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Human
 
 

Human
Creature Type
(Subtype forcreature/kindred cards)
Beeble Scale1[1]
Statistics
3859 cards
{C} 0.1% {W} 28.6% {U} 14.7% {B} 12.3% {R} 14.2% {G} 9.8% {W/U} 2.6% {U/B} 1.9% {B/R} 1.3% {R/G} 1.4% {G/W} 1.7% {W/B} 1.8% {U/R} 1.4% {B/G} 0.6% {R/W} 2.7% {G/U} 0.9% {M} 3.9%
100 Human creation cards
{C} 1% {W} 45% {U} 5% {B} 6% {R} 8% {G} 8% {W/U} 4% {R/G} 2% {G/W} 7% {W/B} 2% {R/W} 5% {M} 3% {artifact symbol} 2% {land symbol} 2%
as ofAlchemy: Duskmourn
Scryfall Search
type:"Human"
art:"Human"

Human is acreature type.[2] Humans are one of the most prevalent species in themultiverse.

Description[]

Humans are four-limbed bipedal primates of the mammalian class.[3] They have a highly developed brain capable of abstract reasoning, language, and introspection (though they are hardly the onlycreatures inMagic capable of this). The only inhabited, natural planes where humans are known not to exist at all areLorwyn-Shadowmoor andBloomburrow. Humans are the characteristic race for the colorwhite, thoughR&D is willing to replace them when they find a suitable replacement as they exist in large numbers across all five colors.[4][5]

History[]

For a long time, 'Human' was the defaultrace forhumanoids, and many people thought that it shouldn't have had a separate creature type.[6] This would mean that many cards were justsoldiers ornomads if they clearly depicted humans. This became a problem whenR&D started creating cards that cared about creature types.

The creature-type human was finally introduced inMirrodin as a part of therace/class model.[7] The notion was first brought up in the public byRandy Buehler[8] and was met with negative reactions.[9] After much convincing a poll determined that 53.7% of the readers would accept the addition of humans to Magic at that time.[10] As predicted, players eventually came to accept the change fully.

Humans had no tribal support untilInnistrad block.[11] The theme later returned inShadows over Innistrad block andIkoria: Lair of Behemoths, two cards inTheros and one inMagic 2014.

Storyline[]

Though the way humans act in most planes covers a fairly broad range of behaviors, this range itself is roughly the same across most planes. The same is true regarding the physical traits that they have. But there may also be some planes where there are greater differences.

Alara[]

Humans were the only race native to all five shards of Alara, though their appearance varied by shard.[12]

Bant[]

OnBant, humans were regal and severe with pale or olive-colored skin.[12] Segmented into a caste-based society, humans follow a rigid code of honor and discipline. From an early age, children are taught a weapons-based martial art known as Halcou, a name derived from an alabaster bird with legendary grace and speed. While most humans strive for a life of honor and order, perfection is impossible here. Some choose not to follow the rules of society and prefer to live as bandits and thieves.

Esper[]

Esper's humans were tall, slight, and infused withetherium enhancements.[12] On Esper, magic is synonymous with culture. The humans here are devoted, expert mages, and those with the most powerful magic rule the others. For this reason, Esper's history is peppered with occasional crude grabs at power, but each would-be tyrant has been swiftly put down. Subtlety goes much further here than flashy magic or vulgar force.

Specialization[]

Among the humans of Esper, specialization is key to establishing one's mastery.[12] This is an incomplete list of such specialized mages:

  • Arcanist: A master of secret knowledge and lost lore.[12]
  • Stormcaller: A wielder of weather magic.[12]
  • Mechanist: An artificer with a talent for infusing complex creations with magic.[12]
  • Clockworker: One who manipulates the forces of time.[12]
  • Mentalist: A trafficker in thoughts, especially those others try to hide.[12]
  • Tidemage: One who uses magic to influence the seas and tides.[12]

In addition to these types, one can also find the more standard voidmages, nullmages, pathmages, etc.[12] Some mages claim to know only one kind of magic, keeping their other skills to themselves.

