Magic: The Gathering (MTG; also known as Magic) is a trading card game created by Richard Garfield. First published in 1993 by Wizards of the Coast, Magic was the first trading card game produced and it continues to thrive, with approximately twenty million players as of 2015. Classic editor History Talk (0) Share. Book of Zombies (4) Artifact: Target Zombie gets +1/+1.,: Put a 1/1 black Zombie creature token into play. Book of Spellsplicing (4) Artifact: Reveal an instant or sorcery card from your hand. Magic: The Gathering fan fiction wiki is a FANDOM Games Community.
Contents. What do I need to get started Well, you can really get your first start as soon as you have some, and a couple of. But delving deeper into the mod can get quite. Where there's a Will, there's a way One of the more significant new features is the. You initially start out by crafting and tossing (right clicking) them at hostile mobs (no, don't count, no matter how annoying they may be). When you see them develop particle effects, that's when you have a short time to kill them. Doing so while they have the effect on results in them dropping a Demonic Will of varying size.
The size of the will is largely random, but it also roughly correlates to the health of the mob you just killed, so an will typically generate a more powerful Will than a. Once you have two or three of them, you're ready to get started with a far more efficient method of generating Will.
First off, you're going to need a. Look it up in JEI for the recipe, the default version requires a and a few other materials. This is what we're going to use wills with. Take one of your larger wills (minimum 1.0 will) and put it in the slot to the far right (call it the 'fuel' slot). Now, in the slots to the left, the four outside corner slots are your input, and the one in the middle is your output. Put, and into the four inputs.
It should create a. Basically, this is used to store will. However, before we start storing anything, put that petty tartaric gem you just made back into the Hellfire Forge in one of the input slots, and put an into another of the input slots. Congratulations, you now have a.
This useful tool will do several things. First off, everything it kills will automatically drop will, no more fooling around with snares. Second off, the more will you have on your person, the more damage it will do. Pretty nice sword. Now, make another Petty Tartaric Gem.
You're going to keep this one in your inventory. If you have any will left over, you can craft your at this time. It is quite easy to forget how to make it later on when you never use raw will, and I've forgotten that you could actually put up your Tartaric Gem away and still get raw will from kills with the Sentient Sword. PROTIP: Sentient Sword can be repaired in an, using a Crystalized Will. Since you won't have access to that for a bit, also know that you can craft two damaged Sentient Swords together to get a somewhat more repaired Sentient Sword, but it won't retain any enchantments this way.
Or you can just craft a new one, they aren't that expensive to make. There's also the Repair enchantment that will repair your sword at the cost of xp. With a Sentient Sword and a Petty Tartaric Gem, you are now ready to begin collecting Wills.
So now is also a good time to go over an important mechanic that is very easy to overlook about how to make things in the Hellfire Forge. There's two figures which will be important, your minimum number of wills, and the number of wills actually consumed, which might not be the same thing. Fortunately, JEI is particularly helpful in this regard, and if you look up the recipe for an item crafted in the Hellfire Forge, you should see a tab at the top that looks suspiciously like the Hellfire Forge, and mousing over the arrow on the page will tell you both how much will you need in the gem and how much will be consumed. Your Lesser Tartaric Gem is the next tier and it's gonna require a, and a Petty Tartaric Gem, and it's gonna require 60 will in your gem (nearly full), and 20 will shall be consumed from it.
While the Petty Tartaric Gem can store 64 will, the Lesser Tartaric Gem can store 256. Blood for the Blood Altar Now comes time for a part of the mod which users migrating from 1.7.10 will be all too familiar with: cutting yourself to make LP to make slates with. However, there's a few new tools to help you get through this stage of your life faster, let's go over them. The and the are back (although I don't recall if they were an addon-item, or 'vanilla' blood magic). Coat of Arms will absorb a very small amount of blood when you engage in combat.
The Bloodletter's Pack will passively harm you and store LP in the pack, but it won't bring you down below half health. Keep in mind the two armors will not get any benefit from any runes nearby, so they aren't the most efficient.
Still, passive LP gain is passive. The is new to 1.8+, and is an amazing thing. Basically, you're going to want to put this outside, with lots of different types of things around. The more different things, the better off you are., trees.
