A Homebrew Guide to Planeswalker Campaigns
By iwriterobots
You Are A Planeswalker…
A powerful being with magical abilities, capable of traversing the blind eternities to explore the infinite worlds of the multiverse! Within you is a spark, an essence of some mystery that grants your planeswalker abilities. It lay dormant all your life, until a moment of crisis, elation, or otherwise strong emotion awakened its powers, and whisked you away across the Blind Eternities. You awakened on a world unlike your own, confused and lost. Over time, you come to understand what it means to have a spark. You hone your powers, travel the unique worlds of the multiverse, and truly become…a planeswalker.
This homebrew guide is intended to help players and GMs run a campaign as the titular planeswalkers of Magic: the Gathering. This guide will go over the basics needed to understand what a planeswalker is, and some helpful mechanics to allow your players to traverse the various words of the multiverse. At the end of this guide you will also find a chart of all the known planes of magic, as well as some key information about each, linked to the MTG Wiki pages to learn more where necessary.
Ignition
At some point in your past, you faced hardship that threatened to break your very spirit or perhaps experienced another emotion in such a magnitude as to completely overwhelm you. At that moment, your latent planeswalker spark ignited, and you were hurled through the Blind Eternities and across the Multiverse. You awoke on a new world, one different than your own, now aware of your own power and the existence of countless worlds within the multiverse. This is the start of every planeswalker’s journey.
![](http://media.wizards.com/2015/images/daily/card4rt_4g0kw2ot81.jpg)
Every character’s moment of ignition is different. For some, such as Liliana Vess or Ral Zarek, the shock of learning something tragic was enough emotional turmoil to ignite their spark. For others, such as Chandra Nalaar or Elspeth Tirel, the ignition of their spark was an act of survival, preventing their certain demise. Planeswalkers have even ignited through positive emotions, such as Samut, whose spark ignited when she was recognized for her efforts by her God. There are additional corner cases like Karn, Slobad, or Calix, where individuals are created to carry a spark, or perhaps have the spark of another person transferred to them somehow.
Get creative! However your spark was ignited, and wherever it takes you on your first planeswalk, this should be reflected in your character backstory. Typically, the plane you are taken to first teaches you something about yourself, and helps a planeswalker make peace with their newfound identity as a multiversal traveler.
Your spark gives you some level of innate magic, reflected in your supernaturally strong character attributes, abilities, and survival. Additionally, your spark works as a translator, allowing you to understand the common tongue of every plane you visit.
Planeswalking
As a planeswalker, you gain access to the titular ability to walk the planes. Planeswalking is the process of channeling your spark, and tethering yourself to another world. The more familiar you are with a world, the easier it will be to planeswalk there, until eventually you can move to the plane without much thought. Planeswalking isn’t instantaneous, and it can be interrupted by binding spells, planar conditions, or even artifacts (such as the Immortal Sun). This is to prevent players from fleeing every combat encounter. It takes a minute to channel this ability, and when it resolves, you disappear from your current plane in a burst of magic that differs from planeswalker to planeswalker. When Vivien Reid planeswalks, for example, she disappears in a flash of ghostly-green light. When Ajani Goldmane planeswalks, he vanishes in a storm of golden, swirling energy.
![](https://mtglore.com/wp-content/uploads/Planeswalking-Examples-01.png)
When you planeswalk, roll a d20 and add your level. Consult the chart below for results. The more familiar you are with a plane, the easier it is to travel there. If your level bonus exceeds the DC for a planeswalk check, you can planeswalk there without needing to roll (e.g. a level 6 character can planeswalk to a “Familiar” plane without needing to roll). Planes you aren’t familiar with are harder to travel to, but it’s not impossible. If another planeswalker who is present is familiar with the plane, they can lower the DC of your planeswalk roll by an amount equal to their planeswalker level. To planeswalk to a specific location that you know of on any plane, you must succeed your planeswalk check by at least 5.
It takes energy to planeswalk. You can attempt to planeswalk a number of times equal to your Proficiency bonus before you’ll need to rest for at least an hour (AKA: one short rest). You may optionally take a point of exhaustion instead of waiting, to immediately attempt to planeswalk again. On a failed planeswalk check, you simply do not planeswalk.
