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File Last Updated:. This title was added to our catalog on December 12, Publisher Average Rating. See All Reviews. See all titles Need help? Common Questions FAQ. In Mirrodin, most Tempest clerics look for signs of rain, as the vedalken rampant harvesting of blinkmoths have created droughts throughout the plane. Trickery Domain. These clerics use their magics for the sake of mischief, or cunning, believing their inspiration comes from the blue sun. Most of these clerics are Neurok who have found faith while discovering new ways of outsmarting their oppressors.

War Domain. War is something all people of Mirrodin are familiar with. However, it is the leonin, Auriok, and Vulshok who have placed greater faith in war. These clerics preach of necessity of war and strength to fight it. They also speak of acting honorably and fighting with the fire within.

Although war is not something to revel in, there is an honor and duty of fighting one for the right reasons. The druids of Mirrodin were founded by the Sylvok with their way of life in the Tangle. The druids focus their power from the strange nature of Mirrodin, but also revere the beasts, believing their ancestors who disappeared during the Vanishing to have ascended into a higher state within nature.

Some druids have taken to exploring outside of the Tangle, studying the other lands of Mirrodin. Due to their small development, having limited, if any, knowledge of the Feywild or other planes, the druids of Mirrodin are either part of the Circle of the Land or the Circle of the Moon. Fighters in Mirrodin vary depending on their regions. With so much of Mirrodin untamed and the people still living in tribal groups with their low populations, they focus on ensuring they have a proper military force of fighters.

Elves and Sylvok are likely to become Arcane Archers. Leonin and the Auriok will have a higher population of Champions and the leonin would have Cavaliers with their pterons. Vulshok with their focus on martial power likely become Battle Masters. Moriok and Neurok people would focus on Eldritch Knights, one using all resources available while the other sticks to their specialties in magic. Leonin, Auriok, and perhaps more martial-minded loxodon would have the discipline to become samurai.

The only real idea of monks in Morrodin are in the loxodon as they wander through the Razor Fields and possibly beyond. Although they all believe in the Modest Truth, the interpretations can lead them to practicing different Monastic Traditions. This can be influenced by where they travel to and the other peoples they meet. A monk who experienced the Mephidross could lead to the Way of Shadow. A monk who has seen all regions of Mirrodin could even reach the Way of Four Elements.

Still, in a world of metal such as Mirrodin, it is likely that monks from that plane are more likely to use the Kensei Monastic Tradition, relying on the metal which surrounds them for defense. The literal idea of a paladin does not yet exist in Mirrodin as it is. However, the conceptual idea of a paladin has already appeared among the people. Paladins of Mirrodin would be considered those who swore oaths to one of the suns of the plane, the focus of worship by the people.

Paladins who swear the Oath of Devotion, swear it in the name of the Bringer, Mirrodin's white sun. The Oath of the Ancients is a relatively new oath made to the new green sun, Lyese. Still, it is made by many Neurok to the Eye of Doom, the blue sun, in their fight against the Vedalken. The Oath of Conquest is usually made for self serving or malicious reasons and is sworn to Ingle, the black sun. The Oath of Redemption can be made to any sun, depending on the situation. Rangers serve an important role in Mirrodin.

While the world remains mostly wild thanks to the small tribes and isolated settlements, rangers are needed to guard borders, hunt down dangerous beasts, and help map dangerous area so the people who follow them are at less risk. Hunters, beast masters, and monster slayers are in all regions of Mirrodin. In most recent times, Gloom Stalkers rose as they explored bits of Mirrodin's hollow core.

However, as the phyrexians rose, the equivalent of Horizon Walkers who specialize in destroying the phyrexians likewise appeared. Rogues in Mirrodin are a somewhat unique group.

Since most of Mirrodin hasn't developed cultures which support tricks and styles of rogues, they aren't mostly seen. Only mundane thieves, assassins, and scouts can be found. The other kinds can be found in the Lumengrid and Quicksilver Sea. Swashbucklers can be found sailing on the metallic seas, Inquisitives are endlessly researching, and the Masterminds with the Arcane Tricksters plot and take action against their enemies. Sorcerers are truly an unknown aspect of the magical arts of Mirrodin.

