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Landfall

The Battle for Zendikar!

Five years later, we return to battle on Zendikar, along with more textless full-art basic lands. But this time, Zendikar Expeditions makes an appearance: cards featuring a special Zendikari card frame and a separate expansion symbol. The set is retroactively considered the first set of the Masterpiece Series. Lands in this set look more volatile than before!

Zendikar Expeditions

Aside from all the obvious cycles, the White-Green Horizon Canopy and Kor Haven are the only ones with coloured abilities... 

Zendikar Rises again…

It’s practically a tradition at this point to expect full-art basic lands whenever a set visits the plane of Zendikar, as well as another Masterpiece series: Zendikar Rising Expeditions. This time around, there are also Pathway lands and many more modal double-faced cards. Lands in this set give the impression that they’ve been unleashed!

Zendikar Rising Expeditions

Modal Double-Faced Cards: Half-Instants
Modal Double-Faced Cards: Half-Sorceries
Modal Double-Faced Cards: Half-Creatures
Should the above #MoodBoard inspire Dungeon Masters to attempt to host a D&D campaign on Zendikar... 
Plane Shift: Zendikar
Plane Shift: Zendikar (.PDF)

Dungeons & Dragons and Magic: The Gathering are two different games, but that doesn’t mean their Multiverses can’t meet.

Plane Shift

From the beginning, Magic’s plane of Zendikar was conceived as an “adventure world” where parties of explorers delve into ancient ruins in search of wonders and treasures, fighting the monsters they encounter on the way. Many of the plane’s creative roots lie in D&D, so it should be no surprise that we adapt Zendikar’s races, monsters, and adventures to a tabletop D&D campaign.

The easiest way to approach a D&D campaign set on Zendikar is to use the rules that D&D provides mostly as written: a druid on Zendikar might call on green mana and cast spells like giant growth, but she’s still just a druid in the D&D rules (perhaps casting giant insect).

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