Tarkir: Dragonstorm Is a Masterclass in Staying True to Lore

Introduction: A Return to Tarkir 

Tarkir Dragonstorm Narset

Magic: The Gathering is not a game of one setting alone. The basis of almost every core Magic set release centers around one of the many planes of the game’s multiverse. Importantly, throughout Magic’s history, the game has returned to some of its most iconic settings multiple times. For instance, the towering city plane of Ravnica, the jungles of Ixalan, and the war-torn steppes of Tarkir are all iconic planes that Magic returns to time and again. 

Yet, not every return has been faithfully executed. Whether the art looks strange for the setting, characters don’t seem themselves, or the plane is off, despite Wizards of the Coast’s best efforts the setting simply isn’t right. Perhaps the most blatant offender of this concept is 2024’s infamous Murders at Karlov Manor (MKM) set. 

Returning to Ravnica, MKM left players questioning what was happening to the beloved plane. The world that is home to the original and iconic two color guilds, felt wrong. As if the entire setting was transforming into a weird murder mystery episode with no focus on what made the plane special. In addition to a strange change to the setting, many of the mechanics of the set were poorly received. Overall, the set just didn’t feel faithful to what it was meant to be representing. 

Of course, coming off the heels of Ravnica Remastered didn’t help the set. Furthermore, Outlaws of Thunder Junction following closely behind felt like more of the same. Yet, a year later Magic fans see the game return to another extremely iconic setting: Tarkir. 

With Tarkir: Dragonstorm players are travelling back to the iconic land that inspires the three-color clans of Magic the Gathering. Yet, unlike MKM, this return to a familiar plane remains faithful to its setting. Here’s how the new set nails Tarkir. 

A Land of Khans and Dragons 

Tarkir Dragonstorm Clans

The plane of Tarkir is perhaps most notably known for two things. The first, is the five clans that make up its inhabitants, each consisting of three distinct colors in Magic’s famous color pie. The second, and most relevant to the new set, is the dragons. Importantly, there is a whole history and deep lore to Tarkir, its clans, and its dragons, but that is for another article. 

The important point to be made here is that Tarkir: Dragonstorm embraces the clans and the dragons. The set understands the past of the plane and doesn’t attempt to diverge from what its main facets are. Unlike MKM, this set doesn’t feel like a bunch of beloved characters playing dress-up. It feels like a true return to a plane that Magic players had last seen over a decade ago. 

This isn’t to say that the set is without new features. On the contrary, the point to be understood is that a player can look at a card from the set and think “that is from Tarkir.”

One of the main concepts that Dragonstorm executes so well is the clans. For instance, The Mardu Horde retains its militaristic and warrior culture focus. A player can look at a card and guess that it belongs to the Mardu without even seeing the color pips. At the same time, the dragons of the plane are well done, reflections of the landscape and cultures of Tarkir. 

The five spirit dragons of the clans represent them perfectly. Teval, the spirit dragon of the Sultai Brood, looms over its foes with a foreboding air. Shiko, the spirit dragon of the Jeskai Way, stands with a calm majesty. Overall each of the five spirit dragons each perfectly encapsulate the plane and its peoples. 

The Gameplay Mechanics 

Tarkir Dragonstorm

So, the set effectively captures the essence of the plane. However, by keeping its consistency with what players expect Tarkir to look like, the set also translates its gameplay into what players expect the plane to play like while presenting new mechanics to play with. 

Having just attended two pre-release events this past weekend, the cards play great. Each three color clan comes with their own unique mechanics that not only make for fun gameplay but fit thematically as well. 

Mardu stays true to the Horde theme with their unique mechanic Mobilize which makes them an army as they go to combat. The Abzan Houses come ready for a siege with the Endure mechanic, letting them make spirits or buff their creatures. And the Temur Frontier lets players cast spells again from the beyond using their creatures to help lower the cost. 

Overall, each of the five different mechanics of the set stay true to theme and make for fun and diverse gameplay. Learning the different combos, playing around new mechanics and abilities, and seeing the awesome art all make for a great gameplay experience. 

Not to mention, each individual card, its effects, and its art all scream Tarkir. The armor of the warriors, the background of the lands, the mighty dragons, it all maintains a beautiful faithfulness to the plane.

Additionally, the mechanics of the set just fit. They don’t feel overcomplicated. They are fairly simple, fun, and effective. Furthermore, they feel strong. 

Conclusion 

Tarkir: Dragonstorm is a breath of fresh air in the Magic scene. It successfully hits everything it needs to in order to feel authentic to its setting. Impressively, it also doesn’t need to rely completely on nostalgia bait to do so. Despite some returning faces in the set, the cards do feel brand new with homages to the original Tarkir scattered throughout. Yet, the consistent concept that remains throughout the set is that it feels like Tarkir. 

Through its embracing of the clans, the representing of the dragons, and its fantastic mechanics, the set feels truly faithful to Tarkir. If you are a Magic player and haven’t had the opportunity to check out the set, please do. If you are a Magic player who enjoyed the first Tarkir block, then you’ll truly feel the nostalgia while playing with these cards. 

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