Often it is mistaken for the gift of being a wizard, druid, or other magical class. Only the vedalken really have an idea that their power comes from their bloodlines rather than simple talent or hard work. Because Memnarch had kidnapped people from other planes and dropped them into Mirrodin, all of the Sorcerous Origins can be used in Mirrodin.

However, the understanding of where it came from likely will never be known after the Vanishing. Like in many planes, there are entities all too eager to make a contract to give them that power in return for a favor.

Memnarch was more successful than he knew when he tried to bring life to Argentum. By cultivating actual land and bringing green mana, fey native to Mirrodin have been born. Some rose to greater power and willing to lend that power in the name of the copper forest.

Like the demons who were brought either by Memnarch or the uprising of black mana, angels likewise appeared either by his hand or the surge of white mana. Usually the bronze and gold-winged angels remain aloof, revered from a distance by the Auriok. Still, sometimes they descend in times of need and charge individuals with their power to fight evil.

Great Old One. As the corruption of Phyrexia began to spread, people did not see horrors, but sources of power. Meeting the horrible amalgams of flesh and metal, they struck bargains in return for power until the time the Phyrexians were ready to begin their crusade. Others made deals to keep themselves alive and sane where others succumb to the madness of the Phyrexians. Like many planes, demons came to Mirrodin either through Memnarch's wish for a fully functional plane, or coming up through the new black mana of the plane.

Becoming gold plated horrors, the demons would go on to destroy, or strike bargains with the desperate or greedy. There are plenty of powerful weapons in Mirrodin, where innovation has created some unseen kinds of artifice. These weapons can hold powerful magic, or even be connected to powerful entities, ancient golems left behind, or even to the suns of Mirrodin itself.

Deep in the Mephidross and Rey Goor are ancient vampires who were transported to Mirrodin by Memnarch or are the first spawn of those vampires. They recall their own pasts, and even hold their old power despite their new metallic bodies. Such old and powerful vampires would enjoy living servants of competence who can help them with their goals. Wizards are a staple of the magic users of Mirrodin.

Often they use what knowledge was passed to them from their ancestors to continue their various traditions. Wizardry is most commonly seen in the Lumengrid where it us used to pursue knowledge by Neurok and vedalken both. Outside of the Lumengrid, the schools of magic vary depending on the region. Abjuration is practiced by the Auriok and others in the Razor Fields. Conjuration and Enchantment are used by the Sylvok and elves to summon and enhance powerful beasts.

Divination and Illusion are prominently used by the Neurok and vedalken. Evocation is primarily used by the Vulshok and goblins. Lastly, necromancy is primarily used by the Moriok in the Mephidross.

The Tangle is the largest, and the only forest in Mirrodin. The 'trees' are towers of copper twisted into forms of ancient trees. Covered in verdigris, oxidization of copper and metallic mold acting as green. Jagged protrusions act as leaves while metallic cords act like vines. Although made of metal, the Tangle does host a true and complex ecosystem. Many different kinds of insects, birds, and animals exist, all of them with metal armor, hides, or other body parts.

The most unique of them being creatures which evolved into beasts unique to Mirrodin such as the fangren and groffskithur. The elves have made homes for themselves in the spires, making homes in the hollows and manipulating the thick copper to create their residences in close communities and scouting stations at the edges of their territory.

The Tangle is a truly massive forest, but that does not mean that it is all trees and beasts. The elves and the Sylvok have created places of importance as well as sacred sites for their people. This tree is the largest and the oldest tree in the entire Tangle. On its surface is the history of Mirrodin carved into its copper body.

THe trolls of Tel-Jilad consider the tree their home and conduct their rituals inside. The only elves allowed inside the hollows of the tree are the ones known as the Tel-Jilad Chosen, acting as the bodyguards and servants of the trolls. At the bottom of the tree, the etchings of Mirrodin's history have been mysteriously etched out. Some secret lies deep in Mirrodin's past which the trolls feel only they should be burdened with knowing A history which may or may not be revealed in full almost all of the trolls disappeared in the Vanishing, leaving the elves to lead their own spiritual rituals.

