The structure of Magic: the Gathering’s multiverse is made up of hundreds of planes, each with its own themes, creatures, and magical rules. Planeswalkers are able to traverse between these planes, but there are plenty of adventures to be had within any given plane.
Since Magic and Dungeons and Dragons are both owned by Wizards of the Coast, there have been several crossover products between the two games. Small, free supplements have been released for Dominaria, Khaldesh, and Zendikar, among others. There have also been full-scale campaign books for Stryxhaven, Ravnica, and Theros. But Magic has tons of untapped planes, ready for industrious Dungeon Masters to adapt to a game of D&D.
10 Shandalar Is Generic Fantasy With A Twist
After Magic’s basic fantasy plane of Dominaria developed its own strong aesthetic and identity, especially after the Phyrexian invasion, Shandalar took its place. It was a wandering plane, not tied to any particular place in the multiverse, and so many planeswalkers either became trapped there or used it as a stepping stone to other places. Shandalar has tons of D&D staples, like evil necromancers and mountain-dwelling dragons, but still maintains its own unique flavor.
9 Fight For The Plane On Mirrodin
Mirrodin has had many names throughout the years. It was first known as Argentum by its creator Karn, but was renamed Mirrodin after the Mirari, a magical artifact that powered Karn’s lieutenant, Memnarch. After the Phyrexians invaded and overtook it, it was redubbed New Phyrexia. The war for Mirrodin is the perfect setup for a D&D Campaign, with alliances of elves, goblins, humans, and vedalken working together against the evil machine gods.
8 Alara Is In Constant Chaos
Alara was a plane split into five shards, each consisting of only three colors of mana. The constant overlapping of these five realms, from the idyllic pant to the nightmarish Grixis, caused chaos and conflict without end.
This is enough to start off an incredible D&D campaign. A party could hail from one shard, desperately defending their home. Alternatively, the party could be made up of representatives from each shard, collaborating to seek an end to the chaos.
7 Tarkir Has Multiple Timelines
The shards of Alara gave names to five three-color combinations, and Tarkir did so for the other five. The five clans of Tarkir warred for dominance over the plane, which is enough of a premise for a D&D campaign. But Tarkir also has another avenue of adventure to explore. Thanks to meddling by the planeswalker Sarkhan, an alternate timeline where dragons were not extinct. This alternate timeline sees the clan leaders, or khans, overthrown by draconic overlords. Either timeline would make a great setting for a D&D game, but a particularly adventurous DM could even bridge the two.
6 Ikoria Is Full Of Monsters
Though it was released long after Wizards of the Coast started releasing D&D/Magic crossover content, Ikoria never received official support as a D&D setting. This decision is somewhat odd, as the plane seems ideal for a D&D campaign. It features enormous, powerful monsters that mutate into different and unexpected forms. Humans on the plane form bonds with these creatures to help them defend their homes from the more vicious monsters. Dropping a D&D party into a world of dangerous monsters feels like an incredibly easy fit.
5 Kamigawa Just Got An Upgrade
First introduced in its own block back in 2004, Kamigawa was revised in 2022’s Kamigawa: Neon Dynasty. In its original form, this plane resembled feudal Japan, with lords commanding groups of samurai in a war against the spirits known as kami.
Neon Dynasty makes a long jump into the future, seeing a technologically advanced Kamigawa embroiled in political instability. Either setting would make a great backdrop for D&D and it’s a shame the set didn’t receive any official content.
4 Kylem Has An Interplanar Arena
This plane doesn’t have a great variety of features or residents, but it has one of the strongest identities in all of Magic. Kylem is the setting of the Battlebond set, which is themed around a giant interplanar arena battle. Creatures and competitors from all corners of the multiverse come together to compete for glory and wealth. While Kylem’s arena battles might not have the legs to support a full-length D&D campaign, it is ideal for an over-the-top high-level one-shot.
3 Vryn Is Highly Magical
Perhaps most notable for being the home plane of Jace Beleren, Vryn was introduced in the Planechase 2012 set. It features lines of enormous rings, each one inhabited like a small city. These rings form a network of leylines, capturing and channeling mana for use by an elite league of mages. Vryn is a prime example of the kind of strong twists on fantasy tropes that Magic has to offer. Since not much is currently known about Vryn, it is a perfect plane to inspire a D&D game while not dictating every last detail.
2 Fight For Glory In Kaldheim
Kaldheim was very lightly teased back in 2009’s Planechase set, and featured in the 2014 Duels of the Planeswalkers game, but it was fully realized in a 2021 set of its own. It is a snowy, mountainous realm that values storytelling and heroic warriors.
Kaldheim is strongly inspired by Norse mythology, a touchstone that D&D features heavily as well. Plenty of D&D games already take place in Norse-themed settings, and borrowing elements from Kaldheim is a great way to spice things up.
1 Eldraine Is A Whimsical Plane Of Myth
Taking its influence from fairy tales and medieval literature, Eldraine is a plane of noble knights, honorable quests, and trickster fey. It is divided into five courts, each aligned with a different Magic color. The wilds beyond these courts are the perfect setting for D&D adventures, especially those that fall a little on the more light-hearted side. While Eldraine never saw any official D&D support, the fey content in The Wild Beyond the Witchlight could be easily adapted.
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