Last updated on September 18, 2026

Jace's Machinations | Illustration by Serena Malyon
Magic has always been better at geography than history. Cards are fantastic at giving us glimpses of other worlds: Their landscapes and creatures; their cities (sometimes thriving, sometimes just old ruins); their inhabitants with their food, clothes, customs. The art and flavor text are great for showing us what ordinary people there look likeโฆ and the dangers, monsters, and occasional world-ending monstrosities they face.
Cards are much worse at telling a story in the classic sense, though: explaining what happened first, what happened next, why that changed a character, and why something that somebody may have done three sets ago matters now.
In other words, Magic cards are great at places, but not so much at plot. And, a bit ironically, Universes Beyond sets may understand that better than Magicโs in-universe sets.
What Kind of Tale Can a Card Tell?

Eฬomer, Marshal of Rohan | Illustration by Jesper Ejsing
Iโm not saying that Magicโs original worlds shouldnโt have stories. Stories give worlds context, texture, and coherence. Characters in those worlds give us somebody to care about: either somebody weโd like to beโฆ or somebody weโd like to obliterate to save the day.
But thereโs a difference between Magicโs worlds having a story behind them, and Magic cards being a good medium for telling one.
A novel is sequential by nature. Page 73 comes after page 72. A television series gets Episode 4 after Episode 3. The author controls when we learn something, when a character changes, and when a mystery finally pays off. And sequencing matters a lot for good storytelling. If we learn that Darth Vader is Lukeโs father before we actually meet Vader, weโve basically received the same facts, but definitely not the same story!
Magic cards donโt work like that, at all. Thereโs no way to control which cards youโll see first, or even which cards youโll see at all because the cards youโll want to play depend a lot on the format.
One of my personal favorites is รomer of the Riddermark, because I loved the character in the books and won a lot of games with it in Magic, sometimes rescuing victory from the jaws of defeatโฆ
โฆ but thatโs because I loved drafting LotR, and รomer happened to be great there. The set was never legal in Standard, and รomer of the Riddermark never made a dent in any other format outside drafting, so I doubt non-drafters even know the card exists.
And, worse, thatโs the only รomer-like thing รomer does in those drafts, while you can make him do a lot of out-of-character stuff. You can kill Frodo, Gandalf, or Aragorn with รomer. Or you can have him stand steadfast with Sauron and Saruman.
Thatโs how a Magic game goes. Itโs not trying to tell a story; in that sense, cards are just game pieces. Your deck (hopefully!) has some coherent strategy to win; it absolutely does not need to bother with a coherent story.
Magic Is Better at Geography Than History

Archaeomancer's Map | Illustration by Ovidio Cartagena
Early Magic wasnโt about players following the adventures of a cast of protagonists. The players themselves were immensely powerful mages traveling a Multiverse while summoning creatures from those worlds. In Garfieldโs vision, we were the planeswakers. Early Magic cards were giving us pieces of distant worlds we could travel to, and summon creatures from.
And thatโs something Magic does very well today. Bloomburrow is probably the best recent example: Bloomburrow cards tell you a lot about the planeโs inhabitants and their communities, homes, food, professions, predators, traditions, seasons, and the enormous Calamity Beasts looming above them. The set doesnโt need to spell out that there are no humans in this plane; itโs something you realize just by noting that, hey, they are all rabbits and otters and frogs, and none of them is human.
Yes, itโs still connected to the main storyline. Ral shows up and doesโฆ something? Iโm not being vague on purpose here, I honestly donโt remember what he does, even if Iโve certainly played the card. But thatโs the thing: Bloomburrow works because Bloomburrow is somewhere Iโd like to planeswalk to, even if I really donโt know it ties into the main storyline.
Universes Beyond Already Figured This Out