Only the troll named Thrun, the one troll born on Mirrodin remains in isolation, hiding secrets from the rest of Mirrodin. This is a sacred site to the elves where a glowing green metal sphere hovers with a low hum. Here, the elves would discard destroyed artifactc reatures sent against them as well as their dead. After a few days, the bodies would disappear. In more recent days, as Glissa Sunseeker's conflict against Memnarch grew, that changed.

Inside the core of Mirrodin, Glissa tapped into the collected green mana of the world and it exploded up through the Radix. It formed a lacunae, a hollow tunnel to Mirrodin's core. The expelling of mana created Mirrodin's fifth and final sun, balancing it at last. The site of the Radix is still considered a holy site, now for the birthplace of the fifth sun as well as a source of powerful green mana. This place is a ritual site the trolls created to erase the long memory of the elves.

Why this was done to help hide anyone who had the far knowledge and experience which may ignite a Planeswalker's spark which Memnarch coveted so greedily. The site is a place of powerful magic and may in fact be used for other rituals and ceremonies. With the need for erasing memories no longer being necessary, the Edges of Forgetting may be used for different purposes than what the trolls founded it on.

This is the site which the Sylvok meet for their druidic faith, preaching about the power of the soul in balance with nature and the ascension of the spirit to become part of nature, as the Arch-Druid Benzir believes after the events of the Vanishing. Near the temple are the small settlements of the Sylvok, where they raise their families and practice their teachings. Some dwellings may be shared or temporary, as many Sylvok druids go out to explore Mirrodin and see more of its natural wonders.

These expansive metallic plains stretch far across Mirrodin. It is named for the razorgrass which grows from its metal plated surface. The razorgrass appears to look like metal rods with bladed edges, making them akin to naturally grown swords and daggers. When the wind blows, the razorgrass makes a pleasant chime, making the fields a pleasant place to look at, but not so pleasant to travel through.

The razor grass is a valuable resource to the people who live in the region, specifically the leonin, Auriok, and loxodon who live and travel through the grass. Cultivated, it makes for a natural deterrent for encampments. Harvesting the razorgrass also makes for a reday source of steel blades as well as natural metal for construction.

The Razor Fields can be a dangerous place to travel for the unaware or the foolish. However, the locals know the ways through the razorgrass by heart and know which ways to travel through it to avoid becoming skewered on it. This city rises as a beacon over the Razor Fields. Build from steel and gold, the leonin built this city as their home and refuge in the Razor Fields.

The city is ruled by a kha, who governs the city and looks out for his people as the stongest and most skilled of their people. They are aided by seers who serve as advisors and give prophecies or glimpse of future events to aid the kha in their decision making. The leonin also have an aerie, manned by their skyhunters who tame and grow with pterons, pteradactyl-like creatures who hunt through the skies of Mirrodin.

The city is founded on concepts of honor and discipline, giving a strict set of rules to abide by and swift punishment for those who break them. A strict heirarchy is in place has the individuals working together for the betterment of the whole. Taj-Nar recieved serious blows during the war with Memnarch. One of his agents used a mana bomb to nearly destroy the city to try and eliminate the enemies of its master.

The leonin struggled to rebuild before they suffered their second blow. The kah, Raksha Golden Cub, was among those who disappeared during the Vanishing, leaving the leonin without many of its leaders and prominent members. This led to a shism between two factions of leonin. One supports the new kha named Kemba, keeping the traditions which the Mirran leonin founded their society on.

The other is led be a figure titled the Obu-Tal, calling for revolution as theold traditions do not fit into the changed world of Mirrodin. This cave is a sacred site to the leonin and the Auriok, believed to bring divine revelation to the people who visit it.

This place also serves as a lacunae, or hollow gap, which leads to the very core of Mirrodin and the source of all of its mana. This place is where the white sun called Bringer by the locals erupted from the core before rising into the sky. It is a toxic wasteland of natural industrial waste. Foul water with black ichor scum on the surface flows everwhere and the dark smog hangs in the sky while the poisonous necrogen mists hangs in the air, spewing from the smokestacks which grow from the soft lead earth.

