Treefolk

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Treefolk
Creature Type
(Subtype for creature/kindred cards)
Beeble Scale 2[1]
Statistics
106 cards
{W} 2.8% {B} 4.7% {G} 78.3% {G/W} 3.8% {B/G} 7.5% {G/U} 0.9% {M} 1.9%
7 Treefolk creation cards
{G} 100%
as of Wilds of Eldraine
Scryfall Search
type:"Treefolk"

Treefolk is a creature type describing sentient trees, and guardians of the forest they inhabit. There are many varieties of treefolk inhabiting a variety of forests. The first creature to bear the type was Ironroot Treefolk in Alpha.

Types of Treefolk

Dominarian Treefolk

A vast array of treefolk inhabit the plane of Dominaria, though whether they have any kind of unifying traits or culture is unknown.

Argothian Treefolk

The treefolk of the old forest of Argoth are thought to have become extinct when the final battle of the Brothers' War raged across their forest. Among them were the guardians of Gaea's Cradle.

Ebony Treefolk

Ebony treefolk are strange and dangerous creatures from the swampy island-continent of Urborg.[2] Like mundane ebony, their wood is incredibly dense, and their thick roots could draw nourishment from even the most corrupted soil or water, which may account for their evil dispositions. Ebony treefolk savagely defended Urborg against the Phyrexian invaders.

Ironroot Treefolk

Ironroot treefolk are known for their great strength and toughness. They differ from most treefolk in that they reproduce via coitus rather than seeds and pollen. Those who have observed ironroot mating habits have noted that they are truly absurd by human standards, being compared to the slow movement of molasses. It's amazing the species can survive at all given such protracted periods of mate selection, conjugation, and gestation.

Magnigoth Treefolk

Yavimaya's Magnigoth treefolk are amongst the tallest creatures on Dominaria,[3] being large enough to swat dragons out of the sky like flies. After the Primeval dragon Rith was freed from the Magnigoth tree she had been imprisoned in, a group of Magnigoth treefolk chased her across Dominaria before eventually catching the dragon in Urborg.

Duskmourn

Duskmourn's treefolk, known as wickerfolk, are living constructs of wood that used to be human.[4] In the early days of Valgavoth's Ascension, as awareness of the House's expansion across the plane grew, many people sought out ways to ward themselves against fear. Some people discovered a ritual to transform them into a form that would render them immutable, untouchable, and safe from horror forever. However, people soon discovered that the transformation would change their bodies into living wood — but leave their minds intact, unable to die and unable to experience sensations. Lacking vocal folds, they can't even give voice to their anguish.

Wickerfolk spend most of their time standing still and are frequently mistaken for lifeless wickerwork figurines, or even trees.[4] Wickerfolk often wait for a straggler to get close to them before infesting the person by sending slivers of leaves and branches into the victim's body through any gap they can to transform the person from both the inside and the outside. Some wickerfolk produce infectious spores from their bodies. Inhaling enough of the spores causes a person's joints to ossify and skin to harden, effectively petrifying them without killing them.

Fire is a wickerfolk's biggest fear and the most effective way of forcing a wickerfolk to release a victim.[4]

Eldraine

Treefolk thrive in the depths of Eldraine's forested Wilds.[5] Treefolk are some of the plane's oldest inhabitants, second only to its High Fae, though they rarely interfere with the faerie court. Instead, treefolk serve as guardians and shepherds of their wild groves, dispensing wisdom and blessings to travelers who wander under their branches.

Innistradi Treefolk

The treefolk of Innistrad are the fusions of geists with wood. This makes them permanently hungry for more life to add to their core.[6] Others spend most of their time in slumber and arise only seasonally, like the Ancient of the Equinox. Spirits remain within the Somberwald of treefolk that predate humanity itself.[7]

Lorwyn Treefolk

The treefolk are the oldest beings native to Lorwyn, having existed long before the first elves, kithkin, or giants, as well as the longest-lived.[8][9] Treefolk are born from seeds and grow into mundane trees, but through a process known as The Rising some of these trees awaken into sentient, mobile treefolk.[10][11] In their youth, treefolk stay in their birth groves, absorbing the wisdom and oral history of their elders. When they mature, they wander the world alone, seeking those worthy of their knowledge or shelter.

While male and female treefolk both exist, there is little to no difference between the sexes in appearance or personality, and both are presumably capable of producing both seeds and pollen necessary for reproduction. Since they can give birth to thousands of seedlings, sentient and mundane, over their lifetimes, treefolk do not have the same concept of immediate family as humanoid races; instead, their nurturing instinct is directed over entire groves. This instinct sometimes leads treefolk to adopt communities of kithkin in much the same way, acting as guardians. The kithkin clachan of Cloverdell has at least one such protector.

Treefolk are the wisest of Lorwyn's races and are living repositories of the plane's history. Other races often seek them out for advice, though not all are friendly enough to give it up. Treefolk wisdom is given in the form of aphorisms that shorter-lived races often have trouble understanding.