Cloud, Midgar Mercenary | Illustration by Kazto Furuya
Universes Beyond is frequently (and rather ardentlyโฆ) accused of ruining Magicโs identity, but some of the best UB sets, in my opinion, demonstrate what Magicโs best at.
Iโll go with Lord of the Rings again. Thereโs definitely a story there (I mean, itโs one of the most influential stories of the past century!), but Magic didnโt have to bother telling us that story; good olโ Tolkien already did a pretty good job at that.
Which, in turn, allowed Magic do what it does best: let us visit Middle-earth. Of course it all makes even more sense if you are familiar with the LotR IP, but even if you never read the books or saw the movies, you can still catch a very good glimpse of that world.
In a way, Universes Beyond makes storytelling a bit of a team effort: The original IP has the story covered and has done all the heavy lifting in that regard; now Magic has to let us (re)visit the world.
Thatโs perhaps why, right after Alpha and Beta, Magic went with a proto-UB product, set in an already existing universe: Arabian Nights!
To be clear, Iโm not saying that any sufficiently famous IP is a good fit for Magic. Quite the contrary: If places are Magicโs strength, then the place has to be interesting.
Final Fantasyโs Midgar is the sort of city that, all by itself, makes for a killer setting.
Spider-Manโs New Yorkโฆ maybe not so much.
You can have a great story in a pretty boring setting; you just need great characters. But I think that doesnโt translate well to Magic: Any good MTG set needs above all somewhere worth going. It doesnโt even need to be super original. Innistrad is basically Magic taking all the European gothic horror tropes and merging them together: gloomy villages, old churches, vampires in castles, werewolves in forests, shambling corpses, ghostsโฆ none of those ingredients were new when Innistrad used them, and that was the point. What makes Innistrad great is its coherence. You can look at a handful of unrelated Innistrad cards and start imagining what life there must be like.
Fracturing Under Heavy Lifting

Avatar of Burgeoning Echoes | Illustration by Eli Minaya
Reality Fracture is a good example of the opposite: What happens when WotC asks a set to do everything, from showing us a cool new place to wrapping up an epic storyline. Reality Fracture has to introduce us to Hexhaven and the Echoverse, show us warped versions of people and places we already know, wrap up Jaceโs arcโฆ
โฆ even free Emrakul and make her be a sort of saves-the-day heroine for once!
Itโs just too much.
Thatโs another advantage Universes Beyond sets have: their worlds donโt have to lead anywhere else. Avatar doesnโt need Aang to discover an Omenpath at the end so he can turn up on Zhalfir three years from now. Frodo doesnโt need to meet Jace, and Middle-earth doesnโt have to contain some mysterious object that will become important in the next big crossover event.
UB worlds are allowed to be about themselves (there may even be very strict contractual clauses that prohibit WotC from mixing things up too much!). Ironically, thatโs some creative freedom that original Magic worlds donโt always get: they canโt just be about themselves, they always have to also be about some overarching narrative.
Where To Next?

The Seriema | Illustration by Sergey Glushakov
Magic can definitely have its own original worlds, and its own cool characters. And WotC certainly shouldnโt stop publishing fiction!
But I think that perhaps the priority is backwards. Instead of building worlds to advance Magicโs story, WotC should build great worlds and use stories to help us experience them. And perhaps also stop trying to connect those worlds with an overarching, โThe Whole Multiverse Is At Risk!โ storyline.
Just let Bloomburrow be about Bloomburrow, and let Tarkir be about Tarkir. They are cool enough to stand out on their own. And, by all means, those worlds can have victories, tragedies, rivalries, and adventures that make those places feel alive, with characters worth caring about. The Multiverse can still connect everything without everything needing to advance the plot, though. An infinite multiverse feels less infinite and multiverse-y when the same half a dozen heroes keep showing up to save the day.
Magic cards were made for planeswalking. For arriving somewhere strange, seeing things youโve never imagined. I mean, thatโs why we travel to other places, right? We want to get to know the place, even if thereโs no world in urgent need of saving from some unimaginably evil Big Bad?
Magicโs stories should serve its worlds, rather than forcing every world to serve one enormous story. A Magic set can communicate the where in a way almost no other medium can. Hundreds of tiny windows into somewhere weโd much love to planeswalk to.
Magic cards may never be the best medium for telling us exactly what happened nextโฆ But when it comes to showing us where we could go next, few things do it better.
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