The tier 1 incense burner can have stuff in a 3x3 radius affect this. Then, you take your Sacrificial Dagger/Orb and mediate at the Incense Burner for a moment and come back to the Blood Altar to use it. In one shot, you'll see roughly 90% of your health gone, and you'll get a bonus multiplier of LP based on some complex formula that is based on how many different things are around your altar.
Once you get to higher tier altars, you can start creating paths to increase the radius around the incense burner that can affect the multiplier bonus you get, thus increasing said multiplier. You can find more details A Blood Mage's. Orbs Your orbs are one of your most useful tools. They are used frequently in crafting various tools of the trade, and are also used in storing LP in your soul network. Crafting one is relatively straightforward. Higher-tier orbs need higher-tier altars to create them with, different types of items, and increasingly large amounts of LP.
See the following pages on the Blood Orbs (in order of ascending tier):. Building and improving your Blood Altar Your Altar is more than just a single block. Well, okay, your tier 1 altar is, but if you wish to delve into the Dark Arts further, you will need to create a suitably impressive altar. Your Tier 2 altar shouldn't be too difficult; you just need a ring of eight around the base of your altar, one block below the level of the altar itself. Simple and straightforward, right?
Well, creating Blank Runes requires, which are crafted from a block of and 1k LP from your blood altar. And you're going to need LOTS of these. This is where this mod gets its (somewhat deserved) reputation for being 'grindy.'
Successive tiers require more and more complicated and expensive architectural designs. You can find the details.
The more intelligent of you may have noticed that I've referenced a 'Blank Rune', which probably means there are runes which are not, in fact, blank. Very astute of you, and quite correct. Runes can be used to increase the efficiency or capacity of your blood altar that you are crafting. Common runes include:. Makes your Sacrificial Dagger give you more LP. Combo with an Incense Burner for impressive synergy.
If you prefer to shed other's blood instead of your own, this will make your sacrifices produce more LP. Very handy when combined with the Well of Suffering ritual, or possibly a dark room situated above your altar to have a steady supply of victims handy. Increases the amount of LP that your altar can store. Very handy when crafting those higher tiered orbs, or other projects which call for extreme amounts of LP.
This helps your LP infusion happen faster. Very useful if your LP supply can handle it. There are others, but these will get you started.
Auras and will Once you have sufficiently advanced in your path, you will unlock the ability to manipulate the aura, which is to say, the wills infused in the very air around you. There are two important blocks involved in this process, the and the, both of which are made in the. As you start crystallizing will, you may also discover that there are different types of will in the world. About 90% of the ambient will is the raw will you have been working with. But every so often, you'll crystallize something different.
There's four other types of wills: Corrosive, Destructive, Steadfast, and Vengeful. You can also combine one of these types of will crystals with a tartaric gem to store that type of will. Using different types of will may affect your Sentient gear. Alchemical Arrays made easy, by Alphonse Elric There's another new crafting mechanic. To get started, we'll need some. That's going to require, and in your.
Don't worry, this stuff is multi-use, so you'll only need one pile of ash to begin with. When making an alchemical array, you have three things: The basic transmutation circle, the reagent, and the binding item being infused. Let's start with the trusty. We're going to need our Arcane Ash, a piece of Redstone, and a. Go out to a wide open area (preferably 5x5) that is able to see the sky. Right click your arcane ash on the ground, you should see a basic no-frills transmutation circle. Now right-click the redstone dust onto it.
![Torrent Magic The Gathering Books Wiki Minecraft Torrent Magic The Gathering Books Wiki Minecraft](https://d1u5p3l4wpay3k.cloudfront.net/minecraft_gamepedia/thumb/d/d0/BiomeSettlersPack1SP.gif/300px-BiomeSettlersPack1SP.gif?version=82c583faddfd0758daaf2d9a8b6c9e8c)
You should see the transmutation circle change, with a little eye in the middle. Now right-click with the Blank Slate.
You'll get a pretty little cinematic, and voila! Your Divination Sigil is ready.
All of your sigils are made in a similar fashion. Living Armor: all your enhancements are belong to us This suit of armor replaces the Bound Armor which, frankly. Was probably the most powerful suit of armor you could craft in 1.7.10. Sorry, but this armor does not make you invincible.
