the Green White ​ ​ ​ ​ groupthink to be oppressive to my innovation. I find deep comfort with the Black Green ​ ​ attunement to the cycle of life and death, while I at times find Red White zealotry disconnected ​ ​ from the natural way. I am pushed and pulled by the color mixtures. Again, I share my feelings only as possible examples. Play around with the symbolism and how it connects to your life. I encourage you to paint with all the colors and use your own unique findings to strengthen your personal identity. From here, identify a few color combinations as ​ special points of interest. You can always come back and reinvestigate later. ​ As we continue, the philosophical underpinnings are likely to slip out of the conscious mind. When playing a completed deck, we tend to bask in the colorful expression, rarely contemplating the philosophy that sparked the process. Similarly, when we enjoy the colorful ​ fruit of a tree, we rarely think of those roots deep underground. But they are there. They don’t need to stay at the top of our conscious, but they will nurture us as we build towards our signature strategy, and we should be able to reach in and drink from them when necessary.
Recommended publications
  • Gathering of Card Players and Subcultural Expression
    THE MAGIC OF COMMUNITY: GATHERING OF CARD PLAYERS AND SUBCULTURAL EXPRESSION Travis J. Limbert A Thesis Submitted to the Graduate College of Bowling Green State University in partial fulfillment of the requirements for the degree of MASTER OF ARTS August 2012 Committee: Dr. Marilyn Motz, Advisor Dr. Esther Clinton © 2012 Travis Limbert All Rights Reserved iii ABSTRACT Marilyn Motz, Advisor When Magic: the Gathering was released in 1993, it was the first trading card game. It paved the way for the trading card game subculture and market that exists today. This thesis explores the implications of this subculture and the ways it can be thought of as an urban leisure subculture. This thesis also discusses Magic’s unique community, which has been instrumental in the game’s success over the last two decades. Magic’s community is created symbiotically, through official support by Wizards of the Coast, and the parent company Hasbro, as well as the usage and interaction by the fans and players. It is this interaction that creates a unique community for Magic, which leads to the game’s global popularity, including its tremendous growth since 2010. This thesis looks at trade publications, articles written about Magic, player responses collected through online surveys, and other works to create an extensive work on Magic and its community. This thesis focuses on how the community is important to the consumption of copyrighted cultural texts and how this creates of meaning in players’ lives. iv To my parents, James and Jona, who always encouraged me. v ACKNOWLEDGMENTS I would like to thank my thesis committee, Dr.
    [Show full text]
  • Magic: the Gathering Comprehensive Rules
    Magic: The Gathering Comprehensive Rules These rules are effective as of March 27, 2015. Introduction This document is designed for people who’ve moved beyond the basics of the Magic: The Gathering® game. If you’re a beginning Magic™ player, you’ll probably find these rules intimidating. They’re intended to be the ultimate authority for the game, and you won’t usually need to refer to them except in specific cases or during competitive games. For casual play and most ordinary situations, you’ll find what you need in the Magic: The Gathering basic rules. You can download a copy of the basic rules PDF from the Wizards of the Coast® Magic rules website at Magic.Wizards.com/EN/Rules. If you’re sure this is where you want to be, keep reading. This document includes a series of numbered rules followed by a glossary. Many of the numbered rules are divided into subrules, and each separate rule and subrule of the game has its own number. (Note that subrules skip the letters “l” and “o” due to potential confusion with the numbers “1” and “0”; subrule 704.5k is followed by 704.5m, then 704.5n, then 704.5p, for example.) We at Wizards of the Coast recognize that no matter how detailed the rules, situations will arise in which the interaction of specific cards requires a precise answer. If you have questions, you can get the answers from us at Wizards.com/CustomerService. Additional contact information is on the last page of these rules. In response to play issues and to keep these rules as current as possible, changes may have been made to this document since its publication.
    [Show full text]
  • Magic the Gathering Set Release Schedule
    Magic The Gathering Set Release Schedule Kenneth is iodometric and rubberised sparklessly as predicate Irwin resumed dexterously and betted apeak. Maxwell remains fussier: she redivide her westerlies peg too due? Jerrold never peculiarising any child decrepitate growlingly, is Nealson yttric and wishy-washy enough? This switched on innistrad releases, get updates are the events supported browsers in the printings, the magic gathering set release schedule below the The early game about strixhaven cards did it since ravnica is set release of a baby girl, music and whatnot in the gathering reserved list standard. Brawl utilizes all cards that are currently legal in Standard and has a rotation schedule similar to that of Standard. Gerrard Capashen, an artifact remains active while tapped. Dylan Brewer and gave No. Ccg created by set out of cycling cards are almost twenty years of standard sets that support for one are they return her out the schedule multiple cards, we understand what? Email or username incorrect! What are reasons behind changing the Draft format? If you have used a prerelease code for Theros: Beyond Death before, to die. These simple boxes will make sure your deck arrives at your next gaming session in one piece. Magic the Gathering Expansions MTG Sets MythicSpoilercom. Mark rosewater promises that their way to explore a marvel vs cunning mtg arena redeem the gathering the magic set release schedule designed to each will be immediately recognises them anytime soon. Mythic Qualifier and Mythic Point Challenge events. Battle multiple opponents simultaneously and set powerful spells not available in other formats. Dul returns and summons a horde of undead, managing your card collection is a lot simpler.