At some point in the past, the plane's treefolk waged war with the kithkin and ruled significant portions of the plane as dictators.[12]

Like Dominaria's treefolk, the treefolk of Lorwyn come in a wide variety of species, each with their own unique habits and personality. Lorwyn's treefolk are almost exclusively born from deciduous trees like oak, rowan, ash, and poplar. Coniferous trees like pine and spruce are rare on Lorwyn and do not seem to produce treefolk, but at least one yew treefolk is known to exist.

Ash Treefolk

Ash treefolk are steadfast warriors and protectors of treefolk groves. They are among the wisest, being sought out most often by younger races as teachers and guides.[11] Ashes are known for their generally open and friendly natures.

Black Poplar Treefolk

Black poplars are the healers of treefolk kind, using shamanic magic to absorb the pain of other treefolk. This leaves them bitter and withdrawn, yet many grow to relish the sensation of pain. Black poplar treefolk are notoriously tricky. They are often considered evil, and have been hunted nearly to extinction.[13]

Elder Treefolk

Treefolk born from elder trees are among the longest-lived of their kind, and the oldest are the greatest leaders of all treefolk kind. Younger elders, on the other hand, tend to be playful and mischievous. Elders sometimes grant their flowers to kithkin for use in healing herbal teas. Along with Birch treefolk, they are known to practice druidic magic.[11]

Oak Treefolk

The oaks are the largest and strongest of all treefolk and are the greatest warriors of their kind.[11] So powerful are they that even the mighty giants are no match for them. Oaks are also the most philosophical treefolk.

The tallest oak treefolk are called cloudcrowns. These are so tall they can swat aerial attackers straight out of the sky, and as such kithkin prefer to build their homes near their domiciles.

Rowan Treefolk

Treefolk born from rowans are among the most likely to study magic, including curses and hexes. They prefer to cultivate mysterious personas but sometimes offer help to the downtrodden.

An organization of mostly rowan treefolk known as the Sunrise Brake is devoted sniffing out and destroying the unnatural or artificial. They are nearly fanatics in their opposition to metal, and their larger goal is discovering the location of the Faerie Queen, Oona.

Yew Treefolk

Once yew treefolk were found all over Lorwyn, but over time they dwindled, until only one remained: Colfenor, the Last Yew; who only produced The Sapling, which was destroyed by Oona, presumably making them extinct. Yew treefolk were clever, crafty, and often malignant, their toxic natures matching their toxic berries.[11]

Theran Treefolk

The Black Oak of Odunos on Theros is a Zombie Treefolk. It is a creation of Phenax.

Notable Treefolk

Tribal type

Lorwyn block featured three Tribal - Treefolk cards, which could be fetched by Treefolk Harbinger:

In addition, Bosk Banneret makes Treefolk spells cheaper to cast.

Treefolk tokens

Token Name Color Type Line P/T Text Box Source Printings
Treefolk Green Creature — Treefolk X/X
Green Creature — Treefolk */* Reach
This creature's power and toughness are each equal to the number of lands you control.
Treefolk Shaman Green Creature — Treefolk Shaman 2/5
Treefolk Warrior Green Creature — Treefolk Warrior */* This creature's power and toughness are each equal to the number of Forests you control.

Treefolk manlands and manstones

Green Treefolk are also created by:

Trivia

References

  1. Mark Rosewater (August 22, 2019). "Where are treefolk on the Beeble scale?". Blogatog. Tumblr.
  2. Magic Arcana (December 19, 2007). "Ebony Treefolk". magicthegathering.com. Wizards of the Coast.
  3. Magic Arcana (October 04, 2006). "Magnigoth Treefolk". magicthegathering.com. Wizards of the Coast.
  4. a b c Emily Teng (June 28, 2024). "Planeswalker's Guide to Duskmourn". magicthegathering.com. Wizards of the Coast.
  5. James Wyatt et al. (2023). "D&D Monstrous Compendium: Vol. 4: Eldraine Creatures". Wizards of the Coast.
  6. Flavor text of Lumberknot
  7. Flavor text of Yew Spirit
  8. Doug Beyer (October 31, 2007). "Lorwyn Survival Guide". magicthegathering.com. Wizards of the Coast.
  9. Doug Beyer (December 19, 2007). "Folk of the Non-Pines". magicthegathering.com. Wizards of the Coast.
  10. Magic Arcana (December 20, 2007). "Death and Nettlevine". magicthegathering.com. Wizards of the Coast.
  11. a b c d e (2007). Lorwyn Player's Guide. Wizards of the Coast.
  12. Scott McGough, Cory Herndon. (2008.) Eventide, Wizards of the Coast. ISBN-13 978-0786948680.
  13. Philip Athans and Susan J. Morris, eds. (2008.) Shadowmoor, Wizards of the Coast. ISBN-13 0-7869-4840-6.