Retinues[]

Every mage of note has a personal retinue.[12] The size and quality of a mage’s retinue is an indication of his or her clout and status. A powerful and influential mage might have an entourage of six or seven, including apprentices, telemins,gargoyles, animal familiars, magically-created humanoids calledhomunculi, and even specimens of physical perfection just for show. Decorative tethers and leashes on members of one's retinue aren't uncommon as a means of displaying ownership.

Telemins[]

A society founded on control needs individuals willing to be controlled.[12] A voluntary "underclass" has emerged among Esper's humans — people willing to be the instruments of other mages' artistry. Telemins, sometimes called "mage dolls," allow themselves to be mentally commanded by a mage to perform some task, whether it's menial, skilled, or artistic. Credit for a telemin's skill or accomplishment never goes to the telemin themself but rather to the mage who "plays" them. Some telemins have become famous in the same way that a well-made instrument can become famous, like an exquisite violin.

Grixis[]

The humans ofGrixis were often ashen and bloated with diseases.[12] They call themselves "Vithians" after the kingdom of the living that they still attempt to sustain. Vithian mages set up detection spells and elemental runes to guard their borders against roving necromancers and vampires, and warriors learn battle techniques to defeat the undead. Vithian humans eat whatever they can — mushrooms, rats, scrubby weeds and grasses, even kathari — but were near extinction by the time of theConflux.

The few living humans take shelter in small, hidden brick cities known ashermitages. Some hermitages, wracked with the amnesia-magic of lethemancers and faced with the daily horrors of the plane, become nothing more than insane asylums. A precious few, such as the mountain fortress of Torchlight, are reasonably well-defended with sword and sorcery, but the renegades who maintain them are constantly under siege by flesh-hungry undead and tempted by the promises of demons.

Jund[]

OnJund, humans were sinewy and fierce, and some even had slightly reptilian features, such as forked tongues or pseudo-scales covering parts of their skin.[12] Humans divide into tribal groups out of necessity rather than a sense of communal bonding. Dozens of different human tribes occupy territory mostly on the cliffs overlooking the valleys and canyons. Both men and women are warriors, shamans, and chieftains — The harsh laws of survival ultimately determine rank and influence.

The tukatongue tree is the primary food staple for humans, and a tribe without access to a tukatongue struggles for survival.[12] Growing on high plateaus, the tree's supple wood and tough bark help it survive fierce winds and a marauding dragon's fiery breath. The tree's roots can be ground into a sticky paste for an unappealing, but reliable, food source. Many stone weapons are wrapped in spiky bark. Humans live in temporary shelters made from tuka frames and covered in lizard skin—a viashino hide is a sign of social status. From a distance, these round huts look like the backs of giant turtles.

Humans are stronger than goblins but are generally no match for the raw strength of the viashino.[12] As a result, humans tend to settle in the scrubby jungles at the base of mountains or the scarred volcanic flats. Human settlements are rudimentary and easily relocated. If a dragon settles nearby or resources run low, the humans pack up and move to a more hospitable location. They form nomadic tribes that are necessary for survival. Known clans include:

  • ClanNel Toth: Former clan ofMeren.
  • TheRipclan orTol Durek[13]
  • TheTol Antaga:Kresh's splinter clan from the Tol Hera.[12]
  • RiftclanTol Breot: Led by Breot the Slayer. Half the clan was transported to Grixis during theConflux.[14]
  • HighclanTol Hera: This human tribe, led by the impetuousJavid Hera, believes that humans should not skulk in the low ground but take possession of the heights.[12] To them, the Life Hunt should not be a rare ceremony but an ongoing war against the dragons until one or the other side is exterminated. Unlike other tribes, these humans see no evil in consuming the life energy stored in sangrite crystals to increase their power. Their numbers are small, however, in large part due to their bold forays into the high ground, but every member of the tribe is a fearsome combatant as a result.

