Lore & Story

Every Plane in Magic

Magic is not set in one world. It is set in a Multiverse of them, and each set picks one. Here are the 32 planes with a real story attached, what happens on each, and which sets go there.

What a Plane Is

A plane is a self-contained world: its own geography, its own physics, its own people, sitting in the Blind Eternities alongside all the others. Together they are the Multiverse. Almost every character in Magic lives and dies on one plane without ever learning the rest exist.

Until recently the only way across was a planeswalker spark. Since the Omenpaths opened at the end of the Phyrexian invasion, anyone can travel, which is why sets since then wander so much more freely. The arc that opened them →

For six of these worlds a single card does more introducing than a paragraph can.

Where the Story Goes Now

Planes the last few years of sets have visited. Since the Omenpaths opened, a set no longer needs a planeswalker to justify going somewhere, so this list turns over faster than it used to.

Eldraine

Fairy tales played straight: knights, questing, and a wilds half where the stories are older and meaner than the court half admits.

Throne of Eldraine·Wilds of Eldraine

Ixalan

Dinosaurs, pirates, vampire conquistadors and a merfolk empire, all converging on a golden city that spent most of its history buried.

Ixalan block·The Lost Caverns of Ixalan

Ravnica

A single city covering the entire plane, run by ten guilds under a magically binding treaty. The most revisited plane in Magic.

Ravnica block·Return to Ravnica block·Ravnica Allegiance·War of the Spark·Murders at Karlov Manor

Thunder Junction

A frontier plane opened up by the Omenpaths, and the first world in Magic settled by outlaws from everywhere else rather than by natives.

Outlaws of Thunder Junction

Bloomburrow

A world of small animals living small-animal lives, with predators as its apocalypses. No humans at all.

Bloomburrow

Duskmourn

A haunted house that ate its own plane and kept growing. Survival horror, and the newest world on this list.

Duskmourn: House of Horror

Avishkar

Formerly Kaladesh: an aether-powered world of inventors, and Chandra's home. Renamed in the fiction, which is why both names are in circulation.

Kaladesh block·Aetherdrift

Muraganda

A primal plane of dinosaurs and untamed magic, reached through the Omenpaths and raced across.

Aetherdrift

Tarkir

Five clans built around five dragon aspects, on a plane whose own history was rewritten by time travel so that the dragons never died out.

Khans of Tarkir block·Tarkir: Dragonstorm

Arcavios

Home of Strixhaven, a magic university with five colleges founded by five ancient mages, each a pair of colors.

Strixhaven: School of Mages·Secrets of Strixhaven

Lorwyn

An endless golden afternoon that periodically flips into Shadowmoor, its own dark half, taking every inhabitant with it.

Lorwyn·Shadowmoor·Lorwyn Eclipsed

Hexhaven

A corrupted mirror of Strixhaven in the Echoverse, reusing its magic against it. Preview coverage; the set is not out yet.

Reality Fracture

The Classic Planes

Worlds the story keeps returning to, most of them established long before this site's set coverage begins. Where a set is named without a link, we have not written that guide.

Dominaria

The original plane and the story's home ground. The Brothers' War, the Weatherlight Saga, Yawgmoth's invasion and the Mending all happen here.

Antiquities·Weatherlight Saga·Time Spiral block·Dominaria United·The Brothers' War

New Phyrexia

Formerly Mirrodin, a plane of living metal built by Karn and lost to the Phyrexian oil he carried there. One plane, two names, and the second is the story.

Mirrodin block·Scars of Mirrodin block·Phyrexia: All Will Be One

Innistrad

Gothic horror: vampires, werewolves, a church built around an angel Sorin made, and the humans caught between all of it.

Innistrad block·Shadows over Innistrad block·Midnight Hunt·Crimson Vow

Zendikar

An adventure world whose landscape actively fights back, built as a prison for three Eldrazi titans and much the worse for it.

Zendikar block·Battle for Zendikar block·Zendikar Rising

Theros

Greek myth with the metaphysics made literal: gods exist because people believe in them, and weaken when belief moves elsewhere.

Theros block·Theros Beyond Death

Amonkhet

An Egyptian-styled plane Nicol Bolas rebuilt into a machine for producing an undead army, then abandoned once it had served.