The Mephidross, or Dross for short, is a hostile place for the living. The ground is poisoned by the sludge coming from the smokestacks of necrogen mists. These 'chimneys' grow from the ground, growing from ten to three hundred feet into the air. From deep in these chimneys rings rings the sound like dissonant chord which echoes through the Dross. The necrogen mists is a dangerous smog which spews from the chimneys, falling over the swamps. People caught in them slowly have the life drained out of them.

First their sanity, and then their vitality, eventually leaving them as emiciated, sometimes mutated, zombies called the Nim. These creatures ravenously attack anything living, not recognizing anything from their previous lives. The Dross slowly attempted to expand into the Razor Fields and Oxidda Chain, only seeing more success in the fields.

This led to constant battles between the Nim and the Leonin as the master of the Nim attempted to expand his power. The Mephidross is a hostile location where not much can live. Still, some structures of importance do exist.

They are isolated and not many go there, but these places have a role to play in Mirrodin's greater picture. The Vault of Whispers is a mountain-sized structure, shaped like the chimneys in the Dross. Inside ins a community of Moriok who braved the dangers of the Nim and other hazards to find the secrets embedded within. The Moriok came to find the secrets of the Nim, the necrogen, and the power of the Black Lacunae hidden in the vaults. It's eruption may be the reason for the massive hole in the mountain-sized chimney.

Despite the toxic environment, there is a community of artificers and necromancers living in the vault. Called Disciples, they seek control over the Nim and create nightmarish machines to better arm the Nim in the campaign to expand the power of the Dross.

They also experiment with the necrogen, making them appear pale, almost dead themselves, and likely mad in various ways. The leader of the vault is a Moriok named Geth. He was a powerful necromancer who controlled hoards of the Nim and even one of the vampires who resides in only the most isolated places in the Mephidross. Geth was an almost unrivaled power before the war between Glissa and Mennarch rose.

Glissa broke his power as she slayed Geth's vampire. With his power broken, Geth was beheaded and left to die. Still, Geth was intelligent and rose as a lich. After lending aid in the war, he head was mounted on a new apparatus so he could move again.

Immediately after the war, he sought to reclaim his former power in the Vault of Whispers. The Dross had reached far, touching into the Tangle and creating Rey-Goor. The ground is oily and soft with rusting Tangle trees rotting and pointed metal roots sticking up, almost in desperation. What few trees survive create the rare islands of dry ground there. Although the touch of the Dross is unmistakable, the Nim rarely appear here.

Instead, the vampires of Mirrodin make the place home, finding the scenery much more pleasant to look at than the muck and mire of the Dross. They naturally clash with the elves, neither side willing to live with the other. The vampires merely see the elves as another food source aside from the Sylvok.

The elves see the vampires as abominations which must be destroyed. Mirrodin's only ocean is a beautiful, if unearthly sight. The water of the sea appears to be liquid mercury, but it is a substance of unknown origins. It has similar properties to water, as there is an underwater ecosystem thriving in the sea. Dotting the seascape are islands of polished tin which rise up from the ocean in strange shapes and patterns.

The larger islands have bridges built between them by the vedalken and the Neurok. Smaller islands are harvested for their tin as a building material.

The Quicksilver Sea is the source of the advanced knowledge and artifice for Mirrodin. The people who reside here have access to advanced technology and magical knowledge, making for a higher standard of living in several areas.

There are a number of locations in and around the Quicksilver Sea to explore. Some are obvious in their purpose, such as settlements. Others are not so easily understood and not many can explain what they are meant for. Rising from the Quicksilver Sea, the structure is a dome-shaped building on a pillar, colored blue. Here is the source of all advanced knowledge and artifice on Mirrodin.

It is also the home of the Synod, the head of the Vedalken Empire. Often Neurok are brought here by the vedalken to work as assistants, exploration, or simply as slaves.

Patrolling the Lumengrid are areophins and hoverguards, artifact creatures made to ensure the Neurok and the captured specimens are kept in line. They are equipped both to subdue, or eliminate depending on their orders and the situation. While not intelligent, the drones are capable of reading situations for the most efficient outcome. Also developed here is the Blinkmoth Serum, the fluid harvested from blinkmoths which is such a valuable resource to the vedalken and Neurok.