At the age of ten, humans undergo a dangerous rite of passage known as the Dark Climb where the warriors climb an active volcano and are forced to bring back a shard of volcanic glass to become a warrior.[12] Not only are the fiery mountains dangerous in themselves, but they are the favored roosts of young dragons. By this age, most children have already faced viashino and dragon attacks, and many are quite resourceful as they make their way into the volcanic peaks. Those who return home with a shard are given an obsidian weapon crafted from their hard-earned volcanic glass and annealed with shamanic magic.

Children with natural ability are raised within the shamans' enclosure, where they learn the ways of the spirits until their tenth birthday.[12] But unlike the Dark Climb, which tests future warriors, the rite known as the Shamanic Circle tests a child's magical strength. The child is brought before the full Shamanic Circle and given a dangerous drug calledDreamfire Draught, a potent drug — and slow-acting poison — that causes the child to become a magnet for elemental entities. The circle collectively summons a wild elemental into the circle, and the child must bargain with the elemental for a boon to stop the poison. Success means survival and entry into the circle as an adept. Shamans are highly respected, ranking even higher than a tribe's warrior chieftain. In battle, the shamans summon elementals to fight for their people.

Every eight years, a different shaman is mysteriously gifted a vision of a dragon falling out of the sky, and they become the Vision Shaman.[12] The Vision Shaman summons the most decorated hunters of all the tribes to gather in the Bloodhall. Together, these warriors must hunt and kill a dragon. All are expected to fight to the death, and it is a great dishonor to desert the hunt while any warriors are still alive. More often than not, the dragon is victorious, and the once-proud warriors become carrion for starving goblins. A Life Hunt can even end in an entire clan's disintegration. For Jund's humans, relationships are fleeting, and the death rate is extremely high.[12] A person over thirty is considered old and reaching the age of fifty is nearly unheard of.[15]

In battle, a human warrior will mark a victory by weaving part of their hair into a small braid and binding it with a bit of skin or tendon from a fallen enemy.[12] Shamans take this further and tie bones, tusks, fur, and other such trophies into their hair. The more braids, the higher their social rank. However, only significant kills are so marked — a simple food-gathering hunt or repelling a motley thrash of viashino is not enough to earn a braid. Only a few heroes wear more than five braids; a dozen is the stuff of legend.

Naya[]

Naya's humans were singularly beautiful idealizations of the human form.[12] For humans, it’s all about pleasure—the pleasure of the hunt, the pleasure of the body, the pleasure of celebration, and the pleasure of competition. Impulsive and unbound, the humans who dwell on the jungle floor have invented ingenious ways to survive in the most hostile environment in Naya.

Humans hunt in packs and communicate by drumming and knocking on buttress roots in a practice called drumhunting.[12] Roots have distinct sounds, so everyone can identify where a particular group is located and coordinate hunting maneuvers. When there is an emergency, humans summon all groups to the base of the largest tree in the lowlands by drumming on the root in a specific rhythm.

Naya's humans have developed an immunity to the poisonous bloodthorn trees and sometimes build their settlements inside bloodthorn groves.[12] The middle of the thicket is hollowed out, leaving a ring of bloodthorn trees as a barrier against predators. They have similarly cultivated an immunity to the sting of the scarlet wasp, and often build near their huge nests for protection. In small doses, the wasp toxin can be distilled into an elixir that provides humans with increased strength.

There is an increasing divide between the humans who live in hollowed buttress roots in the jungle and rely on hunting for food and the humans who are experimenting with agriculture and domesticating animals.[12] Humans who make their home in the small cities within the jungle are referred to as theExuberants. They are a hedonistic, vital group adept at living in the moment, providing luxury and relaxation for drumhunters as they move from place to place. They also host competitions and make sacrifices of food and precious objects as the elves instruct.