Planar Knowledge | DC | Example |
---|---|---|
Familiar | 5 | Spent more than a week on the plane, been to multiple locations across the plane. |
Traveled | 10 | Been to the plane at least a couple times, spent at least a day on the plane. |
Known | 15 | Have heard of the plane, met someone from the plane, or otherwise been told about the plane extensively. |
Unknown | 20 | Have never been to the plane and have very little knowledge of the plane. |
At level 1 (or at the time your spark is ignited, if your character isn’t starting at level 1), you have familiarity with two planes: the plane you are from, and the plane of your first planeswalk. The more you grow as a planeswalker, the more planes you will gain familiarity with. You should track this planar knowledge on your character sheet. Traveling to an Unknown plane once successfully is enough to make that plane Known. Spending a day there to explore is enough to make the plane Traveled. After a week of proper adventuring, you are Familiar with the plane.
The Blind Eternities
Little is known about the space between the planes, known as the Blind Eternities. Each time you move from one plane to another, you pass through this interim space. This comes with a couple of rules. Food and other organic materials cannot survive through The Blind Eternities. Food turns to ash, and organics (such as plants) wither into nothingness. Similarly, living beings without an ignited planeswalker spark cannot be taken through The Blind Eternities. Planeswalkers can, however, take with them any items they have on their person, or fellow planeswalkers.
![](http://media.wizards.com/2016/images/daily/c4rd4r7_wUabhf69Ep.jpg)
Nonstandard Planeswalking
Sometimes, when the conditions are right (or perhaps wrong), you can planeswalk with greater ease—faster or more accurately. Here are a few such examples.
Death’s Door
Planeswalkers are notorious survivors. They fight till the last breath, and even then they’ll slip through the cracks of the multiverse to avoid a final death. The nature of your spark grants you greater survivability, and far superior resilience. Your spark is a part of your being, and is closely tied to your emotions. As such, at times of great strife, your planeswalking abilities often kick in to save your life, or perhaps to ferry you home when facing death. When you are reduced to 0 hit points, your spark becomes reactive. In this state, it pulls you towards the blind eternities with ease, ready to fling you across the multiverse to preserve your life. This can manifest in a couple of ways.
At the beginning of your turn, if you have 0 hit points but have rolled no death saving throws yet, you may forgo making death saves to instead immediately planeswalk to a plane you are Familiar with (but not currently on) and become stable at 1 hitpoint. Once you have done this, you cannot do so again until you finish a long rest.
Additionally, your spark flares when death approaches, and your connection to the plane becomes unstable. At the beginning of your turn, if you have failed any death saving throws, roll a d20 (do this before making any additional death saving throws). The result determines if you remain on your current plane, or spontaneously planeswalk away as your spark kicks in to save your life. If you have one failed death save, any result below a 6 causes you to planeswalk. If you have two failed death saves, any result below an 11 will cause you to planeswalk. When you planeswalk in this way, you stabilize at 1 hit point, but remain unconscious. At three failed death saving throws, you may immediately planeswalk to a plane of your choosing without making a check, but you still die as normal.
Consider what this means for a party of planeswalkers. An ally falls in battle, and is whisked away into the multiverse. Hurt and alone, they could be anywhere. Perhaps you know the location of a safe house of theirs. Or perhaps you know where they are from, and think they may return home. Either way, you may now need to reorient your mission. Do you look for your ally across the multiverse? Or hope they recover, and planeswalk back to you?
Planar Beacons
In the same way that some effects can keep you tethered to a plane, some devices and planar phenomena might pull your spark to a plane. One example of this is Planar Beacons. Planar Beacons are rare devices originally designed by Niv Mizzet and the Izzet League on Ravnica. These devices are designed to catch the sparks of nearby planeswalkers, and divert their attempts to planeswalk to the location of the beacon instead. These devices are relatively rare, though you may still encounter one in your travels across the multiverse. They can get in the way of planeswalking significantly, so you’ll need to plan accordingly should you encounter one.
![](https://cdnb.artstation.com/p/assets/images/images/017/692/855/large/adam-paquette-406691-f.jpg?1556986568)
Omenpaths
Following the Phyrexian invasion and the intrusion of Realmbreaker across the multiverse, strange portals to other planes have begun to open up. These are called the Omenpaths, as they take after a natural phenomena that occurs on Kaldheim of the same name. Omenpaths open and close at unpredictable intervals, and can be used by planeswalkers and non-planeswalkers alike to be transported to different planes, although the plane that each Omenpath connects to is unclear. Perhaps these portals can be an asset to you and your allies.
