{"id":1172285,"date":"2026-02-13T05:53:07","date_gmt":"2026-02-13T05:53:07","guid":{"rendered":"https:\/\/www.polygon.com\/?p=556404"},"modified":"2026-02-13T05:53:07","modified_gmt":"2026-02-13T05:53:07","slug":"return-to-tarkir-the-art-and-craft-of-the-magic-callback-set","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/return-to-tarkir-the-art-and-craft-of-the-magic-callback-set\/","title":{"rendered":"Return to Tarkir: The art and craft of the Magic callback set"},"content":{"rendered":"<figure> <img decoding=\"async\" alt=\"\" data-caption=\"\" data-portal-copyright=\"Image: &lt;a href=&quot;https:\/\/victoradameart.com\/&quot;&gt;Victor Adame Minguez&lt;\/a&gt;\/Wizards of the Coast\" data-has-syndication-rights=\"1\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/04\/return-to-tarkir-the-art-and-craft-of-the-magic-callback-set.jpg\" \/><figcaption><\/figcaption><\/figure>\n<p class=\"has-drop-cap has-text-align-none\">In 2014, <em>Magic: The Gathering <\/em>had an irrefutable hit on its hands. <em>Khans of Tarkir<\/em>, the card game\u2019s 65th expansion, introduced players to a realm at war, as five distinct clans fought for power and glory. In less than a year, one time traveler\u2019s cosmic intervention completely reshaped the world of Tarkir, and canonically erased the very thing that <em>Magic <\/em>players loved most about it \u2014 the clans.\u00a0<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/04\/return-to-tarkir-the-art-and-craft-of-the-magic-callback-set-1.jpg\" alt=\"\" title=\"\" data-has-syndication-rights=\"1\" data-caption=\"\" data-portal-copyright=\"Image: Wizards of the Coast\" \/><\/p>\n<p class=\"has-text-align-none\">One decade and 39 more expansions later, players are finally invited back to the war-torn plane in <em>Magic<\/em>\u2019s latest set, <em>Tarkir: Dragonstorm<\/em>. And according to members of <em>Magic<\/em>\u2019s game design and world-building teams, Wizards of the Coast has spent these last 10 years in part figuring out how to recapture the lightning in a bottle that it inadvertently released when Tarkir\u2019s original 2014 story played out.\u00a0\u00a0<\/p>\n<p class=\"has-text-align-none\">\u201cIt was not our intent to do this, but we ended up, through the way the [Tarkir] block went, kind of destroying the thing players loved the most,\u201d said Aaron Forsythe, vice president of design at Wizards of the Coast and a 23-year veteran of <em>Magic.<\/em><\/p>\n<p class=\"has-text-align-none\">\u201cWe [originally] wanted to tell a time-travel story, and when we first came to Tarkir the dragons [were] long dead,\u201d he continued. \u201cAnd we thought, [with <em>Tarkir: Dragonstorm<\/em>] we\u2019ve [finally been able to] set the groundwork for this amazing third set where the dragons are brought back through time travel and that\u2019s the thing players would get super excited about and celebrate.\u201d<\/p>\n<p class=\"has-text-align-none\">Unlike <em>Magic<\/em>\u2019s current release structure, in 2014 the game produced expansions in a so-called block \u2014\u00a0three consecutive and narratively linked sets that told the story of a single world. As part of that structure, <em>Khans of Tarkir <\/em>was the first set in a back-to-back trilogy known as the Khans block, which told the story of how Tarkir\u2019s past and future was rewritten, replacing the once-ruling clans with the return of tyrannical dragons.\u00a0<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/04\/return-to-tarkir-the-art-and-craft-of-the-magic-callback-set-2.jpg\" alt=\"\" title=\"\" data-has-syndication-rights=\"1\" data-caption=\"\" data-portal-copyright=\"Image: &lt;a href=&quot;https:\/\/www.artstation.com\/ssglushakov&quot;&gt;Sergey Glushakov&lt;\/a&gt;\/Wizards of the Coast\" \/><\/p>\n<p class=\"has-text-align-none\">Looking back, there are many defining characteristics across the Khans block. Its second and third sets, <em>Fate Reforged <\/em>and <em>Dragons of Tarkir<\/em>, certainly led to a lot of excitement for some players as they opened booster packs in search of epic new dragons that were absent in the block\u2019s first set. But in the years since, it was <em>Khans of Tarkir <\/em>that seemed to linger longest in the imagination and nostalgia of casual and competitive players alike \u2014 largely thanks to the unique abilities and identities of the now iconic clans, such as Abzan, Sultai, and Temur, who were defined by three-color combinations that didn\u2019t even have official names prior to the set\u2019s release.<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/04\/return-to-tarkir-the-art-and-craft-of-the-magic-callback-set-3.jpg\" alt=\"\" title=\"\" data-has-syndication-rights=\"1\" data-caption=\"\" data-portal-copyright=\"Image: &lt;a href=&quot;https:\/\/www.mynameistran.com\/store&quot;&gt;Tran Nguyen&lt;\/a&gt;\/Wizards of the Coast\" \/><\/p>\n<p class=\"has-text-align-none\">\u201cThey fell in love with <em>Khans of Tarkir<\/em>,\u201d Forsythe recalled. \u201cAnd now we were stuck with a world that wasn\u2019t the best version of what that world was. And it took us several years of ruminating on that problem to figure out how exactly we could solve for that without retconning things.