More humans are building permanent settlements and villages in the few open areas that exist in Naya. Calling themselvesSunseeders, their quest for an open sky is developing spiritual proportions. Led by a charismatic man namedHadran, the Sunseeders are undergoing an agrarian revolution and are creating more open spaces for cultivating crops. When a tree falls in the jungle, a massive hole is punctured in the canopy. Thousands of seeds are waiting for the chance to grow and fill the space, but humans bring in plowbeasts to beat back the natural world. Often they will have a rudimentary structure built within a few days, with a herd of pip fawns to eat the green shoots before they can reclaim the precious open space.

In addition to plowbeasts, humans keep griffins tethered on long cords near their fields. Part guard animal and part familiar, griffins are often decorated with colorful leather straps and embroidered cloth. Every group of Sunseeders has a herd of pip fawns as well. Because of the massive amount of grass and plants they eat, the size of pip fawn herds is carefully managed. If a herd is too big, it will attract the gargantuans.

All humans and even some elves come together in open areas to play games, the most popular of which isMatca.[16][12] In this game, two humans wrestle in a stone-bordered arena in an attempt to pin each other to the ground. Advanced Matca fighters wear spike armor.[17]

Amonkhet[]

The humans ofAmonkhet are the only race there not associated with one of the fivegods. This left them free to either dedicate themselves fully to one of them or find a balance between all five virtues espoused in theirtrials.

Avishkar/Kaladesh[]

The humans ofAvishkar are passionate dreamers who strive to achieve the impossible through their inventions. While they are the only race on Avishkar whose physiology is untouched by the presence ofaether, their curiosity and ambition drive innovation, and they excel at synthesizing ideas.[18]

Dominaria[]

Humans are the earliest known inhabitants of Dominaria, existing on the plane even before theUr-Dragon spawned theelder dragons.[19] The earliest known humans to occupy Terisiare were the subjects of the cruel and powerfulPrimeval Dragons.[20] These people overthrew their draconic masters and formed a large empire based inOtaria. Humans today exist across the entirety of Dominaria in diverse cultures.

Eldraine[]

Though the large majority ofEldraine's humans live in the Realm, some have always existed in the Wilds, whether driven by desperation or a desire to live outside the courts.[21] These humans include hunters, foresters, and artisans, and they often pick up some of the eccentricities of their fantastical neighbors.

Innistrad[]

OnInnistrad, there are noelves,dwarves orgoblins. Humans are the main sentient species. They are both the protagonists and the victims, preyed upon byvampires,werewolves and the like.[22][23]

Ikoria[]

OnIkoria, humans are the only remaining sentient species of the plane. Living in large cities calledsanctuaries, the humans of Ikoria try to survive against the endless onslaught of their world's mutated monsters. The plane's primary sanctuaries areLavabrink andSkysail, as well as the former cities ofDrannith andOrn. Some of them, known asBonders, establish mystical bonds calledeludhas with beasts but this practice is frowned upon and is cause for exile from the cities.

Ixalan[]

Humans onIxalan first appeared in theplane's core.[24] They were known as theKomon Winaq, orFifth People. The Komon would go on to found theOltec civilization within the core, and later theSun Empire on its surface.

The people of theSun Empire onIxalan believe they were formed from clay by the loving hands ofKinjalli, the Wakening Sun. They live alongsidedinosaurs, without taming or domesticating them, but leading them into battle and harnessing them to heavy loads.[25] The humans of Torrezon live under the rule of aristocraticvampires of theLegion of Dusk, while others have fled to form theBrazen Coalition.

Kaldheim[]

The humans ofKaldheim live in the realm ofBretagard. The five clans are perpetually in conflict with one another, but can keep the peace through the "Code of Clans". These are theBeskir ({W}), theOmenseekers ({U}), theSkelle ({B}), theTuskeri ({R}) and theKannah ({G}).

