Planescape: Planescape Details
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Mechanics | Planescape Details |
I've been a fan of the long-defunct Planescape setting for D&D for a long time, ever since I played the game Planescape: Torment back in the late 90's. I've wondered for a while about creating an MTG set that uses Planescape as a setting. It is a very creative setting and provides a pretty rich pre-established lore and flavor to draw from. The idea here is not to copy over the mechanics of D&D in any way, but to adapt the setting and lore of Planescape to an MTG set. So I'm taking the plunge here and trying to conceptually develop this idea from the ground up.
Concepts and Themes
- Land/Nonbasic land matters. The nature of Planescape is a cosmology of the planes, connected through portals, mostly notably with Sigil at the center connecting them all. The scope and character of traveling the planes is best represented by nonbasic lands and cards that care about nonbasic lands.
- DFC/Transform. The power of belief and the transformative nature of planar travel is represented by DFC.
- Planeswalker matters. Planeswalkers and cards that care about them are naturally fitting for a setting based on traveling the planes.
- Exile matters. Traveling the planes is of a greater scope and sometimes of a more intangible in nature than normal worldly travel, representing alternate dimensions of reality, represented by exile and flicker.
- Legendary (subtheme). Planescape is rife with pre-established people and places to draw from that would qualify as legendary.
- Imagination and belief. Part of the theme of Planescape is that belief effects reality, with the planes potentially changing to adapt.
- Exoticism. Planescape is purposefully meant to break fantasy genre cliches. It contains exotic races and monsters and environments.
- Factional conflict. Planescape has a notable number of factions in its lore, both pre and post faction war (we'll be using a selection from the post-faction war factions). These define core philosophical camps that intimately relate to the setting and map to the colors.
- Rule-Of-Three. The Rule-Of Three is a general principle that things tend to happen in threes, which also governs the way the planes operate.
- Unity-Of-Rings. The principle of the Unity-Of-Rings represents the fact that the planes and the forces which they represent are ultimately circular in nature and part of a whole, with the cosmology of the planes being a unity of all of the colors.
Mechanics
DFC/Transform
Gate
Nonbasic landcycling - ([Cost], Discard this card: Search your library for a nonbasic land card, reveal it, and put it into your hand. Then shuffle your library.)
Portal - [Cost] (Exile this spell as it resolves. You may cast it transformed from exile for its portal cost.)
Non-Keyworded Mechanics
Whenever a permanent or spell you control transforms, [Effect].
Whenever a Gate enters the battlefield under your control, [Effect].
Planescape Races
Races by Color
- Human, Aasimar, Zenythri, Air Genasi
- Dabus, Tuladhara, Water Genasi
- Tiefling, Githyanki, Bladeling
- Githzerai, Khaasta, Nathri, Fire Genasi
- Bariaur, Shad, Tuladhara, Earth Genasi
- Modron
Race Descriptions
Aasimar - The Aasimar are humanoids with celestial blood in their veins and radiant features, with an ancestor from the upper planes.
Air Genasi - The Air Genasi are descended from Djinn and inhabitants of the Elemental Plane of Air, with lightly blue tinted features.
Bariaur - The Bariaur are nature-loving inhabitants of the upper planes, native to Ysgard, with features between a human and a ram.
Bladeling - The Bladleling are xenophobic and evil inhabitants of the plane of Acheron, mostly made of metal.
Dabus - The Dabus are floating, alien-like inhabitants of Sigil, directed by the Lady of Pain, who speak in symbols and repair the city.
Earth Genasi - The Earth Genasi are descended from Genies and the Elemental Plane of Earth, with solid bodies and rough skin.
Fire Genasi - The Fire Genasi are descended from Efreet and the Elemental Plane of Fire, with red and glowing features.
Githyanki - The Githyanki are evil descendants of ancient humans enslaved by the Illithid empire on the Astral plane, with gray skin.
Githzerai - The Githzerai are related to the Githyanki, but follow Zerthimon and value freedom above all else, with dark yellow skin.
Khaasta - The Khaasta are a chaotic race with features similar to lizardfolk, known for being opportunists and raiders.
Modron - The Modron are a race of constructs devoted to pure law from the plane of Mechanus. Rarely one goes rogue and becomes individual.
Nathri - The Nathri are a race from the Ethereal plane, with short features, wide faces and green skin.
Shad - The Shad are a lost tribe descended from the Elemental Plane of Earth, connected to plant life, with flexible bodies and large eyes.
Tiefling - The Tiefling are the descendants of humans and lower planes denizens, with fiendish traits like horns and tails.
Tuladhara - The Tuladhara are the descendents of the Rilmani, infused with the essence of neutrality, with large glowing eyes and green skin.
Water Genasi - Water Genasi are descendants of creatures from the Elemental Plane of Water, with webbed feet and scales.
Zenythri - The Zenythri are descendants of creatures from the lawful planes, with beautiful sculpted features.