    [Show full text]
  • Magic: the Gathering Quantum Leap Magic Comprehensive Rules
    Magic: The Gathering Quantum Leap Magic Comprehensive Rules Edited for QL Magic (www.formatoql.it - www.qlmagic.com), October, 2015. All trademarks and copyrights are property of their respective owners: we do not want to gain property of anything, we only want to play QL! Introduction The idea behind QL Magic is to bring back to life the golden age of Magic: The Gathering. The rules are mainly based on MTG 6th Edition rulebook, but "Artifacts are turned off while tapped" (see rule 214.6c) taken from 5th Edition rulebook, that was deleted from 6th edition rulebook and we restored again. In QL Magic you can only play cards from the following edition ("old skinned"): Set Base Mirage Cycle Invasion Cycle Limited Edition Alpha Weatherlight Apocalypse Limited Edition Beta Visions Planeshift Unlimited Edition Mirage Invasion Revised Edition Fourth Edition Rath Cycle Odyssey Cycle Fifth Edition Classic Sixth Edition Exodus Judgment Classic Seventh Edition Stronghold Torment Tempest Odyssey Early Sets Artifacts Cycle Onslaught Cycle Homelands Fallen Empires Urza’s Destiny Scourge The Dark Urza’s Legacy Legions Legends Urza’s Saga Onslaught Antiquities Arabian Nights Masquerade Cycle Time Spiral Cycle Chronicles Anthologies Prophecy Time Spiral “Timeshifted” Nemesis Mercadian Masques Ice Age Cycle Media Edition Alliances Ice Age Special cards (Judge Gift Program, pre-release, etc) are playable only if they are reprint of cards present in the editions listed above. Contents 1. The Game 100. General 101. Starting the Game 102. Winning and Losing 103. The Golden Rule 2. Cards 200. General 201. Parts of a Card 202. Name 203. Mana Cost 204.
    [Show full text]
  • The Time Spiral Pdf, Epub, Ebook
    THE TIME SPIRAL PDF, EPUB, EBOOK Roger Leloup,Luke Spear | 48 pages | 01 Apr 2008 | CINEBOOK LTD | 9781905460434 | English | Ashford, United Kingdom The Time Spiral PDF Book Magus of the Scroll Cursed Scroll. One card per pack will be in the old pre- Modern card frame. Ascending Descending. In his preview articles, Mark Rosewater described Time Spiral as an expansion focused on the past, with its successors, Planar Chaos and Future Sight , to be centered around the present and future respectively. Exile Cyclopean Giant. When Coral Trickster is turned face up, you may tap or untap target permanent. Creatures with reach may block as though they had flying. Magic: The Gathering expansion block. Time Spiral reprised a number of keywords from pre- 8th Edition sets, including buyback, echo, flanking, flashback, madness, morph, shadow, and storm. This created the possibility of "three rare" boosters in Time Spiral , as it was possible to find the normal rare, a premium rare and a Timeshifted card that was previously rare in the same pack. Limited Edition — — The temporal stresses being applied to Dominaria have expanded, causing multiple parallel universes versions of Dominaria where history played out differently to merge into the already colliding past-present-future of current events. Sudden Death. Namespaces Article Talk. Most of the returning mechanics received at least a small update such as Echo now specifying a cost instead of using the mana cost of the permanent by definition. Shuya is time traveller who travels between the future and the past. Feebleness 2 Enchantment — Aura Flash You may cast this spell any time you could cast an instant.
    [Show full text]
  • Magic: the Gathering Comprehensive Rules
    Magic: The Gathering Comprehensive Rules These rules are effective as of August 26, 2016. Introduction This document is designed for people who’ve moved beyond the basics of the Magic: The Gathering® game. If you’re a beginning Magic™ player, you’ll probably find these rules intimidating. They’re intended to be the ultimate authority for the game, and you won’t usually need to refer to them except in specific cases or during competitive games. For casual play and most ordinary situations, you’ll find what you need in the Magic: The Gathering basic rules. You can download a copy of the basic rules PDF from the Wizards of the Coast® Magic rules website at Magic.Wizards.com/Rules. If you’re sure this is where you want to be, keep reading. This document includes a series of numbered rules followed by a glossary. Many of the numbered rules are divided into subrules, and each separate rule and subrule of the game has its own number. (Note that subrules skip the letters “l” and “o” due to potential confusion with the numbers “1” and “0”; subrule 704.5k is followed by 704.5m, then 704.5n, then 704.5p, for example.) We at Wizards of the Coast recognize that no matter how detailed the rules, situations will arise in which the interaction of specific cards requires a precise answer. If you have questions, you can get the answers from us at Wizards.com/CustomerService. Additional contact information is on the last page of these rules. In response to play issues and to keep these rules as current as possible, changes may have been made to this document since its publication.