Mirrodin[]

The humans ofMirrodin adapted to the metal planet, as had all races imported to the plane by growing organic metal pieces on their bodies. Mirrodin tribes consisted of theAuriok of theRazor Fields, theNeurok of the shore of theQuicksilver Sea, theMoriok of theMephidross, theVulshok of theOxidda Chain, and theSylvok of theTangle.[26]

All species on Mirrodin have metallic growths and plates that permeate and cover their bodies because of the effects of certain substances on the plane that interact with organic life. Humans all have such metallic growths, but color, material, coverage, and shape vary from tribe to tribe.

When the Phyrexians launched their initial assault, the Mirrans could not put aside their cultural differences, which made them easy to divide and conquer.[27] The Morioks fell first, followed by the Neuroks, and finally the Sylvoks. Only the Aurioks and Vulshoks managed to hold any of their ground, and their populations were still decimated.

Rabiah[]

Bird maidens[]

Main article:Bird Maidens

Rath[]

Two tribes of humans, the nomadicVec and the settledDal, inhabited the blasted plains ofRath. Along with theKor, an allied race of nonhumans, the Rathi tribes were steadfast enemies of the plane's cruelevincars — save for theil, those of their numbers who joined the evincar's evil forces.

For more, seeRathi Tribes.

Ravnica[]

For unknown reasons, possibly to do with the higher standard of living, the humans ofRavnica have longer lifespans than humans on other planes. They are the only race that has members in large numbers in all of the plane'sguilds. However, none of the guild'sparuns are human, and humanguildmasters are seldom.

Zendikar[]

The humans ofZendikar are incredibly resourceful, but their appearance is rather ragged, on account of the ongoing conflict and battle for survival.[28]

Trivia[]

Grand Creature Type Update[]

In theGrand Creature Type Update the following creature types were changed to Humans:

Zombies[]

The default race forzombies is human, which is usually never mentioned in thetype line.[30]

Tokens[]

The default for tokens is that they have just one creature type for simplicity, often excluding humans.R&D breaks that rule usually when it mechanically matters.[31] For example, Human tokens are relevant forInnistrad block's tribal theme. InAmonkhet block, allembalmed andeternalized tokens keep their original types (also gaining theZombie type), meaning that the block features many Human tokens.