![](https://mtglore.com/wp-content/uploads/Step-Between-Worlds-1024x739.png)
Mana & Colors
Color identity is a huge part of Magic: the Gathering and planeswalker characters. Your character will typically be centered in one to two colors of mana, and perhaps dabble in a third. Three color planeswalkers are relatively rare, and are typically planeswalkers of great knowledge and ability (for some frame of reference: there are only 15 three-color planeswalker cards in print, and one-third of those are Nicol Bolas. Another third of those are dead, pre-mending walkers such as Lord Windgrace).
![](https://mtglore.com/wp-content/uploads/Conflux.webp)
Perhaps your planeswalker will learn a new color of mana as they explore and grow as a mage. Perhaps they have mastery over two colors, and really only dip into the third from time to time. This could be reflected in the levels of your class. Perhaps you draw on red mana for your fighter abilities, but after taking some levels in wizard, you now tap into blue mana as well. Ultimately, the choice is yours, but your color identity should reflect some aspect of your character’s ideals, personality, and ability.
As an optional rule, players can call on their color identity when making a check to receive a +2 bonus to the check. Alternatively, perhaps the GM will grant advantage on a particular roll if a character’s color identity is suitably relevant.
For more information on Magic’s color theory as it relates to your character: Plane Shift: Ixalan has an entire appendix about color philosophy.
The Planes
The worlds of the multiverse are infinitely numbered and incredibly unique. A handful of them have been given official 5e content over the years, called “Plane Shift”, which you can find on the Wiki for free. Here’s a small compilation of these resources for your own reference. James Wyatt is the writer for Wizards of the Coast who put these together. Following War of the Spark he has stated it isn’t possible for him to keep making these, which is rather unfortunate, but understandable. Wizards of the Coast doesn’t make money on these the same way they do for the three new sourcebooks that exist for Strixhaven, Theros, and Ravnica.
![](https://media.wizards.com/2020/images/daily/cardart_KHM-Behold-the-Multiverse.jpg)
Of course, you are not required to use these materials, but they provide some great resources and in-universe examples of characters and planes from Magic translated into D&D 5e (such as unique character lineages or subclasses!).
Additionally, here is a list of every known plane in the multiverse as well as their notable features and locations within said planes. These are sourced from the official planar guides, the Planechase locations, and the wiki. When applicable (and possible), a plane’s wiki page will be linked, as the “planes” list on the wiki isn’t complete and doesn’t hyperlink to every plane. You can also find in this chart a list of Magic expansion sets that take place on each of these planes, just in case you want to browse card art for some further inspiration and lore. I will not be linking every expansion set that takes place on a plane in some instances such as Dominaria. There are simply too many. You can always search “set:[3-letter set code]” on Scryfall to pull up a set’s list of cards.
This chart is segmented into two portions: one for popular main planes that have been visited in the Magic expansion sets and story continuity, and another section for the secondary planes that exist mainly in lore or brief story mentions (planes we haven’t dedicated a visit to in a major expansion set for the game).