\u201d<\/p>\n<p class=\"has-text-align-none\">Though the set\u2019s ongoing legacy may have been unpredictable at the time, as Forsythe puts it, Tarkir\u2019s trajectory wasn\u2019t even that unique as <em>Magic <\/em>stories go.&nbsp;<\/p>\n<p class=\"has-text-align-none\">\u201cWe were in a phase there for a while where we were destroying our worlds at the ends of blocks,\u201d he said. \u201cThat turned out to be very unwise, as each world is somebody\u2019s favorite and players are always hoping to go back somewhere that they liked.\u201d<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/04\/return-to-tarkir-the-art-and-craft-of-the-magic-callback-set-4.jpg\" alt=\"\" title=\"\" data-has-syndication-rights=\"1\" data-caption=\"\" data-portal-copyright=\"Image: Wizards of the Coast\" \/><\/p>\n<p class=\"has-text-align-none\">With all that baggage behind them, it\u2019s easy to see how revisiting Tarkir created a unique problem for <em>Magic<\/em>\u2019s design teams. But galavanting through Tarkir is far from the franchise\u2019s<em> <\/em>first time returning to a once beloved world. In the game\u2019s more than 30-year history, in fact, most of its worlds have been revisited at least once. And with each return to places like Ravnica, Mirrodin, Eldraine, and so on, the designers are faced with a new set of creative challenges meant to keep the game fresh while acknowledging player expectations for a given place.\u00a0<\/p>\n<p class=\"has-text-align-none\">\u201cWith any return set, you\u2019re trying to strike that balance of something that people are really familiar with, they\u2019ve come to love it, so you really want to deliver on those expectations, especially nostalgic expectations, which sometimes are hard to meet,\u201d said Athena Froehlich, principal product designer at Wizards of the Coast, during a recent press Q&amp;A following the <em>Tarkir: Dragonstorm <\/em>preview panel at <a href=\"https:\/\/youtu.be\/2w3-Q-QwVlI?si=zZPbq3L4c0FuBjsd\">February\u2019s MagicCon in Chicago<\/a>. \u201cThe trick we\u2019ve learned\u2026 redo the stuff that worked great and make new things to replace the stuff that didn\u2019t. And that\u2019s kind of the recipe of a return.\u201d<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/04\/return-to-tarkir-the-art-and-craft-of-the-magic-callback-set-5.jpg\" alt=\"\" title=\"\" data-has-syndication-rights=\"1\" data-caption=\"\" data-portal-copyright=\"Image: Wizards of the Coast\" \/><\/p>\n<p class=\"has-text-align-none\">Though Froehlich may make the recipe sound easy, according to Mark Rosewater, <em>Magic<\/em>\u2019s head designer, return sets do provide inherent shortcuts that would otherwise have to be made from the ground up when designing a brand-new world.\u00a0\u00a0<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/04\/return-to-tarkir-the-art-and-craft-of-the-magic-callback-set-6.jpg\" alt=\"\" title=\"\" data-has-syndication-rights=\"1\" data-caption=\"\" data-portal-copyright=\"Image: Wizards of the Coast\" \/><\/p>\n<p class=\"has-text-align-none\">\u201cWhen you make a brand-new set and there\u2019s no rules, that\u2019s a lot harder because you have to figure out what you\u2019re doing,\u201d Rosewater explained at the same press event. \u201cOne of the things about a return is, I have a lot of things that I know. Like [In <em>Tarkir: Dragonstorm<\/em>] we\u2019re doing clans, we\u2019re doing dragons. That speaks about a lot. A lot of the structure of the set is: How do we make clans and dragons work? We have to solve that problem, but at least it\u2019s a defined, known problem.\u201d<\/p>\n<p class=\"has-text-align-none\">But, according to Forsythe, even the timing of a return set can contribute to the ease or difficulty in executing on players\u2019 expectations and a set\u2019s overall success.\u00a0<\/p>\n<p class=\"has-text-align-none\">\u201cTen years is kind of the sweet spot for how we can return somewhere and mostly execute how we did it the first time,\u201d Forsythe explained. \u201cTen years is like a generation of players, a generation of improved design work, and we can deliver on a similar thematic set in a way that feels current and modern, and hits all the right nostalgia notes for people that were there the first time.\u201d<\/p>\n<p class=\"has-text-align-none\">While the game designers have access to a lot of insight into a set\u2019s success, including sales, player sentiment, and competitive play rates, <em>Magic<\/em>\u2019s world-builders and storytellers also leverage those inputs to inform the narrative direction that serves as the backbone of an expansion.<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/04\/return-to-tarkir-the-art-and-craft-of-the-magic-callback-set-7.jpg\" alt=\"\" title=\"\" data-has-syndication-rights=\"1\" data-caption=\"\" data-portal-copyright=\"Image: Wizards of the Coast\" \/><\/p>\n<p class=\"has-text-align-none\">The same way that the cards in a return set try to simultaneously create fresh gameplay and a nostalgic experience for the most invested players, the storytelling experience has to thread that needle in a narratively satisfying way too. Retelling the same tales doesn\u2019t make for a compelling backdrop on <em>Magic <\/em>cards. For the game\u2019s world-builders, return sets such as <em>Tarkir: Dragonstorm<\/em> provide a new opportunity to modernize, if not improve, previous narrative decisions.