TokenNameColorType LineP/TText BoxSourcePrintings
HumanWhiteCreature — Human1/1
WhiteCreature — Human1/1Doctor spells you cast cost{1} less to cast.
WhiteCreature — Human1/1Ward{2}
RedCreature — Human1/1
RedCreature — Human1/1Haste
HumanClericWhite/​BlackCreature — Human Cleric1/1
Red/​WhiteCreature — Human Cleric2/1Lifelink, haste
HumanKnightWhiteCreature — Human Knight2/2This creature gets +2/+2 as long as an artifact entered the battlefield under your control this turn
RedCreature — Human Knight2/2Trample, haste
HumanMonkGreenCreature — Human Monk1/1{T}, Add{G}
HumanNobleWhiteCreature — Human Noble1/1Vanishing 3
Prevent all damage that would be dealt to this creature.
HumanRogueWhiteCreature — Human Rogue1/1
Red/​WhiteCreature — Human Rogue1/2Haste
When this creature enters the battlefield, it deals 1 damage to any target.
HumanSoldierWhiteCreature — Human Soldier1/1
Green/​WhiteCreature — Human Soldier1/1Training
HumanWarriorWhiteCreature — Human Warrior1/1
Red/​WhiteCreature — Human Warrior3/1Trample, haste
Stangg TwinRed/​GreenLegendary Creature — Human Warrior3/4
HumanWizardBlueCreature — Human Wizard1/1
Anointer PriestWhiteCreature — Zombie Human Cleric1/3Whenever a creature token enters the battlefield under your control, you gain 1 life.
Temmet, Vizier of NaktamunWhiteLegendary Creature — Zombie Human Cleric2/2At the beginning of combat on your turn, target creature token you control gets +1/+1 until end of turn and can't be blocked this turn.
Trueheart DuelistWhiteCreature — Zombie Human Warrior2/2Trueheart Duelist can block an additional creature each combat.
Unwavering InitiateWhiteCreature — Zombie Human Warrior3/2Vigilance
DreamstealerBlackCreature — Zombie Human Wizard4/4Menace
When Dreamstealer deals combat damage to a player, that player discards that many cards.
Proven CombatantBlackCreature — Zombie Human Warrior4/4
Steadfast SentinelBlackCreature — Zombie Human Cleric4/4Vigilance
Sunscourge ChampionBlackCreature — Zombie Human Wizard4/4When Sunscourge Champion enters the battlefield, you gain life equal to its power.
Timeless WitnessBlackCreature — Zombie Human Shaman4/4When Timeless Witness enters the battlefield, return target card from your graveyard to your hand.
Wyrm's Crossing PatrolWhiteCreature — Human Soldier1/1
Wizards of ThayBlueCreature — Human Wizard3/3Instant and sorcery spells you cast cost{1} less to cast.
You may cast sorcery spells as though they had flash.
Gary CloneWhiteCreature — Human Citizen1/3Whenever Gary Clone attacks, each creature you control named Gary Clone gets +1/+0 until end of turn.
ZephyrimWhiteCreature — Human Warrior3/3Flying, vigilance
Sicarian InfiltratorBlueArtifact Creature — Human Soldier1/2When Sicarian Infiltrator enters the battlefield, draw a card.
Arco-FlagellantBlackCreature — Human3/1Arco-Flagellant can't block
Pay 3 life: Arco-Flagellant gains indestructible until end of turn.
Wasteland RaiderBlackCreature — Human Mercenary4/3When Wasteland Raider enters the battlefield, each player sacrifices a creature.
Powder GangerRedCreature — Human Rogue2/2When Powder Ganger enters the battlefield, destroy up to one target artifact.
Thrill-Kill DiscipleRedCreature — Human Mercenary3/2When Thrill-Kill Disciple dies, create aJunk token.
Osgood, Operation DoubleBlueCreature — Human Alien Shapeshifter2/2{T}: Add{C}. Spend this mana only to cast an artifact spell or activate an ability of an artifact.
Paradox — Whenever you cast a spell from anywhere other than your hand, investigate.
(This token’s mana cost is{2}{U}{U}.)
Heroes of the Realm
TokenNameColorType LineP/TText BoxSourcePrintings
HumanWhiteCreature — Human1/1
HumanWizardBlueCreature — Human Wizard1/1
RedCreature — Human Wizard2/1
White/​Blue/​Black/​Red/​GreenCreature — Human Wizard1/1
Test cards
TokenNameColorType LineP/TText BoxSourcePrintings
HumanWhiteCreature — Human1/1
Ash ZealotRedCreature — Human Warrior2/2

First strike, haste
Whenever a player casts a spell from a graveyard, Ash Zealot deals 3 damage to that player.

Drannith MagistrateWhiteCreature — Human Wizard1/3

Your opponents can’t cast spells from anywhere other than their hands.

Thalia, Guardian of ThrabenWhiteLegendary Creature — Human Soldier2/1

First strike
Noncreature spells cost{1} more to cast.