The fluid brings a higher state of mind and intelligence, making it a valuable resource. However, the fluid is also addictive and long-term use can affect a user's mental state. Unknown to the vedalken, the blinkmoths were also the source of rain in Mirrodin and their rampant harvesting led to droughts in several areas.

Although it woul be difficult to say if the vedalken cared since the serum brought so much use for their pursuits. This location inside the Lumengrid is perhaps what the vedalken hold the closest to being sacred.

It is a vat of Blinkmoth Serum which the vedalken use to trigger mutations in subjects and also bring stronger effects to the Blinkmoth Serum they drank beforehand. At the bottom of this pool lies the Blue Lacunae, likely the reason why the Pool of Knowledge has such power, being saturated with blue mana. A noted Neurok village constructed out of tin harvested from the Quicksilver Sea, it is one of the larger settlements on the silver sands.

The Neurok have a higher standing of living than most other settlements. However, it is the most oppressed. Vedalken often went to the settlement, forcibly recruiting the Neurok as slaves, keeping any promising recruits as assistants and keeping them loyal with Blinkmoth Serum. Much of the population was wiped out by Memnarch after the people attempted to rebel against him.

Only a few survivors are noted, but there is always hope to rebuild. Out in the middle of the Quicksilver Sea, there is a place the water will not flow. At the bottom of the sea is a circular metal platform. Around it, as if by a forcefield, a 'wall' of quicksilver rises up. For a time, the purpose of such a space was unknown. As the Phyrexian infection began, it's purpose was made clear. It was an automantic construction platform which syphoned ambient mana and created giant golems called colossi.

Why it was made and for what purpose is unknown. The rusty red iron mountains of Mirrodin's roughest make for an intimidating sight. Molten metal flows out of the mountains through the valleys and crevices. The equivalent of lava for Mirrodin, it is a harsh place to live in and only the toughest or the luckiest are able to survive. Fortunately, the Vulshok are as tough as they come and the goblins are some of the luckiest people to exist anywhere. Resources for the craft of both races are easy to come by.

The iron of the most of the mountains is rusty and not useful, but the metals harvested from the molten rivers proved to be capable of making fine iron weapons, armor, and tools. It is not just the terrain which makes the Oxidda Chain dangerous. It is the other denizens of the mountains which make living in such a place so hazardous. Metal-eating ogres, furnace-like dragons, flaming helllkites, all of them proving to be powerful threats to the unwary, and even those who are prepared for them.

Uninhabitable as many places are, there are still places to rest and explore in the Oxidda Chain. One of the mountians holds a wonder of Mirrodin's nature. An entire furnace and forge was developed as the mountain grew. Either by design or by coincidence of development, Kuldotha became a source of molten metal which flows into a number of different areas within the Oxidda Chain. Goblins, specifically of the Krark Clan, have taken to living inside Kuldotha.

They revere the furnace as a mother goddess opposide of a patron god in the Sky Tyrant, the red sun. The goblins often spend their days constantly throwing whatever scrap metals they can get into the furnace, harvesting molten metals for trade and making their own tools.

They also use the furnace as a funeral pyre, throwing their dead into the molten steel. In this, they believed their souls were collected by the Steel Mother and keep the furnace going. Although this area is considered sacred by the goblins, they don't have a name for it.

Being at the very bottom of Kuldotha, it is considered oart of the Great Furnace. The goblisn keep an eye on it, believing that it gives off signs from the Steel Mother. In truth, this is the occasional flare of red mana from Mirrodin's core. Still, depending on the size and intensity of the flares, the goblins interpret signs of approval, disapproval, or other portents from the Steel Mother. Goblin assaults have been made or disbanded by the timing of these flares in the past.

The Vulshok live in six different tribes, each of them fulfilling a purpose for the betterment of the Vulshok as a whole. Each tribe has a specialty, and provides a different service. The Anvil Tribe are compsed of the best smiths, making incredible tools which help the other tribes forge their own ware.

The Sword Tribe live higher in the motains, expertly creating blades and using their fire magic to make those edges even sharper.