Planescape Factions
Fraternity of Order
The Fraternity of Order believes that knowledge is power, especially with regard to the laws of the planes. They are well known for being involved in government and legal affairs, utilizing technology, and for being highly protective of their secrets. Their base is located on the plane of Mechanus and its gate-town Automata in the Outlands. The Fraternity of Order's ranks are mainly filled with Humans and Zenythri, and they are known to work with the Modrons. Other more powerful forces associated with the Fraternity of Order are Nagas, Angels, Archons, and Inevitables.
Archetypes: Flicker/Bounce, Artifact Matters/Tokens
Mind's Eye
The Mind's Eye are known as seekers and visionaries who view the planes as their personal playground. They believe in the power to reshape reality, especially themselves, and that everyone has the potential to become a god or move on to a higher state of existence. Their base is located in the Hinterlands in the Outlands. Tieflings and Nathri are often naturally drawn to The Mind's Eye. Their ranks also include Djinns, Hags, and Succubus, and they are associated with powerful creatures such as Illithids and Aboleth.
Archetypes: Cruel Control, Library/Hand Matters
Doomguard
The Doomguard are proponents of embracing the power and inevitability of entropy, and they are consequently often associated with destructive tendencies. They are one of the least trusted factions in the planes because of this. Their base is located on the Negative Quasi-Elemental Plane. Githyanki, Khaasta, and Fire Genasi are often attracted to the Doomguard, and other more powerful creatures associated with the Doomguard are Demons, Devils, Efreet, and Ogres.
Archetypes: Destruction, Burn
Revolutionary League
The Revolutionary League represents a loose alliance of philosophical anarchists and rebels who believe in freedom from authority above all else. They believe in the liberation of the planes from all hierarchies. Their base is located on the plane of Carceri. Githzerai and Bariaur tend to be intuitively attracted to The Revolutionary League, and they are known to command and associate with powerful creatures such as Dryads, Minotaurs, Trolls, and Chaos Beasts.
Archetypes: Aggro, Ramp/Land Control
Ring-Givers
The Ring-Givers are a group of ascetics who favor self-reliance and giving up on material possessions, and value charity and altruism. They believe that you get back what you give and that the planes naturally function based on a system of karma. Their base is located in the city of Sigil. The ranks of the Ring-Givers are commonly filled with Humans, Aasimar and Shad. Other powerful creatures associated with the Ring-Givers are Centaurs, Pixies, Spirits, and Treants.
Archetypes: +1/+1 and Loyalty Counters, Anti-Artifact
Dustmen
The Dustmen believe that this life is a shadow of existence, and that everyone has already died and transitioned to this poor substitute. They see no value in life, accepting death, working to prepare themselves for True Death. Their base is located on the Negative Energy Plane, though they also still operate out of Sigil's Mortuary. The bulk of Dustmen are Humans and Tieflings, while the rest tend to be intelligent undead, such as Liches and Vampires. The Dustmen are also known for commanding undead creatures such as Zombies, Ghouls, Mummies, and Skeletons.
Archetypes: Graveyard/Exile Matters, Life Matters
Free League
The Free League believe in freedom of thought, imagination and creativity. They think that everyone should be able to independently develop their own beliefs for themselves and value abstract experimentation and innovation. While not unified enough to have a base, they are known to be spread across the Outlands. Githzerai and Nathri are often drawn to the Free League, and they are known to accept the bold and different. They are also associated with Chimera, Mimics, Manticores, and Golems.
Archetypes: Variant Instant and Sorceries
Fated
The Fated believe in a crude philosophy of survival of the fittest and might makes right. They think that the planes are rough and exist for those who can take them, with everyone naturally pursuing their own power. Their base is located on Ysgard and its gate-town Glorium in the Outlands. Bladelings, Githyanki, Bariaur, and Earth Genasi are often attracted to the Fated. The Fated are also known to associate with and command powerful creatures such as Werewolves, Worgs, Devourers, and Dinosaurs.
Archetypes: Big Creatures, Sacrifice
Harmonium
The Harmonium are a well meaning but at times militant and hard-headed group who believe in a unified organization of the planes. They tend to favor the idea of peace through strength and unity of belief, and are passionate zealots for what they believe to be the good. Their base is located on the plane of Arcadia. Zenythri and Fire Genasi are often attracted to the Harmonium, followed by Humans. The Harmonium also are associated with powerful creatures such as Giants, Titans, Azers, and Pegasus.
Archetypes: Weenie, Temporary Control
Society of Sensation
The Society of Sensation believes that breadth of experience equals power and enlightenment. They think that experiencing something is the only way to understand it and one must expose oneself to as many experiences as possible. Their base is located on the plane of Arborea. Bariaur and Nathri are often found within the ranks of the Society of Sensation, and they are popular with travelers from across the planes. The Society of Sensation also is associated with Sphinxes, Hydra, Hippogriffs, and Griffins.
Archetypes: Transform matters, Multicolor matters
Planescape Planes
Single-Color Planes:
Elysium -
Mechanus -
Gray Waste -
Limbo -
Arborea -
Outlands -
Dual-Color Planes:
Celestia -
Baator -
Abyss -
Ysgard -
Beastlands -
Acheron -
Pandemonium -
Carceri -
Arcadia -
Bytopia -