![]() ![]() This would tie into both their planned cards as well as help define the differences between the color mana schools better. Elias' team wanted this set to focus on the use of colorless artifacts and came up with the narrative idea of a battle between two brothers skilled in artifact use at a point in time before the other realms of magic had established themselves. For example, the next expansion was Antiquities (1994), with a design led by Skaff Elias. Each of these teams had different approaches for implementing that in the cards. With the demand for more expansions, several different teams within Wizards of the Coast's research and development department worked separately on these upcoming sets, with the card designers taking the lead in creating their narratives. The first expansion Arabian Nights (1993), designed by Garfield, was based on One Thousand and One Nights folklore and included figures from that such as Aladdin. In some cases, the narrative was demanded to help with new gameplay mechanics and keywords that did not fit standard fantasy tropes, but these were still limited to flavor text. With the first sets, most of this story was told through the cards flavor text, and because most of the creatures and the keywords were based on common fantasy tropes (dragons with flying, for example), there was no significant driver for a backing narrative. ![]() Richard Garfield established enough of this story for the game when it was first published. Players represent Planeswalkers able to draw on the magic and entities of these planes to do battle with others. This allows the game to frequently change worlds so as to renew its mechanical inspiration while maintaining Planeswalkers as recurrent, common elements across worlds. The main premise of Magic is that countless possible worlds (planes) exist in the Multiverse, and only unique and rare beings called Planeswalkers are capable of traversing the Multiverse. ![]() The way Magic storylines are conceived and deployed has changed considerably over the years. In the early days of the game, the name 'Dominia' was used to describe the story universe, but due to confusion with the name of the plane/planet where the central events of Magic occur ( Dominaria), it fell into disuse and was replaced. WOTC also publishes a weekly story (most often related to the plane explored in the current expansion set) in the Magic Fiction column, previously known as Official Magic Fiction and Uncharted Realms. Novels and anthologies published by HarperPrism and Wizards of the Coast (WOTC), and the comic books published by Armada Comics expand upon the settings and characters hinted at on the cards. On the cards, elements of this multiverse are shown in the card art and through quotations and descriptions on the bottom of most cards (called flavor text). Though Magic is a strategy game, an intricate storyline underlies the cards released in each expansion. The Multiverse is the shared fictional universe depicted on Magic: The Gathering cards, novels, comics, and other supplemental products. ( Learn how and when to remove this template message) ( March 2020) ( Learn how and when to remove this template message) Please help rewrite it to explain the fiction more clearly and provide non-fictional perspective. This article describes a work or element of fiction in a primarily in-universe style. ![]()
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