The 10 Most Interesting Magic Cards from the Dominaria Set
Art courtesy of Wizards of the Coast
The newest Magic: The Gathering set is purposefully packed with nostalgia. The card game is celebrating its 25th anniversary this year, and that’s as good an opportunity as any for the spell-slinging experience to go back to its roots. One of Magic’s unique properties is that it moves around from plane to plane (think different worlds) in each new set. The newest set, called Dominaria after the plane on which it is set, is a return to the place where it all began. The first decade of Magic revolved around the world of Dominaria and its regions. Places like Zhalfir and Benalia graced the names and flavor texts of Magic cards for years, and after spending a long time trawling around the multiverse, Dominaria has taken us back to the place where it all began.
If I sound a little giddy, it’s because I am. I first became serious about the game back in 2006 with the release of a set called Time Spiral, and that was the last time that Magic took place on Dominaria. I am, in a word, excited, and lots of other people seem to be, too. Developers Wizards of the Coast know that, and they’ve doubled down on that excitement with the design of the set, focusing on epic sagas of lore and legendary creatures. So let’s take a walk through these new cards to determine which of them are the most interesting.
10. Dub
I love a card that operates as a verb. After all, if we’re casting spells and doing magical acts, then it’s good to know what the exact effect we are having on the world is. This card allows us to literally knight a creature, and more than that, it gives it the additional stats of a knight. In Magic, being a 2/2 with first strike is baseline knight behavior, so it can still be a goblin or whatever while also being a knight. A goblin knight. Think about it.
9. Weatherlight
The Weatherlight is a famous skyship from the Magic story, and having it return to the game is a huge reference to the game’s long history. One of the original “big stories” of the game tells us about the crew of the Weatherlight and their squabbles, defeats and victories, so seeing this thing slam into the table is literally a nostalgia overdose. It’s a cool card with a great history and some excellent narrative resonance.
8. Grand Warlord Radha
Earlier in the millennium, we had Radha, Heir to Keld. Back then she was a character with a possible future ahead of her, and she could produce mana to fuel spells in combat or to power out creatures during your main phase. Mechanically, her card was all about creating the things that will help you win on future turns, but within specific constraints. Now Radha has grown into a warlord, and she makes all of her soldiers do the same things she once did. It’s real character growth.
7. Ghitu Journeymage
Once you get to be a mage, it’s an easy time. You can cast spells, do research, and probably eventually blow yourself up in some kind of accident. The circle of life is strong with mages as as group. Learning to be a mage, however, is a lot harder. You have to pass through being a journeymage, and this card dramatizes that struggle. When this creature shows up, it can power out some damage if there is another wizard around. If not, then it has a harder time. Without guidance, this journeymage ends up doing basically nothing.