    [Show full text]
  • January 9, 2002
    January 9, 2002 Q: I’ve noticed that Legend cards don’t always “fit” into the story … Their power/toughness, abilities, and creature types don’t always mesh from the novels to the cards. Why is that? --Billy O’Reilly, Wheaton, MD A: From Rei Nakazawa, Magic creative text writer: Bet you’re thinking of the fact that the Tsabo Tavoc card could beat the Gerrard Capashen card in combat any day, while the opposite is true in the story, right? That’s probably the most stark example of the sort of discontinuity that you’re talking about, but those who work in Magic R&D and Continuity believe that we’ve done a fairly good job overall in keeping the link between cards and characters. There are a few factors that come into play. The first is that R&D’s involvement with (and knowledge of the finer points of) the Magic backstory has fluctuated over the years. This was especially true with the Urza block, when Wizards’ book publishing department began contracting novelists to create Magic plots and characters. So that from that point on, R&D has depended on the story writers to communicate plot points. For example, Vhati il-Dal, a legend from Tempest, was reduced in power and toughness because Greven il-Vec kills him in the story. The aforementioned Tsabo Tavoc and Gerrard issue might have turned out differently if the outcome of the Tsabo/Gerrard battle had been communicated to the developers in time—which it wasn’t, due to the very different schedules R&D and novel writers have.
    [Show full text]
  • Read Book the Magic 1St Edition Ebook Free Download
    THE MAGIC 1ST EDITION PDF, EPUB, EBOOK Rhonda Byrne | 9781451673449 | | | | | The Magic 1st edition PDF Book Add links. Shop by Category. About this Item: Limited Editions Club, And condition makes all the difference in the collectible market. Sixth Edition , also known as Classic , was released on April 27, In July, a Beckett grade 9. Published by Everyman's Library, New York Best Match. Great writers seem to have unique stories on how they struggled and persevered to master their craft. Results Pagination - Page 1 1 2 3 4 5 6 7 8. Romance Collectible Real Photo Postcards. Language see all. The set contained cards. It was released on December 1, , after Beta had sold out as quickly as Alpha had; this time the run was 40 million cards, the largest yet. New York: Thunder's Mouth Press. Also removed were the original ten "dual lands" one for each pair of Magic's five colors. Good copy in original blue cloth and publisher's slipcase cloth rubbed; slipcase split. Knopf, New York More information about this seller Contact this seller 4. It was also the first base set to have collectors' numbers which also originated in Exodus. Proceed to Basket. Limited Edition — — LaPille, Tom. Full brown leather like binding, gold inlay, gold tipped pages. Additionally, a new illustration for each of the basic lands was included in the Beta print run; according to Mark Rosewater , this was done so that the product could be advertised as having "over cards". The Magic 1st edition Writer Fourth Edition introduced the modern turned arrow tapped symbol, replacing the rotated "T" that had been introduced in Revised.
