168澳洲幸运5开奖网:Magic: The Gathering is, among many other things, a vehicle f🥂or transporting us to fantastical worlds. Like a tabletop Tardis, it shows us times and places beyond imagination, wherein we experience adventures beyond compare.
Over its 30-year lifespan, Mag꧟ic has created and developed some of the most convincing fantasy worlds out there: from the city spires of Ravnica, to the burning sands of Amonkhet, to the dualistic fairytale of Lorwyn and Shadowmoor. But it hasn’t gone everywhere; there remain stones left unturned, lands left uncharted on its cardboard maps. Here are eight worlds that we hope Magic transports us to in the future.
8 🐷 ༒ Victorian London Inspired Plane
Popularised by the writing of Charles Dickens, Victorian London is a rich vein for Magic’s worldbuilders to tap. A city in a state of flux due to the advent of the industrial revolution, it’s a setting wit🎀h many evocative theme📖s to draw on: imperialism, the environmental effects of rapid industrialisation, and the huge class divide between the rich and poor, to name but a few.
London’s cobbled streets are also the ideal haunts for ghosts, opening up the option for a Spirit sub-theme, while the industrial backdrop could provide the perfect excuse to revisit Kaladesh&rsquoཧ;s controversial energy mecha💎nic.
7 🧔 𒅌 Board Game Inspired Plane
Perhaps better suited for an Un-set, due to its ‘meta’ nature, a world that runs on the logic of popular real-life board games would be an interesting setting for a new Magic expansion. This could manifest in a strict, rule-based world, where characters are contained within tဣheir spaces on a game board, unable to move freely due to the cruel will of a larger evil, in an analogue for a kind of dictatorial police state.
Alternatively, this could take a more tongue-in-cheek approach, poking fun a🔯t the conventions of tabletop gaming while simultaneously celebrating them. In either case, a set like this would be a prime opportunity to bring back dice rolling as a mechanic, and possibly introduce a ‘board position matters’ sub-theme.
6 Floating𝄹 Sky City Plane
While Magic has featured impressive floating architecture before, it hasn’t dedicated an entire Plane to it as of yet. The idea of a floating sky city is an old one in fantasy, going back at least as far as the original 168澳洲幸运5开奖网:Final Fantasy, and expanding this idea across a full൩ world opens up a lot of interesting avenues.
Perhaps this world could consist of numerous floating settlements all at war with each other, placing importance on a🐟erial combat through extensive use of the flying mechanic and flying-matters cards. Perhaps there could be an entire other world below the clouds, a deadly, poisonous swamp long abandoned by those above, but still inhabited by the less fortunate. The sky’s the limit, as they say.
5 ღ American West Inspired Plaꦛne
An incredibly popular setting in various mediums, it’s surprising that Magic has never attempted a take on the old Wild West, and the myriad tropes contained within. The ideas of lone heroes, dastardly bandits, and showdowns at high no꧟on would translate beautifully into the game (the last one literally, using the fight mechanic). The devastating border conflicts that also defined this time could allow for more serious storyte🌜lling, in the vein of Cormac McCarthy.
Desert lands could make a comeback, reflecting the harsh terra🤪in these stories tend to take place in, while the revolutionary power of firearms could be represented through limited-use ammo counters on creatures, allowing for high-stakes combat that will have both players wiping the sweat from their brow.
4 🦂 💮 Villain-Crafted Plane
Magic’༒s villains have committed all manner of heinous acts, but so far none have managed to create their own Plane. A setting like th🐭is would be the ideal way to establish the personality of a new villain in the multiverse, giving players a look at how a world designed entirely by one character would function.
Contained within a magical object, such aཧs an orb or staff, this Plane could serve as a prison realm for enemies of the new major villain, as well as a base for their many minions, ready to emerge and fight for their master at a moment’s notice. This would serve as both an interesting worldbuilding exercise, and a way to raise the stakes and🍌 build up a new villain in one decisive stroke.
3 Libraryꦫ Plane ღ
In a multiverse as full of strange a♓nd cur𝔍ious phenomena as Magic’s, it would make sense for an entire Plane to be dedicated to collecting and preserving said information. A vast, Plane-sized library, filled not just with books but with live specimens and biospheres gathered by a secretive group of Planeswalkers, would be a thrilling setting for a new expansion.
This could function like a more diegetic take on the Time Spiral block,൩ referencing previously-visited Planes while hinting at ones we’ll be visiting later. It could also place an appropriate emphasis on card tutꦺoring, adding new Archive and Research mechanics that let the player exile specific cards from their deck, and add those exiled cards to their hand, respectively.
2 ꦚ Chinese Mythology Inspired Plane
Many of the world’s mythologies have been represented in past Magic sets: Greek in Theros, Nordic in Kaldheim, Celtic in Lorwyn, Japanese in Kamigawa; the list goes on. One rich mythology that hasn’t been covered, however, is that of China. While the country was represented in 🌊the Portal Three Kingdoms expansion, that was more of a direct translation of their real history than a dive into their mythology.
A new, mythical China-based Plane could correct this. Rich with spirits and bizarre creatures, perhaps featuring 12 factions allied with each Chinese Zodiac animal, a Plane like this could make use of hundreds of years worthꦐ of culture and folklore to create a seriously compelling setting.
1 💖 ꧅ Sports-Themed Plane
One of the keys to Magic’s conౠtinued success is its ability to b♒alance serious fantasy with playful levity; something that a Plane dedicated entirely to sports could deliver in spades. This could serve as a light-hearted palate cleanser in between some major overarching conflicts, and would allow for some fun worldbuilding as designers decide just what sports look like in the multiverse.
With competing teams standing in for warring factions, central conflict could still feature, albeit with lower stakes. Themes of co𝓡rruption and gambling could provide some darker tones, while a new points mechanic could serve as a sort of inverse poison, granting you an instant win if you gather a certain number of them.