Kaldheim: Difference between revisions

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1d4chan>Emerald Claw
using more family friendly language
1d4chan>Emerald Claw
at least wikipedia implies there are different lists also https://norse-mythology.org/cosmology/the-nine-worlds/ gives a different list than wikipedia.
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Kaldheim is the collective name of 10 2 color planes connected by a World Tree. It is MTG's take on [[Vikings]] and Norse Mythology. Obviously, since Norse Mythology contains only 9 worlds there is not a 1:1 translation. Unlike other MTG settings with gods, these gods aren't resistant to removal (as in no returning to your hand or having indestructible), which makes sense since in Norse Mythology most of the gods die during Ragnarok. As elsewhere in Magic, dwarves are Red/White (unlike Norse mythology where they are evil little bastards)
Kaldheim is the collective name of 10 2 color planes connected by a World Tree. It is MTG's take on [[Vikings]] and Norse Mythology. While Norse mythology contains ''Níu Heimar'', more commonly known today as "The Nine Worlds" there isn't a full explicit canonical list leading to scholars offering different lists. Which makes Maro's claim that WotC did a 1:1 ratio and then made up their own 10th world to round it up to a multiple of five a bit strange. There are actually 10 main candidates for what realms are part of the nine realms (which leads to or supports claims that 2 on the list are the same place with different names, or that one is part of the other. For example Henry Bellows conflates Niflheimr and Helheimr, where as norse-mythology.org conflates Svartalfheim and Nidavellir). Unlike other MTG settings with gods, these gods aren't resistant to removal (as in no returning to your hand or having indestructible), which makes sense since in Norse Mythology most of the gods die during Ragnarok. As elsewhere in Magic, dwarves are Red/White (unlike Norse mythology where they are evil little bastards)


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Revision as of 00:53, 30 January 2021

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Kaldheim is the collective name of 10 2 color planes connected by a World Tree. It is MTG's take on Vikings and Norse Mythology. While Norse mythology contains Níu Heimar, more commonly known today as "The Nine Worlds" there isn't a full explicit canonical list leading to scholars offering different lists. Which makes Maro's claim that WotC did a 1:1 ratio and then made up their own 10th world to round it up to a multiple of five a bit strange. There are actually 10 main candidates for what realms are part of the nine realms (which leads to or supports claims that 2 on the list are the same place with different names, or that one is part of the other. For example Henry Bellows conflates Niflheimr and Helheimr, where as norse-mythology.org conflates Svartalfheim and Nidavellir). Unlike other MTG settings with gods, these gods aren't resistant to removal (as in no returning to your hand or having indestructible), which makes sense since in Norse Mythology most of the gods die during Ragnarok. As elsewhere in Magic, dwarves are Red/White (unlike Norse mythology where they are evil little bastards)

Settings of Magic: The Gathering
Pre-revisionist: First Magic Sets - First Urza Block - Arabian Nights
Legends - Homelands - Ice Age - Mirage
Weatherlight Saga: Portal Starter Sets - Second Urza Block
Tempest Block - Masques Block - Invasion Block
Post-Weatherlight: Otaria Block - Mirrodin - Kamigawa - Ravnica - Time Spiral
After the Mending: Lorwyn - Alara - Zendikar - New Phyrexia
Innistrad - Return to Ravnica - Theros - Tarkir - Eldraine - Ikoria
Two-Block Paradigm: Kaladesh - Amonkhet - Ixalan
Post Two-Block Paradigm: Eldraine - Ikoria - Kaldheim - Strixhaven
Never in a standard set: Fiora (Where the Conspiracy sets take place) - Kylem (Battlebond)