Main Planes
Plane | Notable Locations | Phenomena/Facts | Sets |
---|---|---|---|
Alara | The Shards | Originally one plane, the plane was shattered into five shard-worlds for millennia before reconverging, forming the Maelstrom. | ALA, ARB, CON |
Amonkhet | Naktamun, Luxa River, The Various Deserts | Plane inspired by Egyptian mythology. Was different pre-mending, but got reshaped entirely by Nicol Bolas. Curse of Wandering. We learned more about Amonkhet and it’s current era during Aetherdrift. | AKH, HOU, DFT |
Arcavios | Strixhaven, Biblioplex, The Vastlands, etc. See map in “A Curriculum of Chaos” guide book. | Two suns. Ancients. Elder Dragons. Home of Strixhaven Academy. | STX |
Avishkar (formerly Kaladesh) | Ghirapur, Peema, Vahd | Avishkar is oversaturated with aether due to its proximity to the bounds of the Blind Eternities. It is a plane of incredibly advanced magical technology, powered by aether. Home plane of Chandra Nalaar, Dovin Baan, and Saheeli Rai. | ORI, KLD, AER, DFT |
Bloomburrow | Fountainport, Three Tree City | No humans. Entire plane of semi-anthropomorphic animals. Your planeswalker will need a fursona to visit. | BLB |
(New) Capenna | New Capenna, the city. Old Capenna (ruins outside the city). Bases of the five families. The Caldaia. | Invaded by phyrexians before the Machine Orthodoxy. Home plane of Elspeth. Halo. | SNC |
Dominaria | Llanowar, Tolaria West, Vesuva, Krosa, Shiv, Zhalfirin Void | Dominaria is one of Magic’s oldest named planes, being the home of where most of magic story begins: home of Urza, Mishra, Karn, Liliana, etc. It is steeped in a deep lore beginning with the Thran, and ancient and technologically advanced people, and then proceeding through multiple wars and mass extinction events. | LEA, LEB, ATQ, LEG, DRK, FEM, ICE, ALL, MIR, WTH, VIS, POR, PO2, USG, ULG, UDS, PCY, INV, PLS, APC, ODY, TOR, JUD, ONS, LGN, SCG, CSP, TSP, PLC, FUT, DOM, DMU, BRO, DMR |
Duskmourn | The Mistmoors, The Floodpits, The Balemurk, The Boilerbilges, The Hauntwood There is only The House. | A plane characterized by being entirely one house, controlled and expanded outwards over the plane by the Elder Demon Valgavoth. | DSK |
Eldraine | Ardenvale, Vantress, Locthwain, Embereth, Garenbrig, The Wilds, The Kingdom of Storms | Fairy-tale plane. Home of the Kenriths. Ruled by King Algenus and Queen Linden before their deaths. Now ruled by Will Kenrith. | ELD, WOE |
Fiora | Paliano | Massive renaissance-style plane resembling Italy. Home plane of Daretti and Dack Fayden. Ruled by Queen Marchesa. | CNS, CN2 |
Ikoria | Ketria, Savai, Indatha, Raugrin, Zagoth (The Triomes) | Home plane of Lukka. Populated predominantly by all manner of mutating monsters, but human civilizations have strongholds as well. | IKO |
Innistrad | Gavony, Kessig, Nephalia, Stensia (Provinces), The Celestus, The Ulvenwald | Plane inspired by gothic fiction and horror. Invaded by and defended against the Eldrazi. Home plane of Arlinn Kord, Sorin Markov, Tibalt, and Vronos. Possibly the birthplace of Vampires in the multiverse (See also: Sorin Markov/Edgar Markov). | ISD, DKA, AVR, SOI, EMN, MID, VOW, ORI |
Ixalan | Orazca, Sun Empire, Queen’s Bay, Itlimoc, The Core of Paradise, etc. | A massive plane populated by dinosaurs, vampires, pirates, merfolk, humans, dryads, and more. Denizens live on the outer surface of the plane as well as on the hollow interior of the plane. Home plane of Huatli. Exile plane of former planeswalker Azor I. | IXL, RIX, E02, LCI |
Kaldheim | Skybreen, Littjara, Axgard, Skemfar, Surtland, Starnheim, Bretagard, Gnottvold, Immersturm, Istfell, Karfell | Kaldheim is a plane that is actually 10 different mini-planes that orbit around the World Tree. It is the plane inspired by vikings and Norse mythology. Home plane of Tyvar Kell. | KHM |
Kamigawa | Minamo, Orochi Colony, Sokenzan, Takenuma, Towashi, Boseiju, Eiganjo, Otawara | Plane inspired by Japanese culture, history, and mythology. The plane has a vast history spanning several wars, spirit dragons, and now modern day biker gang conflicts. The plane is currently very futuristic with a fusion of technology and magic. Its emperor is The Wanderer. Home plane of Tamiyo, Kaito Shizuki, and The Wanderer. | CHK, BOK, SOK, NEO |