<\/p>\n<p class=\"has-text-align-none\">\u201cWe definitely saw the possibility of a more modern version of Tarkir [\u2026] with a more experienced world-building team, with a greater sense of the impact of our creative decisions,\u201d said Doug Beyer, creative director for world-building on <em>Magic.<\/em> \u201cWe knew there was going to be a revolutionary feel to <em>Tarkir: Dragonstorm<\/em>, because part of the premise is throwing off the dragonlord oppressors, and a revival of these ancient clans. That naturally pointed to a version of Tarkir that was more steeped in the identities of those clans. Not necessarily being beholden to every detail of the way the clans were before.\u201d<\/p>\n<p class=\"has-text-align-none\">Where previous <em>Magic <\/em>stories may have used narrative devices to inform gameplay mechanics, the impact of consultants that represent different Asian and Middle Eastern cultures that inspired the world of Tarkir now help the design team to also make the backdrop more lived-in and authentic.<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/04\/return-to-tarkir-the-art-and-craft-of-the-magic-callback-set-8.jpg\" alt=\"\" title=\"\" data-has-syndication-rights=\"1\" data-caption=\"\" data-portal-copyright=\"Image: Wizards of the Coast\" \/><\/p>\n<p class=\"has-text-align-none\">The result is a story told through gameplay, one that feels organic and more rich. Among the most eye-catching updates players will see among the old clans is the treatment of zombies by the cunning and decadent members of the Sultai Brood.<\/p>\n<p class=\"has-text-align-none\">\u201cThe undead, within the Sultai, has changed massively since the last time we saw them. The undead were nothing but servants in prior continuity. Now the undead have much more of a revered role,\u201d Beyer said. \u201cTheir bodies are rotting, but they have identity, they have personalities, their rotting flesh is patched over with gold and jade.\u00a0<\/p>\n<p class=\"has-text-align-none\">\u201cWe heard from consultants that rituals revering the dead actually are an important part of some culture practice for the inspiration cultures for the Sultai,\u201d he added. \u201cWe still want the undead to be a big part of the Sultai, that is part of their core identity that we don\u2019t want to lose, so what\u2019s a new way to portray that [&#8230;] and give them a fresh new unlife in the revamped version of Tarkir?\u201d<\/p>\n<p class=\"has-text-align-none\">With the full <a href=\"https:\/\/magic.wizards.com\/en\/products\/tarkir-dragonstorm\/card-image-gallery\">card image gallery for <em>Tarkir: Dragonstorm<\/em><\/a>\u00a0now live, players can finally see the complete range of reimagined depictions across Tarkir\u2019s familiar characters, clans, and in-game cultures. The full play experience of this set remains to be seen, though expectations are particularly high following the original Tarkir block\u2019s commercial success and sheer number of game-defining cards.<\/p>\n<p class=\"has-text-align-none\">Tarkir: Dragonstorm<em> officially arrives in stores worldwide on April 11.<\/em><\/p>\n<hr class=\"wp-block-separator has-alpha-channel-opacity\" \/><a href=\"https:\/\/www.polygon.com\/mtg-magic-the-gathering\/556404\/tarkir-dragonstorm-callback-set-rosewater-interview\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>In 2014, Magic: The Gathering had an irrefutable hit on its hands. Khans of Tarkir, the card game\u2019s 65th expansion, introduced players to a realm at war, as five distinct clans fought for power and glory. In less than a year, one time traveler\u2019s cosmic intervention completely reshaped the world of Tarkir, and canonically erased the very thing that Magic players loved most about it \u2014 the clans.\u00a0 One decade and 39 more expansions later, players are finally invited back to the war-torn plane in Magic\u2019s latest set, Tarkir: Dragonstorm. And according to members of Magic\u2019s game design and world-building teams, Wizards of the Coast has spent these last 10 years in part figuring out how to recapture the lightning in a bottle that it&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/return-to-tarkir-the-art-and-craft-of-the-magic-callback-set\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":1172286,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[10],"tags":[],"class_list":["post-1172285","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-polygon"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.5 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Return to Tarkir: The art and craft of the Magic callback set | Arcader News<\/title>\n<meta name=\"description\" content=\"In 2014, Magic: The Gathering had an irrefutable hit on its hands. 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