The lowland Hammer Tribe specializes in blunt weapons. Although they may appear lowbrow, their minds are sharp, using magic to harness the mountains themselves as their weapons. Their fellow lowlanders, the Helm Tribe , make the best armor, but also finer tools, once which require care and a delicate touch. Often this tribe produces the finest Vulshok leaders who have the temperment to lead and arbitrate.

The Shield Tribe are seminomadic, moving between the different tribes not only building fine shields, but also building homes, walls, and other defenses against the elements and enemies. Finally are the highland Spear Tribe , experts at piercing tools, they serve also as the spirtual members of the tribes with shamanistic power over lightning magic.

There's no definite point to where these lands can be found. Not because the Vulshok are isolated, but the difficulty in reaching these places to those who are unfamiliar with the Oxidda Chain. Often the Vulshok leave to conduct trade than let visitors come to them. Found in the space between the Razor Fields, the Oxidda Chain, and the Tangle, this is Mirrodin's equivalent to a desert.

It consists of rolling hills all covered in polished hexagonal plates made of a reflective metal. The desert shines with the light of the five suns, making for a beautiful, prismatic effect. Despite the beauty of this place, there are still dangers to travelling across the Glimmervoid.

It holds dangers of heat exhaustion as the light from all five suns rains down without mercy, and only reflects off the surface, making it even hotter.

With no water or shelter to be found, it makes travelling the Glimmervoid unprepared a dangerous proposition. An oddity to the Glimmervoid is that the reflective panels on the ground can actually reflect or refract magic. Spells striking one of the panels can be redirected at a target, or the spell can be split into smaller portions for a reduced effect. Because of this, panels of the Glimmervoid have been harvested by Vulshok, Auriok, and Leonin to make into shields.

Oddly, the panels are soon replaced by more panels underneath within days. As barren as the Glimmervoid is, there are still places where adventurers can discover secrets of Mirrodin. Some may be simple and small, but they could be clues to greater adventures most Mirrans could only dream about. These holes sink deep into the surface of the Glimmervoid. They go deep into Mirrodin's surface, although they are not the same as the lacunae which reach deep enough to the Mana Core.

Instead, these are the rare homes of the blinkmoths, insect creatures which were the secon life forms on Argentum after the golems and before it became Mirrodin. The blinkmoths follow an unknown migration pattern which rise from the wells and fly through the skies of Mirrodin. Where they go, rain and precious water follows. However, that is risked as the vedalken harvest all the blinkmoths they can for their precious Blinkmoth Serum, leaving many areas of Mirrodin to drought as more blinkmoths are harvested than can be produced.

This castle is a monument of both aesthetic and mathematical beauty. It is the home built by Karn as his residence. A place of beauty by the pristine metals used to make it, but every angle, point, and numerical portion is in perfect mathematical alignment, making it beautiful to admire and analyze.

In his early years, Memnarch administered, and then ruled Mirrodin from here. As he grew into his madness, he began to resent the palace. It served as an endless reminder of the creator who left him behind. Finally, Memnarch abandoned the palace for his fortress in Mirrodin's core. Still, he could not bring himself to destroy something his creator built, much as he despised him. Instead, the palace was left in the Glimmervoid. Finding it is difficult, as it rests between several hills, creating mirages off the reflections to hide it in plain sight.

Unlike many planes, Mirrodin is a world that is completely hollow. Through the five lacunae, it is more than possible to come down to the centre of Mirrodin's core, where it's mana originates before it filters up to the land and transforms into one of the five colors which the denizens of Mirrodin use in their magics. Down here is also where Memnarch plotted and planned for his schemes to sbjugate Mirrodin once and for all and claim Glissa Sunseeker's Planeswalker spark so he could go out into the multiverse and his beloved and reviled creator.

Unknown to all, it is also where the infection of Phyrexia's glistening oil began after it touched Memnarch. The core is populated with mycosynth growths, fungus-like towers with short tendrils that appear to be reaching out for something.