However, it does have some very interesting properties which you can go over. First off, you're going to need a Tier 3 Blood Altar to get to this, because you're going to need a which needs a to create, and a whole pile of.
The reason you're going to need the Common Tartaric Gem is that you need a minimum of 400 will in your to craft the needed for your Alchemical Array. Fortunately, it only drains 10 will at a time. Also, it does you no good to only make some of the pieces, you need all four equipped to gain any additional benefit, so you're going to need a minimum of 440 will before you proceed.
Living Armor is made in an Alchemical Array, using your Arcane Ash, a Binding Reagent, then a piece of Iron armor of the appropriate type to get a piece of Living Armor of that type. You'll also notice that this ritual is somewhat more. Than when you made your Divination Sigil. That's why I said earlier you're going to want at least a 5x5 clear area with access to open sky to use your alchemical arrays in. This armor will self-upgrade based on your actions.
So, if you are clumsy and keep falling down and taking fall damage, your armor might adapt and be able to protect you somewhat from fall damage. Those who use self-sacrifice may find their armor adapting to this method of generating LP and help you be more efficient in doing so. There's a lot of different things it can do, with the full list being found here. PROTIP: Living Armor, unlike the Bound Armor of previous versions, takes damage, just like regular armor does. You can repair it by using a Binding Reagent in an. The armor can also be enchanted with the Repairing enchant so that it will consume experience to repair itself.
So, you want to be a bit more specific as to which enhancements you want on your armor? Well, there's a ritual for that. It's called the, and it'll take all of your enhancements and pop them off, returning them in item form as Upgrade Tomes, which cannot otherwise be crafted. This allows you to mix n match to your heart's content. Oh, there's another ritual you should be aware of. The increases your number of upgrade points from 100 to 300. Ritualistic practices Since we've mentioned Rituals a few times, perhaps now is a good time to explain a bit more about them.
Basically, a Ritual is going to require a large area, because it's going to be a large multiblock structure that is going to produce an effect. Some of them are small, like the which creates source blocks in exchange for LP, whereas some of them are significantly larger, such as the I mentioned earlier.
First, you're going to need a, which requires ritual stones and some other fun toys. The next thing you need. Well, TECHNICALLY you don't need it, but only a fool will do rituals without one, is the.
This thing is your hot ticket to making sure you never screw up the placement of the ritual stones, because you shift-right click around until you find the ritual you want, then spam the master ritual stone. For the cost of LP, it will automatically place the proper ritual stones in their proper order, assuming the way has been made clear for it. You will need to upgrade your ritual diviner if you want to use Dawn or Dusk ritual stones. Once your ritual stones have been properly placed, you need a way to activate it, for this, you need a weak activation crystal, which is obtained by taking a (which is a handy way of running a furnace off of LP) and putting it in a Tier 3+ blood altar with at least 10,000 LP. Don't forget to right-click to bind it to yourself.
Alchemical dabbling A sufficiently advanced dabbler in the arts will discover that the crude potion brewing system can be significantly refined to produce many useful products, resources, and other such things. Many of these alchemical compounds will be necessary as you progress down the path of the blood mage. Some will even be able to augment the rituals you already have in various ways. This is, however, going beyond the scope of a beginner's guide, and so I shall simply leave it for you to discover on your own. JEI should be a help here.
In conclusion It's quite fascinating how this mod has evolved. I think the author has learned a lot of lessons from the issues arising from the previous version and made a much improved mod which I quite enjoy playing with. There's still quite a bit to the mod I haven't covered here, but this should be enough to at least get you started.
See also. Credits. This guide was originally created by ShneekeyTheLost. It has been adopted by this wiki.
Dominaria The majority of Magic's story is set on the plane of, and can be broken down into several distinct time periods each detailed in certain sets:. The Thran: The were a rane of master artificers who were destroyed by and his (converted Thran following him) during the Thran-Phyrexian War about 5000 years before the. They are only hinted at in the game, but 's novel The Thran explores their culture in some depth.: War between Urza and Mishra, two brothers who were trained by the archaeologist and artificer Tocasia in creating magical devices based on ancient Thran technology. As their power as artificers grew, so did their enmity, eventually erupting in an all-out war utilizing powerful constructs. Marshalling vast armies aided by their impressive machines (some of the old Thran Empire, some newly made) the brothers staged a series of battles. The war devastated the land of Terisiare on the plane of Dominaria and culminated in a world-devastating climax on the island of Argoth. This caused the Dark, the climate changes which led to the Fall of the Sarpadian Empires and finally to the Ice Age.
