![]() ![]() I believe we spent the beginning of the first meeting walking through the five courts and talking about what element of the Arthurian part of the set we could put into each color. Throne of Eldraine had an excellent exploratory design, and we walked into vision design with a strong feel for the overall world. Hopefully, we've created enough differences to give Eldraine its own identity. It's hard to avoid when you're playing in the heart of the source material for a lot of fantasy stories. This adds some extra flavor to Eldraine.īut all that said, you're correct in that there is some crossover. ![]() We also were able to play with a lot of top-down tropes specifically from Arthurian legend (Excalibur, the Holy Grail, the Lady of the Lake, Merlin, the Black Knight, the Round Table, etc.). On most other worlds, all the Knights are Human. The Knights of Dominaria and Bant are all of a similar cloth and don't have nearly as much breadth as Eldraine's Knights, both in philosophy and in the range of creatures you can see as Knights. There isn't a single court, but five unique courts each with their own take on the archetype. Eldraine's courts take the Arthurian structure and put it through the lens of the Magic color pie. Using the fairy-tale elements (what we call "the Wilds" in Throne of Eldraine) gave all the Knights a unique set of creatures to fight against and allowed us to give the world a distinctive feel. One of the big reasons I pitched adding in the fairy-tale component to Throne of Eldraine was that we have previously made worlds with a high-fantasy element that feel similar to Arthurian stories (Dominaria and the Bant shard of Alara being the major ones). This week I'm answering more reader questions about the design of Throne of Eldraine, so let's get right to it.
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