Kylem | Cloudspire City, Valor’s Reach, The Vault of Champions | Kylem hosts the Valor’s Reach tournament, where denizens of the plane flock to watch 2v2 combat in a massive stadium that can magically reshape its terrain. The only plane we know of with Azra. The Kenriths competed here. | BBD |
Lorwyn- Shadowmoor | Glen Elendra, Goldmeadow, The Great Forest, Velis Vel (Lorwyn), Raven’s Run (Shadowmoor) | Lorwyn-Shadowmoor is a plane with no humans. Its sapient races are instead elves, kithkin, merrows, flamekin, boggarts, treefolk, giants, and faeries. The plane used to exist in two halves (Lorwyn and Shadowmoor respectively) with Lorwyn being the “day” and “good” side of the plane, before the plane would shift into the twisted Shadowmoor, the “night” and “bad” side of the plane. This shifting aspect of the plane has since ceased, and we don’t know what it looks like now, both aspects as one. | LRW, MOR, SHM, EVE |
Mercadia | Cliffside Market, High Market, Mercadia City | The humans of Mercadia are descendants of the original Thran, brought to Mercadia by the planeswalker Dyfed. Goblins on Mercadia are highly intelligent and respected. The plane is defined by its cities and factions, as well as its corrupt government officials. | MMQ |
Muraganda | Feeding Ground, Petroglyphs | This plane is predominantly prehistoric, and home of the Mimeoplasm, which is a mysterious lifeform sometimes worshiped by the denizens of the plane as a part of the life/death cycle of the plane. We learned more about Muragandan life during Aetherdrift. | DFT |
New Phyrexia/ (Mirrodin) ((Argentum)) | Gimmervoid, Panopticon, Quicksilver Sea, The Core (Mirrodin), The Glorious Facade, The Mirrex, Hunter Maze, Surgical Bay, Dross Pits, Fair Basilica, The Core, Mycosynth Gardens, The Seedcore (New Phyrexia) | Originally the plane Argentum, created by Karn (later renamed to Mirrodin). Karn mistakenly left some Phyrexian Oil in the core of the world, which corrupted Memnarch, the keeper of the plane. This allowed the plane to be taken over and compleated by the Phyrexians and turned into New Phyrexia. Home plane of Koth and Slobad. | MRD, DST, 5DN, SOM, MBS, NPH, ONE, MOM |
(Old) Phyrexia | Fourth Sphere, The Nine Spheres | The original home of the Phyrexians. Before Yawgmoth, this plane was created by some ancient, evil planeswalker. Yawgmoth was later brought here by planeswalker Dyfed, along with humans infected with the Phthisis from the Thran empire. Yawgmoth “saved” these humans by replacing their organic parts with inorganics, birthing the first Phyrexians. The Phyrexians died out with the death of Yawgmoth at the hands of the Legacy Weapon, and the plane is now a dormant plane of pure Black mana, utterly decimated by the Nine Titans offensive. | USG, ULG, USD |
Rabiah | Sea of Sand, Alexandria, City of Brass | Rabiah is actually 1,001 different planes refracted together off of the original plane. This plane is pretty clearly inspired by of 1,001 Arabian Nights. | ARN |
Rath | Stronghold Furnace | Rath is an artificial plane, originally created by Yawgmoth, that Phyrexian used to invade Dominaria. They built the plane up using flowstone until the planes were the same size, then overlaid the planes on top of each other to transport the invading Phyrexian forces into Dominaria. Home plane of Eladamri and the Skyshroud elves. | TMP (TMR), STH, EXO, NEM |
Ravnica | 10th District, Rubblebelt, Agency Headquarters, Karlov Manor, Planechase Locations, Guildgates, Named Land Cards, etc | Ravnica is an ecumenopolis, a city that spans the entire planet. Here, 10 guilds formed of two-color pairs govern the world via a law known as the Guildpact. | RAV, GPT, DIS, RTR, GTC, DGM, GRN, RNA, WAR, RVR |
Serra’s Realm | Serra’s Sanctum | Plane created by the planeswalker Serra. The sky is in eternal golden-brown sunset, and the landmasses float in the sky. After Serra left, Urza visited the plane, saving refugees from the plane and collapsing the plane into the Weatherlight’s powerstone. After the Weatherlight was compleated, the powerstone containing Serra’s Realm was incorporated into the Temporal Anchor, where it imploded. | USG, ULG |