    [Show full text]
  • Exploring Markets: Magic the Gathering - a Trading Card Game
    A Service of Leibniz-Informationszentrum econstor Wirtschaft Leibniz Information Centre Make Your Publications Visible. zbw for Economics Weber, Daniel Working Paper Exploring markets: Magic the gathering - a trading card game IUBH Discussion Papers - Business & Management, No. 3/2021 Provided in Cooperation with: IU International University of Applied Sciences Suggested Citation: Weber, Daniel (2021) : Exploring markets: Magic the gathering - a trading card game, IUBH Discussion Papers - Business & Management, No. 3/2021, IU Internationale Hochschule, Erfurt This Version is available at: http://hdl.handle.net/10419/235491 Standard-Nutzungsbedingungen: Terms of use: Die Dokumente auf EconStor dürfen zu eigenen wissenschaftlichen Documents in EconStor may be saved and copied for your Zwecken und zum Privatgebrauch gespeichert und kopiert werden. personal and scholarly purposes. Sie dürfen die Dokumente nicht für öffentliche oder kommerzielle You are not to copy documents for public or commercial Zwecke vervielfältigen, öffentlich ausstellen, öffentlich zugänglich purposes, to exhibit the documents publicly, to make them machen, vertreiben oder anderweitig nutzen. publicly available on the internet, or to distribute or otherwise use the documents in public. Sofern die Verfasser die Dokumente unter Open-Content-Lizenzen (insbesondere CC-Lizenzen) zur Verfügung gestellt haben sollten, If the documents have been made available under an Open gelten abweichend von diesen Nutzungsbedingungen die in der dort Content Licence (especially Creative
    [Show full text]
  • Magic: the Gathering Comprehensive Rules
    Magic: The Gathering Comprehensive Rules These rules are effective as of November 1, 2013. Introduction This document is designed for people who’ve moved beyond the basics of the Magic: The Gathering® game. If you’re a beginning Magic™ player, you’ll probably find these rules intimidating. They’re intended to be the ultimate authority for the game, and you won’t usually need to refer to them except in specific cases or during competitive games. For casual play and most ordinary situations, you’ll find what you need in the Magic: The Gathering basic rulebook. You can download a copy of that rulebook from the Wizards of the Coast® Magic rules website at Wizards.com/Magic/Rules. If you’re sure this is where you want to be, keep reading. This document includes a series of numbered rules followed by a glossary. Many of the numbered rules are divided into subrules, and each separate rule and subrule of the game has its own number. (Note that subrules skip the letters “l” and “o” due to potential confusion with the numbers “1” and “0”; subrule 704.5k is followed by 704.5m, then 704.5n, then 704.5p, for example.) We at Wizards of the Coast recognize that no matter how detailed the rules, situations will arise in which the interaction of specific cards requires a precise answer. If you have questions, you can get the answers from us at Wizards.com/CustomerService. Additional contact information is on the last page of these rules. In response to play issues and to keep these rules as current as possible, changes may have been made to this document since its publication.
    [Show full text]
  • Plane Shift: Ixalan
    Contents The World of Ixalan Races of Ixalan Land of the Great River An Ixalan Bestiary Appendix: The Colors of Magic PLANE SHIFT: IXALAN ©2017 Wizards of the Coast LLC. Magic: The Gathering, Wizards of the Coast, Dungeons & Dragons, their re- spective logos, Magic, Ixalan, D&D, Player’s Handbook, Dungeon Master’s Guide, Monster Manual, Volo’s Guide to Monsters, and characters’ distinctive likenesses are property of Wizards of the Coast LLC in the USA and other countries. All rights reserved. www.MagicTheGathering.com Written by James Wyatt Cover art by Tyler Jacobson Editing by Scott Fitzgerald Gray The stories, characters, and incidents mentioned in this publication are entirely fictional. This book is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast LLC. First Printing: January 2018 Contact Us at Wizards.com/CustomerService Wizards of the Coast LLC PO Box 707 Renton, WA 98057-0707 USA USA & Canada: (800) 324-6496 or (425) 204-8069 Europe: +32(0) 70 233 277 Deeproot Champion Raymond Swanland Introduction This is a pretty special installment of the Plane Shift series for me, because I was the creative lead for Ixalan world build- ing. Perhaps betraying my fourteen-year history working on DUNGEONS & DRAGONS, Ixalan is a world of exploration and treasure, marked by ancient sites waiting to be explored by intrepid heroes. One of those sites, shown on a card in the Ix- alan set, is obviously inspired by a classic D&D adventure, The Hidden Shrine of Tamoachan.
    [Show full text]
  • Magic: the Gathering Comprehensive Rules
    Magic: The Gathering Comprehensive Rules These rules are effective as of October 1, 2010. Introduction This document is designed for people who’ve moved beyond the basics of the Magic: The Gathering® game. If you’re a beginning Magic™ player, you’ll probably find these rules intimidating. They’re intended to be the ultimate authority for the game, and you won’t usually need to refer to them except in specific cases or during competitive games. For casual play and most ordinary situations, you’ll find what you need in the Magic: The Gathering basic rulebook. You can download a copy of that rulebook from the Wizards of the Coast® Magic rules website at www.wizards.com/Magic/rules. If you’re sure this is where you want to be, keep reading. This document includes a series of numbered rules followed by a glossary. Many of the numbered rules are divided into subrules, and each separate rule and subrule of the game has its own number. (Note that subrules skip the letters “l” and “o” due to potential confusion with the numbers “1” and “0”; subrule 704.5k is followed by 704.5m, then 704.5n, then 704.5p, for example.) We at Wizards of the Coast recognize that no matter how detailed the rules, situations will arise in which the interaction of specific cards requires a precise answer. If you have questions, you can get the answers from us at www.wizards.com/customerservice. Additional contact information is on the last page of these rules. In response to play issues and to keep these rules as current as possible, changes may have been made to this document since its publication.
    [Show full text]