Gallery[]

References[]

  1. Mark Rosewater (October 22, 2018). "Are the iconic/characteristic races considered a 1 on the Beeble Scale?". Blogatog. Tumblr.
  2. Mark Rosewater (March 30, 2020). "Human History". magicthegathering.com. Wizards of the Coast.
  3. Doug Beyer (June 25, 2008). "Merfolk Resurfaced (letter at bottom)". magicthegathering.com. Wizards of the Coast.
  4. Mark Rosewater (March 15, 2015). "Characteristic and iconic creatures for each color?". Blogatog. Tumblr.
  5. Mark Rosewater (April 08, 2024). "Aren't those just Humans?". Blogatog. Tumblr.
  6. Wizards of the Coast (November, 2005). "Ask Wizards - November 2005". magicthegathering.com. Wizards of the Coast.
  7. Mark Rosewater (October 4, 2004). "Change For the Better". magicthegathering.com. Wizards of the Coast.
  8. Randy Buehler (November 22, 2002). "Debating Humanity". magicthegathering.com. Wizards of the Coast.
  9. Randy Buehler (November 29, 2002). "Human Nature". magicthegathering.com. Wizards of the Coast.
  10. Randy Buehler (December 6, 2002). "The Power of the Skulls". magicthegathering.com. Wizards of the Coast.
  11. Mark Rosewater (September 5, 2011). "C'monInnistrad, Part 1". magicthegathering.com. Wizards of the Coast.
  12. abcdefghijklmnopqrstuvwxyzaaabacDoug Beyer &Jenna Helland (2008).A Planeswalker's Guide to Alara,Wizards of the Coast. ISBN-13 978-0786951246
  13. Doug Beyer (2009), "Alara Unbroken",Wizards of the Coast
  14. Jenna Helland (April 13, 2009). "The Face of War". magicthegathering.com. Wizards of the Coast.
  15. Savor the Flavor (January 28, 2009). "Bolas's Secret Minions". magicthegathering.com. Wizards of the Coast.
  16. Doug Beyer (November 5, 2008). "The Movers and Shakers of Naya". magicthegathering.com. Wizards of the Coast.
  17. Doug Beyer (February 18, 2009). "The Vorthos Awards: Conflux Edition". magicthegathering.com. Wizards of the Coast.
  18. Magic Creative Team (November 2, 2016). "Planeswalker's Guide to Kaladesh". magicthegathering.com. Wizards of the Coast.
  19. Kate Elliott (June 13, 2018). "Chronicle of Bolas: The Twins". magicthegathering.com. Wizards of the Coast.
  20. Ethan Fleischer (September 10, 2022). "The New Argive Megathread". Twitter.
  21. James Wyatt et al. (2023). "D&D Monstrous Compendium: Vol. 4: Eldraine Creatures".Wizards of the Coast.
  22. Doug Beyer (September 7, 2011). "Champion of the Parish". magicthegathering.com. Wizards of the Coast.
  23. The Magic Creative Team (September 27, 2011). "A Planeswalker's Guide to Innistrad: Gavony and Humans". magicthegathering.com. Wizards of the Coast.
  24. Miguel Lopez (November 10, 2023). "Planeswalker's Guide to the Lost Caverns of Ixalan". magicthegathering.com. Wizards of the Coast.
  25. Explore the Planes: Ixalan
  26. Doug Beyer (November 17, 2010). "The Human Cultures of Mirrodin". magicthegathering.com. Wizards of the Coast.
  27. Grace Fong (January 31, 2023). "Planeswalker's Guide to Phyrexia: All Will Be One". magicthegathering.com. Wizards of the Coast.
  28. Michael Yichao (September 29, 2015). "Eldrazi, Humans, and Kor, Oh My!". magicthegathering.com. Wizards of the Coast.
  29. Alison Lührs (April 2, 2024). "Outlaws of Thunder Junction - Epilogue 2: Bring the End, Part 2". magicthegathering.com. Wizards of the Coast.
  30. Mark Rosewater (September 12, 2015). "Why zombie human doesn't exist?". Blogatog. Tumblr.
  31. Mark Rosewater (April 13, 2017). "Why don't Soldier / Warrior / Cleric tokens have the Human type except in Innistrad?". Blogatog. Tumblr.
 
Multicolored{M}
Majority{W}
Majority{U}
Majority{B}
Majority{R}
Majority{G}
Majority{C}
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Notable Races
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