Tarkir | The Great Aerie, The Shifting Wastes, Jeskai Strongholds, Sultai Temples, Ugin’s Nexus, Tarkir Lands, etc | Tarkir is a plane ruled by 3-color clans in an old timeline, and 2-color dragons in an alternate (current) timeline. Ugin has had significant involvement in the changing of the plane. Sarkhan travels back in time on this plane to save Ugin from his fight with his brother Nicol Bolas. The aftermath of the fight causes the dragons of the plane to become stronger, and overthrow the Khans in an alternate timeline that is now the present state of the plane. | KTK, DTK |
Theros | Nyx, The Underworld, The Tartyx, Akros, Meletis, Setessa, Oreskos, The Temples, Nessian Wilds | Theros is the plane of Greek mythology and history. Its most defining features are its pantheon of 15 gods, the astral realm they live in, and the Underworld of undead. Home plane of Calix, Gideon Jura, Niko Aris, and Xenagos. | THS, BNG, JOU, THB, ORI |
Thunder Junction | Tarnation, Maag Taranau, Omenport, Prosperity, Thief’s Folly | A supposedly empty plane that people moved to after the Omenpaths opened up. Plane seems to have been prior inhabited by Fomori, given the presence of the Fomori vault that contained Loot, Maag Taranau.Yeehaw. | OTJ |
Ulgrotha | The Dark Barony, Castle Sengir | Current residence of Ravi Sengir. On Ulgrotha, she rang the Apocalypse Chime in an attempt to end a war between planeswalkers. This triggered a sort of apocalypse that reached even to Dominaria and Kamigawa. The plane is a wasteland in constant war of some kind or another. | HML |
Zendikar | Akoum, Tazeem, Murasa, Hedron Fields, Seagate, Lithoform Core, Bala Ged, Guul Draz, Ondu, Sejiri, Malakir, Emeria, Land Locations | Home of Kiora, Nahiri, and Nissa Revane. Zendikar is a plane covered in forests and ancient ruins such as the Skyclaves, which float in the skies of the plane and are explored with rope and hooks. The Eldrazi were sealed on the plane ~6,000 years ago by Ugin, Nahiri, and Sorin Markov, who agreed to sacrifice the plane in order to seal away the Eldrazi to protect the multiverse. The Eldrazi later escaped and destroyed much of the plane. Zendikar also has a sort of sentient planar soul called The Roil, which manifests as natural disaster and elemental forces that the plane uses to defend itself. | ZEN, WWK, ROE, BFZ, OGW, ZNR, ORI |
Secondary Planes
Plane | Notable Locations | Phenomena/Facts | Sets |
---|---|---|---|
Alacria | N/A | A plane “connected” to Avishkar by a perennial Omenpath. Here, warriors ride on “quickbeasts” capable of running at incredibly high speeds for days at a time. Alacria had a team competing in the Ghirapur Grand Prix. | DFT |
Alkabah | N/A | Dack Fayden got his red arm here. | N/A |
Antausia | See Wiki | Mentioned in The Duelist magazine. Setting of Planechase-like game.. | N/A |
Aranzhur | N/A | Mentioned by Jace in Agents of Artifice. Compleated in the Phyrexian invasion. | N/A |
Arkhos | Lethe Lake | Greece plane that became Theros but both planes still exist. | N/A |
Azgol | Lair of the Ashen Idol | Denizens make offerings to a massive volcano on-plane. | N/A |
Azoria | Exists within the Shard of the Twelve Worlds. | Freyalize wiped out all life on the plane while fighting Tevesh Szat. Existed in a pocket dimension with 11 other planes during the ice age caused by Urza’s Sylex blast that bound the planes together in an “envelope”. | N/A |
Belenon | Edge of Malacol, Windriddle Palaces | Plane of humans and animal-humanoid races. Fuckin Wimdy. | N/A |
Cabralin | Rolling hills and fields(?) | Homeplane of planeswalker Worzel and their familiar Roreca. | N/A |
Cridhe | Inys Haen. Inys Nohr. Clan Tree of Cridhe. | Created by a god called “Maker” centered in Green mana. Experiences intense mana showers. | N/A |
Diraden | Velrav Castle | Plane cut off from all mana except Black. Formerly ruled by a vampire prince, killed by Chandra and Gideon in The Purifying Fire. | N/A |
Echoir | Enigma Ridges | A plane visited by Dack Fayden in his theft. | N/A |
Equilor | Bloodhill Bastion, The Eon Fog | According to Urza, one of the oldest and most distant planes of the multiverse. Inhabited by seemingly omnipotent/all-knowing beings that appear human. The Eon Fog conceals the plane from other multiversal travelers. | N/A |