Amonkhet·Hour of Devastation

Kamigawa

A plane where the spirit world and the physical one are the same place, and a war between them nearly ended both.

Champions of Kamigawa block·Kamigawa: Neon Dynasty·Kamigawa: Titanbreach

Alara

One plane shattered into five shards, each missing two colors of mana, then forcibly reassembled by Nicol Bolas for his own reasons.

Shards of Alara block

Kaldheim

Ten realms on a world tree, Norse in shape, with gods who are powerful people rather than divine ones.

Kaldheim

New Capenna

An art deco city run by five crime families, each descended from angels who made a bargain nobody has fully explained.

Streets of New Capenna

Ikoria

A plane of enormous monsters, where humans survive in fortified cities and bonding with a monster is a recognised discipline.

Ikoria: Lair of Behemoths

Zhalfir

Teferi's homeland, phased out of reality to save it from Phyrexia and absent from the story for twenty years. Returns as its own plane in 2027.

Mirage block·Zhalfir

Rath

An artificial plane built to overlay and invade Dominaria, ruled by Volrath. It is where the Weatherlight Saga spends most of its middle.

Tempest block

Serra's Realm

A plane the planeswalker Serra made by hand, and one of the clearest illustrations of what pre-Mending walkers could actually do.

Homelands·Urza's Saga

Shandalar

A high-fantasy plane saturated with mana, best known outside the cards as the setting of the original Magic computer game.

Mostly told outside sets

Ulgrotha

A plane exhausted by a planeswalker war before the story arrives, left with a settled, folkloric quiet.

Homelands

Rabiah

Magic's Arabian Nights plane, and one of the oldest settings in the game. Rarely revisited, frequently referenced.

Arabian Nights

Mercadia

A plane of merchants and manipulation where the Weatherlight crew spend an arc being comprehensively conned.

Mercadian Masques

Fiora

Home of Paliano, a city whose politics are the entire setting. Built for multiplayer intrigue rather than for a story arc.

Conspiracy·Conspiracy: Take the Crown

Nauctis

Magic's first fully underwater plane, announced for 2027. Preview coverage only.

Nauctis

Named, but Barely Visited

These exist in the fiction and almost nowhere else: a plane a planeswalker mentions passing through, or one named on a single card. They are listed for completeness rather than written up, because there is nothing to write.

  • Vryn
  • Regatha
  • Kephalai
  • Belenon
  • Kinshala
  • Segovia
  • Kylem
  • Equilor
  • Pyrulea
  • Iquatana
  • Moag
  • Xerex
  • Gargantikar
  • Gobakhan
  • Mongseng
  • Antausia
  • Azgol
  • Arkhos
  • Bolas's Meditation Realm

Plenty of others have been named once and never returned to. Where a plane matters to a character rather than to a set, the person is usually the better handle: Ugin, the Spirit Dragon is a more useful entry point to Tarkir's history than Tarkir is. Every planeswalker, by arc →

FAQ

What is a plane in Magic: The Gathering?

A self-contained world with its own physics, geography and inhabitants, floating in the Blind Eternities alongside every other one. The collection of them is the Multiverse. Almost everyone in Magic lives and dies on a single plane and has no idea the others exist; planeswalkers, and since the Omenpaths opened anyone at all, can travel between them.

How many planes are there in MTG?

Dozens have been named and only a fraction have ever been visited by a set. This page describes about thirty in detail and names another nineteen that exist mainly as a reference on a card, which is roughly the honest split. New ones are added regularly, so a fixed number goes stale fast.

Which plane should I start with?

Dominaria, because most of the story's foundational events happen there and nearly everything else refers back to it. Ravnica is the best second stop: it is the most revisited plane in the game and its ten guilds are the vocabulary a lot of Magic conversation runs on.

Are Universes Beyond sets set on planes?

No. Final Fantasy, Marvel, Avatar, Star Trek and the rest are set in their own worlds, outside Magic's continuity, and do not become planes of the Multiverse. That is why they carry no story weight in the arcs and are not listed here, whatever their cards are legal in.

What happened to Kaladesh?

It is now called Avishkar in the fiction. The plane did not change; its name in the story did, which is why both are in use and why older articles and newer ones can look like they are describing two different worlds.

Story current through Lorwyn Eclipsed. Planes are added and revisited with every year of sets, and the Echoverse entries are preview coverage rather than history.

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