Plane Shift: Innistrad

Plane Shift: Innistrad came out and I stand corrected. I had stated in a previous article that, since D&D has Ravenloft as its gothic horror setting, Innistrad would not be one of the first choices for a Plane Shift supplement. However, at that time, I didn’t have in mind that Innistrad is one of the most, if not the most, successful Magic: The Gathering sets. So now that it’s out, I stand corrected. But I’m also happy that not only there’s a new Plane Shift supplement out, but that it’s focused on Innistrad. The supplement can be found here.

I’d also like to mention that I got one important thing from the supplement’s introduction part. Plane Shift is released along with The Art of Magic. This means that there are going to be more Plane Shifts and we know which Planes they’re going to be talking about each time.

Just like in Plane Shift: Zendikar, Plane Shift: Innistrad begins with a little information about the world. Again, it’s not much because the The Art of Magic: The Gathering – Innistrad exists for that purpose.

After that, we move to a chapter called Life on Innistrad. It contains character options, 4 Human variants to be precise, and information that helps on how to use existing character options in this setting, including how the Church of Avacyn(the Archangel of this world) works. Finally, we are presenting with the Inquisitor background. Not bad.

Moving on, the Creatures of Innistrad  are next. Innistrad has a plethora of monsters that are out there and ready to destroy you. Of course, there are Werewolves, Vampires and spirits called Geists. I really like the flavor of those three kinds of creatures in Innistrad.

Then, there is another kind of monsters that either create things that want to destroy you or worship things that want to destroy you. These are the Necro-Alchemists that use Geists or create Constructs, the Skaberen(also known as stitchers) that pretty much love Flesh Golems, the Ghoulcallers that are kinda like necromancers and a pretty much endless amount of cults that either worship Demons and Devils or other, sometimes even more terrible, things.

We should not forget the natural disasters of the world. And these are the Elementals, the Dragons and the Wurms. Yes, I call them natural disasters because they are. They can easily change the landscape if they want.

Finally, we have the Angels. The protectors of humanity against the darkness of the world. Or are they? Something is wrong with them lately. Something that is driving them mad.

And that is The Coming of Emrakul. This eldritch horror has been affecting the inhabitants of the Plane even before her arrival. Now that she’s here, all hell will break loose. No, that was already happening even without her going there. Imagine what’s going to happen now.

The last chapter contains guidelines on how to use the Curse of Strahd adventure in Innistrad. They say it was a happy little coincidence the Curse of Strahd adventure and the Innistrad block were released at the same time. Or was it? Muhahahahaha…

Anyway, that’s what Plane Shift: Innistrad has for us. I like what it contains and I, in general, I really like the Plane Shift supplements.

However, I have to be fair so I will make a note here. I understand that WotC want to promote their awesome e-magazine Dragon+ and that’s why they put the link for the supplement there. But that made it a little hard to find.I haven’t found any posts on their site about it. They should have posted about the supplement in both the D&D and the MtG sites and link to the article in Dragon+. Anyway, if I’m wrong please correct me so I can put the right links here.

And until next time, have fun!

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5 thoughts on “Plane Shift: Innistrad

  1. Having been running a Curse of Strahd campaign for the past several months, reading this supplement and its changes to that campaign made my head hurt, hahaha.

    Though I am interested in blending the MTG and D&D games like this with Plane Shift materials for a future D&D group I’ll be running. Thanks for sharing all of this insight!

    Liked by 1 person

    1. I’m glad you found it helpful. Also, if you are thinking about using Plane Shift content for a D&D campaign you should consider getting the corresponding “The Art of Magic: The gathering” book. I own the ones about Zendikar and Innistrad, and I can say they are really beautiful. I’m going to get the Kaladesh one as well.

      Liked by 1 person

      1. Is it more than just art, though? Is there actual information about the Magic planes? Or are you recommending it simply because the visuals in the art help to set the tone and feel of these places for a D&D game?

        Liked by 1 person

    2. While I find art books a nice thing to have, I wouldn’t have suggested getting these books only for that. They are pretty much setting books. They’ve got information on the world, its people, its monsters, and of course some of its history. But here’s a note. I believe a part(if not all of it) of the information in the books can be found by searching the MtG website and some wikis. If you get the books you probably won’t get information that’s not already out there. What you’ll get is all that information gathered in a hardcover book, with a good layout, and some very beautiful art.

      Liked by 1 person

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