Ergamon | Truga Jungle | Small plane with “exotic fauna” and “colossal peaks.” Human/humanoid population unknown. Defended from Phyrexia by just the fauna, suggesting no intelligent/humanoid life. | N/A |
Fabacin | Grove of the Dreampods | Creatures grow in natural plant-pods on this plane, possibly tended to/cultivated by Dreampod Druids. | N/A |
Gargantikar | Megaflora Jungle | Everything on Gigantikar exists in macroform. Plane seemingly opposite of Segovia. | N/A |
Gastal | N/A | Urza met some people here one time. The scorpion dragon Akul is from Gastal, as well as the “Endriders” Aetherdrift team. In Aetherdrift, it was revealed that the plane is a wasteland dominated by gasoline powered biker/car gangs. | N/A |
Gobakhan | The Western Cloud, Oasis, Monastery of the Order of the Shield Mage | Home, desert plane of Teyo Verada. Mages learn to produce walls of light to shelter locations from storms containing micro-diamonds that slice people and structures apart. | N/A |
Ilcae | Infinite Consortium Safehouse | Plane mentioned briefly in The Cursed Land novel. | N/A |
Iquatana | The Aether Flues | Most of the atmosphere is Aether. The denizens of the plane created the Narcomoebas, and populate the plane with them as vessels for storing memories. | N/A |
Ir | Turri Island | Inhabited by barbarian giants known as the Fomori. A plane with an amplitude of mana, which often draws planeswalkers to it. The Fomori shelter on Turri Island, where they fend off visiting planeswalkers (who they hate). | N/A |
Karsus | Mirrored Depths (Elementals) | All we know of Karsus is that the plane itself forms elementals, and that some portion of the plane is covered with mirroring crystals that can refract and reflect magic in dangerous ways. Its native population contains human and viashino. Not associated with the Karsus of D&D. | N/A |
Kephalai | Aretopolis, Multiversal Bazaar | Visited by Chandra Nalaar.Chandra stole a “Dragon Scroll” from the museum here in an attempt to navigate to Zendikar. | N/A |
Kinshala | Tember City | Plane only appeared in Archenemy. | N/A |
Kodisha | Endless Bazaar | Visited by Elspeth Tirel. All we know is that it is home to the “Endless Bazaar.” | N/A |
Kolbahan | Astral Arena | Plane only appeared in Planechase 2012. Appears to be some kind of spirit world with floating architecture where solo-combat takes place. | N/A |
Kyneth | The Zephyr Maze | Only appears in Planechase 2012. Stone elementals patrol a maze spanning the whole island as they “spew waterfalls”. | N/A |
Luvion | Celestine Reef | Originally debuted in the planechase card given out at the Zendikar prerelease. | N/A |
Meditation Realm | Pools of Becoming | The geography of the meditation realm shifts to reflect the minds of its inhabitants. This plane was a sub-plane of Dominaria pre-mending, but has since broken off and become its own pocket plane. This plane is also now the eternal prison of both Bolas and his warden, Ugin. | N/A |
Metal Island | N/A | In Test of Metal, this plane was accessed via the Riddle Gate on Esper. Tezzeret planned to defeat Nicol Bolas here. It didn’t pan out, and this is now all errata’d to being a fever dream of Tezzeret’s. | N/A |
Mirrankkar | N/A | Hosts a contest of mages. First debuted in The Duelist #2 story, “Mezlok’s Challenge”. | N/A |
Moag | Fields of Summer | This plane has metal-rich soil, and served as a temporary haven for Urza and Xantcha when they were being chased by the Phyrexians. The two planar travelers warned the plane, and the warning was remembered years later during the most recent Phyrexian Invasion. The plane is populated by Dryads, Centaurs, Treefolk, and Elementals, such as Jyoti. | N/A |
Mongseng | Kharasha Foothills | This plane was created as a forerunner to later become Tarkir (shown first in Planechase 2012), as it is themed around traditional Chinese warrior culture. It will not be revisited now that Tarkir exists but also (as a commenter points out here) because the name can be read as containing a slur. | N/A |
Nether Void | N/A | A location accessible from within the Shard during Ice Age. This location may be the same as The Abyss. | N/A |
Obsidias | N/A | Plane mentioned in “Mezlok’s Challenge.” Can be a source of red mana. Former safehouse location for the Infinite Consortium. Compleated by New Phyrexian invasion. | N/A |