The Brothers' War predated 5 color magic; it was fought with artifacts. This story is the basis for the Antiquities expansion and later the Urza's Saga Block. The Dark: The devastation wrought by the Brothers led to the fall of many civilizations and the beginning of a Dark Age in Dominaria. The destruction of Argoth caused a that would later lead to the Dominarian Ice Age. This story is portrayed in the Fallen Empires and The Dark expansions.
In this age Terisiare's survivors were bitterly opposed to magic. Tiny, insular villages dotted a wasted, goblin-infested landscape. Fanatical priests controlled a few powerful city-states. Preachers and witch-hunters hunted the countryside for the few remaining wizards. Despite this oppression, it is during this era that mortal wizards first discover the five-color nature of magic. This story is fully explained in the novel The Gathering Dark by Jeff Grubb. The following Ice Age is detailed in Eternal Ice and The Shattered Alliance, also by Jeff Grubb.
Fallen Empires The harsh climatic changes that followed the destruction of Argoth caused the southern continent, Sarpadia, to struggle for survival. The elves and humans of Sarpadia begin breeding primitive but adaptable subspecies: saprolings and thrulls, respectively. These creatures soon turn on their creators and terrorize the people of Sarpadia, while the Merfolk suffered an invasion of crustacean-like homarids, which benefitted from the cooling oceans.
Barraged by invading orcs, goblins, homarids, thrulls, and even fungus, the civilizations of Sarpadia are destroyed, and the continent falls into darkness. The Ice Age: The climate-altering effects of the devastation continued leading to a global ice age. New empires rose and fought in the cold.
Eventually this cooling climate was reversed and life returned to normal. This story is portrayed in the Ice Age, Alliances, and Coldsnap expansions, and in the novels Eternal Ice and Shattered Alliance by Jeff Grubb. Jeff Grubb also wrote a short story 'continuing' the story for Coldsnap, which is located in the Player's Guide insert you can find in a Coldsnap Fat Pack.
The Homelands This short interlude depicts the decimated plane of Ulgrotha, in which many civilizations struggle for power against Baron Sengir, a powerful vampire who has manipulated a number of other characters into serving his ends. The Serra and Feroz turn the balance in favor of the light, but are killed in battle against a crazed alien planeswalker.
![Torrent Magic The Gathering Books Wiki Minecraft Torrent Magic The Gathering Books Wiki Minecraft](https://d1u5p3l4wpay3k.cloudfront.net/minecraft_gamepedia/b/b5/Halloween_Mash-up.jpeg?version=da398a1aac9f4b152fe727692530ff88)
The story has no concrete ending. The Phyrexian Invasion: After millennia of peace, the machine-like Phyrexians, who originate on a hellish mechanical world, invade the world of Dominaria led by the former Thran from the of Rath. The Phyrexian invasion divides in many sub-stories. The Urza Saga: Following the destruction of Argoth, Urza becomes a planeswalker and foresees the invasion of Dominaria. Urza's travels lead the war to the peaceful universe of Serra's realm which is destroyed by Phyrexian armies; survivors of the plane flee to Dominaria and Ulgrota. In preparation for the invasion, Urza creates the Tolarian academy, a research and development laboratory-school in which he and other mighty wizards train mages for the upcoming invasion and experiment on weaponry development, time-travel and genetic manipulation in hopes of creating a defensive army. The time experiments lead to a temporal collapse and the academy becomes laced with time fractures, which are both dangerous and useful to the inhabitants.Urza himself develops a fearful Legacy Weapon and a self-aware golem which, combined, can defeat any foe.