Memnarch constantly cut them down and away from the core, keeping the infection at bay. Once Memnarch was destroyed, the infection was able to proceed without interruption, paving the way to new Phyrexia. Allowed to grow and connect, the mycosynth develops properties similar to different land terrains, creating the colored mana straight from the Mana core. Tree-like grows, swampy exapnses, rocky rowers, open space plains, and suspended fungal islands populate the core as the mycosynth continues to grow.

This citadel was constructed by Memnarch to be his observation point for seeing all events on Mirrodin from the eyes of his constructs such as the Levelers and the Myr. Constructed out of a nearly indestructable material called Darksteel, it was Menarch's bastion and final fortress. Inside, he used his Darksteel Eye to observe all of his target or important events. The citadel was lost to Memnarch after Glissa tapped into the raw green mana, destroying the Darksteel Eye and costing Memnarch so many of his plans and carefully formulated plots.

After Memnarch was destroyed, the citadel left unattended Karn retreated to Mirrodin's core after the temporal disasters in Dominaria, but was trapped by the corruption of New Phyrexia. He was placed in the Darksteel Citadel where the five preators attempted to turn him, the focus of Phyrexian worship, to their specific ideals of perfection.

Only thanks to the sacrifice of a close friend was Karn freed from the corruption, now dedicated to destroying New Phyrexia.

Since then, the citadel has gone unoccupied, but as Elesh Norn takes control of New Phyrexia, she may claim it as her new throne. In the very center of Mirrodin, there is the source of all the plane's mana. A sphere of pure white mana, not to be mistaken for the golden white of white mana. Here the mana flows up to the surface, adapting the color of the terrains it filters into. Here the mycosynth towers are most aggressive, reaching for the immense source of pure mana.

The balance here is important to all of Mirrodin. Instability in the core is what created the five moons of Mirrodin. If the instability happens again, even worse with the Phyrexian infection, it is hard to tell what could happen If it was through Menarch's soul traps or due to the new white mana which flowed through the newly cultivated planes, angels came to Mirrodin.

They usually remain aloof over Mirrodin, worshiped from afar by the Auriok. Like the other beings of Mirrodin, the angels were affected by the mycosynth. In this case, it turned their wings to brass, gold, or even platinum along with other portions of natural armor.

When evil and grave threats to the people of Mirrodin appear, the angels are more than reday to mobilize for war. Sadly, despite their divine nature, even the angels are not immune to the corruption of phyresis nor resistant to compleation. Often these captured angels return with ragged wings and porcelain plates covering their nightmarish forms of flesh and metal.

Memnarch had a sharp eye for details even in the midst of his obsessive madness. He knew he needed a complex ecosystem to support the people he captured, and then more creatures to keep the others in check. From the Tangle to the Oxidda Chain, from the Mephidross to the Quicksilver Sea, animals of all shapes and sizes populate the wild areas of Mirrodin. There are many creatures in the sky as well as there are on the ground or in the sea.

These birds are a number of sizes, but many of the predatory birds are taken as familiars by the Neurok. They serve as a rapid attack force, messengers, or other purposes. These creatures can often be represented by Blood Hawks or Eagles.

Boars are a noted species in both the Tangle and around the Oxidda Chain. In the Tangle, they can grow to quite large sizes with tangled tusks of copper which makes them a powerful threat, despite the source of food and labor they can provide.

The Vulshok capture and tame the boars around their clan grounds. These boars often have spines and tusks of iron which make them almost like living battering rams.

These boars can be represented through Boars or even Giant Boars. A number of crocodiles were also broght to Mirrodin.

As a wetlands creature, they are forced to live in the waters of the Mephidross. Like the Moriok, these crocodiles know better than to go in deep into the swamps where they fall victim to the necrogen mists or the Nim. More often than not, they are found closer to the Black Bayou. Still, many crocodiles do fall victim to the mists, becoming Nim themselves.

Giant Spiders populate many places in the Tangle. Often they have copper plating covering their bodies rather than normal chitin. Their webbing, depending on the breed, can come as a metallic silk, or a molten copper webbing. The elves harvest the webs for a ready source of copper, preferably after the spiders have abandoned the webs. After the Phyrexians began attacking, Vorniclex compleated many spiders, seeing them as strong predators. Their webs became black, made from the corrupting fluid known as Phyrexian Oil.



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