Pyrulea | Horizon Boughs, Horizon Canopy | Pyrulea is a Dyson Sphere. It is composed of entirely dense rainforest with gargantuan leaves large enough for people to walk across. | N/A |
Regatha | Mount Keralia, Keral Keep | Home to the magical phenomena of the purifying flame. Also home to the Order of Heliud (not Heliod). Temporary home for Jaya Ballard and Chandra Nalaar. | ORI |
Segovia | The Hippodrome | Segovia is the planar opposite of Gigantikar. Everything on Segovia is tiny, at a scale of supposedly 1:100. When planeswalkers visit, they are shrunk down to scale, but items removed from the plane aren’t enlarged appropriately when they leave. | N/A |
Shandalar | Eloren Wilds, Onakke Catacomb | Shandalar is a rogue plane. Rather than having a set spot in the multiverse, it drifts across the multiverse, sometimes bumping into other planes. Freyalise used the wild mana of this wandering plane to power The World Spell which ended the Ice Age. Home plane of the Onakke, the keepers of the Chain Veil. This plane was first created to be the setting for the 1997 MTG PC game. | N/A |
Seven Planes of Parnash | N/A | Mentioned in The Cursed Land. | N/A |
Shenmeng | Ten Wizard Mountain, | Home plane of Jiang Yanggu and Mu Yanling. This plane is the plane of Chinese history and mythology. This plane was originally created for a promotional product released in China, and then later in other nations as well. | GS1 |
Skalla | N/A | Home plane of Vivien Reid and the Arkbow. It was destroyed by Nicol Bolas. | N/A |
Tavelia | N/A | Plane “characterized by death cults, despotic strongholds, and sewer kingdoms” according to Garruk, who traveled to the plane while hunting Liliana. | N/A |
The Abyss | The Pit | The Abyss is a hell-like plane of demons and “the Wretched”. | N/A |
Tolvada | The Broken Sky | Tolvada is the home plane of Kaya Cassir. The sky has been covered with cracks of an inverted, jagged aurora referred to as the “broken sky,” which seems to release spirits into the world.. In the BOOM! Studio comics, it is said that the broken sky is driving the inhabitants of the plane more mad each day, though this isn’t confirmed in the main continuity. | N/A |
Valla | Immersturm | Valla was originally the plane that would become Kaldheim design-wise. After Kaldheim’s release, it was clarified that Valla still exists in the multiverse. It was originally a smaller plane attached to Kaldheim containing part of Immersturm, but broke off and is now separate. | N/A |
Vatraquaz | N/A | Plane visited by Xantcha and Urza. | N/A |
Vryn | Mage-Ring Network | A plane covered in massive, man-made ring structures called Mage Rings, that focus mana. The denizens live inside the rings, and their society revolves around the rings’ power. Home plane of Jace Beleren and the sphinx Alhammarret. | ORI |
Wildfire | Naar Isle | Wildfire is a place of lava lakes and constant fire. It is populated by Djinni, Efreeti, and goblins. Historically, this plane used naturally occurring portals on the plane to do trade with various Rabiah sub-planes, as well as Dominaria. | N/A |
Xerex | Stairs to Infinity | Xerex is a plane of shifting geometric features that bend physics and perception of reality. When the Phyrexians invaded with Realmbreaker, they were defeated simply because they couldn’t comprehend the plane. It is home to massive underground tunnel structures, and is populated by humans, knights, and angels. | N/A |
Zhalfir | Unyaro | Home of Teferi Akosa. Zhalfir was a kingdom on Dominaria until Teferi phased it out in order to protect it from the Phyrexian invasion of Dominaria. When the land was phased back in, it was riddled with temporal fissures fragmenting it in time and space. These fissures were later closed incorrectly by Jeska and Radha, resulting in the loss of Zhalfir altogether. Years later, Wrenn and Realmbreaker helped Teferi undo this spell, and bring Zhalfir back into existence in the multiverse, simultaneously causing the implosion of New Phyrexia by having Zhalfir become its own plane in place of Mirrodin. | N/A(While we have seen much of Zhalfir through Dominaria, we have never exclusively visited Zhalfir in a dedicated Magic set.) |