This story arc is linked to The Thran, Antiquities, The Dark, Ice Age and Homelands and is depicted in the books The Brothers War, Planeswalker and Time Streams. The Legacy: This follows the travels of many brave adventurers from all across Dominaria who, aboard Urza's vessel 'The Weatherlight', seek to collect the different artifacts left by Urza and necessary to assemble the Legacy Weapon. Opposed to them, many Phyrexian allies or lords will try to stop them from their quest. This story arc is the longest in the Magic continuity and their characters are depicted in the Weatherlight, Tempest, Stronghold, Exodus, Mercadian Masques, and Nemesis card sets, later the story continues and concludes in the Invasion arc. Prophecy: Parallel to the 'Legacy' history, and following the Mirage and Urza's Saga histories, in Dominaria the warrior kingdom of Keld ensues war all across Jamuraa. Many wizards from the Tolarian academy aid the federation of Jamuraa and succeed in stopping the Keldons' warmongering. The Invasion: The dreaded Phyrexians finally come to Dominaria across many 'planar portals' and Urza, who has been spending thousands of years planning a defense against the Invasion, implements his plans.
The Weatherlight leads the Dominarian forces, but the widespread chaos, and the uncompromising nature of Urza's tactics, threaten to destroy the plane. The arrival of Yawgmoth himself leads to the Apocalypse, but he is finally defeated by the fully-assembled Legacy Weapon. The Invasion itself occurs in the Invasion block, but is linked to all previous story arcs. From this point on, the publishers switch to a series of self-contained plotlines with occasional links to older stories, rather than sweeping epics spanning years of card releases. Otaria: One hundred years after the devastation of the Invasion, Dominaria is still in the process of rebuilding. This part of the story takes place in Otaria, a devastated continent that was, surprisingly, the place least affected by the Invasion. It centers on Kamahl, a barbarian, and his quest to get the Mirari, a magical orb of seemingly endless power.
Onslaught: Having acquired the Mirari with devastating effects, Kamahl renounces it and tries to be rid of it, but the events he triggered have gone far beyond his control. The story shifts to a battle between Akroma, an angel, and Phage, Kamahl's corrupted sister, who kills with a touch. As zealous armies gather behind each of them, Kamahl needs to end their escalating conflict before Otaria itself is decimated. To this end, he recovers the slumbering Mirari and allies himself with three ancient gods who have been waiting for these events to happen again.
This story is linked to Mirrodin, and sets the scene for the first major storyline not set on Dominaria.: The story of Mirrodin takes place on a new, metal world, created by the planeswalker Karn and populated by races stolen from other worlds. Glissa, an elf, and her allies strive to assemble the mythical Kaldra, so that they can defeat the crazed Memnarch, who lives inside the hollow world. All the while, we learn about the history of Mirrodin, and its loose, but nonetheless present, connection to previous storylines based on Dominaria. The Mirrodin story is the first of the new year-long, three-set story arcs, having started in 2003 with the release of Moons of Mirrodin and continuing with 2004's The Darksteel Eye and The Fifth Dawn.
The Kami War: The plane of Kamigawa is naturally divided in two: the kakuriyo Kami world (spirit world) and the utsushiyo material world; both working and operating harmoniously until the Kami began to attack the material world twenty years before the story opens. The books follow the lone Toshiro Umezawa and the princess Michiko as they try to bring peace to Kamigawa. As well as giving the game an unusual, strong Oriental feel, this storyline is interesting in that the designers deliberately tried to give the story a strong influence over the game itself.
Instead of relying on the traditional 'color wheel' conflict (the game of Magic: the Gathering is based on a five-point circle of allied and enemy color affiliations), the color any given card is may often be less important than whether is has a Kami or Material theme.: Ravnica is a plane covered almost entirely in cityscape. The city's ten 'guilds', political organizations each based on a different two-color mana pairing, warred for a long period of time.
After the conflict, a magical document, the Guildpact, was created to ensure that the plane remained at peace and that the guilds would constrain themselves to their social roles. The main storyline begins 9,999 years later, as anticipation of the decimillennial anniversary builds. The once-noble guilds have corrupted and decayed over time, and a great political gridlock is all that keeps Ravnica stable. A series of protagonists - most notably Agrus Kos, a law enforcement officer from the Boros League, and Teysa Karlov, a lawmage from the Orzhov Syndicate, uncover the plots of the various guildmasters, as well as the ambitions of the 'secret guild', House Dimir. The flavor of the cards again exerted considerable influence over the mechanics of the game, encouraging players to build decks devoted to a particular guild. Time Spiral: The Time Spiral block returns to a post-apocalyptic Dominaria.
Teferi, a planeswalker, abandoned Urza during the Phyrexian Invasion by 'phasing' (temporarily removing from reality) two landmasses known as Shiv and Zhalfir out. He returns to Dominaria to find it in a state of ruin. In addition to having been almost totally devastated by the Apocalypse, mysterious 'time rifts' have opened in the skies across the plane, making planeswalking and spellcasting more difficult. Teferi wants to ensure that Zhalfir and Shiv return to Dominaria safely - however, the time rifts, and the considerably deteriorated state of the plane itself, mean that the two continents no longer 'fit.' Should Zhalfir and Shiv land, Dominaria and the entire Multiverse would be destroyed. The Time Spiral block was billed as Magic's block, and would revisit themes and characters from every storyline up to the end of the Otaria arc. As the Invasion did before the time spiral story is linked to any other story arc before it, harkening back to many earlier settings and characters, even those outside of Dominaria.
It was during this block that The Mending occurred, greatly reducing the powers of all planeswalkers.: Whereas most blocks consist of three sets, it was decided to turn the 2007/08 block into two mini blocks of two sets each. The focus of the first is the plane of Lorwyn, an idyllic, perpetually sunlit world populated by a wide variety of civilized species. These tribes are generally peaceful but keen to keep to themselves.
The story centers around an elf outcast named Rhys who has triggered a series of events foreseen by his mentor, Colfenor, and a flamekin pilgrim named Ashling who believes her path and Rhys's are the same. The coming, an annual event when the plane darkens and lights appear in the sky, is the key to whatever it is that Rhys needs to do.: Rather than passing harmlessly as it normally does, the Aurora instead transforms Lorwyn into an eerie reflection of itself. The idyllic, sunlit world is replaced by the shadows and omnipresent malice of Shadowmoor. Landscapes, races and even individuals become twisted alternatives with no indication that their Lorwyn selves ever existed. Ashling, now known as the Extinguisher, has a central role in this shift, and it falls to Rhys (an elvish hero in this place) and Maralan, a mysterious elf and one of the very few unchanged by the transformation, to discover why.: The plane of Alara was shattered long ago by an unknown force; it is now split unequally into five unique shards, each having no knowledge of the others. Each shard was denied two of the five colors of magic by the event (the inhabitants of each shard have no recollection of the missing two colors of mana), and have evolved around their remaining three: The militant, feudal, sun-dappled plane of Bant, the scientific, order-obsessed, windy and cloud covered plane of Esper, the desperate, lifeless, blackened plane of Grixis, the violent, harsh, volcanic plane of Jund and the green, lush, stampeding plane of Naya. Many species die off, evolve, or border extinction in each shard due to insufficient mana sustenance (Zombies can't survive without black mana, angels can't survive without white mana etc.), and others thrived.
The force that shattered the plane is unknown, but believed to be the five-headed hydra Progenitus (for unknown reasons) who disappears at the shattering of the plane and reappears in the expansion: Alara - Conflux when the shards are reunited.: The shards of Alara which were on a long but inevitable collision course with one-another finally collide together once again. This event known as the conflux was about as catastrophic as the split.
Now each shard finds itself clashing borders with two foreign shards and each shard begins to wage war on their foreign invaders. Due to the new mana colors available mages and the curious begin experimenting with the new magics making the conflux even more unstable. Each shard begins to change, the land becomes altered, creatures begin to wander and live on other shards, reality of how things are drastically change. The food chain in Jund begins to deviate. The traditional organized fighting of bant starts to break down. Grixis now has a way of obtaining new life force, etc. The center of the plane touches all shards and is introduced to all five mana colors in an intense maelstrom causing incredible new creations.
Over time, Planeswalker's powers have greatly diminished, and a certain Planeswalker, Nicol Bolas, once the most powerful planeswalker in existence, wants to use Alara to re-acquire his lost power. From the shadows, Nicol Bolas spreads corruption into all shards of Alara. Through different groups in each shard, Nicol Bolas spreads fear and rumors of war to achieve his own ends.