Magic: The Gathering Arena/Tooltips
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Tooltips
Loading screens in Magic: The Gathering Arena display gameplay tips and lore text. The following tooltips give background lore often not found in other locations.
List
Set | Text |
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Wilds of Eldraine | Ash always wanted to attend the Grand Ball in the dwarven halls of Delverhaugh, but her parents forbade it. Unbeknownst to them, she dons a disguise and sneaks into the ball. Unbeknownst to her, she falls in love with a mysterious stranger and is forced to flee leaving her helmet behind... |
Wilds of Eldraine | Eriette was gifted an apple that caused anybody who tasted it to fall in love with her, but she always dreamed a bit bigger. Now sleepwalkers and dreamers do her bidding, all while the mind of Neva, a girl interred in a glass coffin, wanders the realm of dreams. |
Wilds of Eldraine | Hylda is an exacting and dispassionate woman who could bury Eldraine in snow and ice with her crown of weather manipulation. But she mostly just wants to be left alone in her self-imposed isolation. |
Wilds of Eldraine | Once just a nervous village boy with a knack for elementary cantrips, Johann was chosen to be an apprentice to the sorcerer of Caervelin. But now with his master asleep, he is desperate to find a way to undo the elemental chaos he has inadvertently caused. |
Wilds of Eldraine | Ruby is a tough, street-smart girl who lives on the outskirts of the dangerous Wilds. But when her brother is kidnapped and ensorcelled, she has no choice but to take on the red mantle of his rescuer. |
Wilds of Eldraine | Syr Armont is known throughout the Realm for her beauty and devotion to Ardenvale. When she stumbles upon Redtooth Keep and the cursed elves within, she vows to outfox the terrible enchantment that transforms them into beasts. |
Wilds of Eldraine | The Kindly Lord Talion, ruler and progenitor of the race of fae, unleashed a terrible sleeping curse upon Eldraine to defeat the Phyrexians. Even their daughter Obyra is fast asleep, but just as deadly, and just as kind. |
Wilds of Eldraine | Totentanz never made much coin playing songs on his carved pipe. But after making a dark deal with the demonic rat Lord Skitter, he's been granted eerie and wonderous powers for his second verse. |
Wilds of Eldraine | Troyan is a vedalken from Ravnica who once paid allegiance to the Izzet League. After discovering an Omenpath leading to Eldraine, he's managed to climb the Everstalks to hijack as much treasure from Stormkeld as he can before the cloud giants find him. |
Wilds of Eldraine | Years ago, siblings Hanlon and Greta wandered into Sweettooth Village and were attacked by sinister living candy. Unlike Hanlon, Greta was able to escape with her life. Now she returns as a witch hunter to exact sweet justice upon those who robbed her of her brother. |
The Lost Caverns of Ixalan | The Legion of Dusk is the military arm of Alta Torrezon, the ecclesiastic kingdom of vampires on the continent of Torrezon. The Queen's Bay Company was created to liberate Ixalan of its resources, but these vampires also feel the tugging of their progenitor god, calling to them beneath the earth... |
The Lost Caverns of Ixalan | Echoes are ancestor spirits strongly associated with a focus, an item that was important to them in life. Abuelo is an Oltec Echo of a warrior from centuries past. His memory is patchy due to his lonely death long ago, far from home. |
The Lost Caverns of Ixalan | The Sun Empire is a proud and ancient imperial power that dominates the coastal territories of Ixalan. Orazca, the Golden City, was claimed but later became a city of death, due to Phyrexian sleeper agents awakening behind sealed doors. During the slaughter, a team of soldiers fighting to clear out a nest of Phyrexians discover a grand, ancient door beneath the earth... |
The Lost Caverns of Ixalan | The Deep Gods are Chimil's children who walk among the Oltec, and once helped shatter the shell that once contained their mother. The chief deity of the Oltec is Ojer Taq, and all the Deep Gods have temples dedicated to them in the Core, though Aclazotz's places of worship are rather hidden. |
The Lost Caverns of Ixalan | Huatli is the Warrior-Poet of the Sun Empire. While she was victorious in leading te defense against the New Phyrexian Invasion thanks to Saheeli's warnings, it came at a great cost. With her companion dinosaurs corrupted and her spark quieted, she now looks for the future of the Empire buried somewhere in its ancient past. |
The Lost Caverns of Ixalan | Quintorius Kand, or Quint, is a Planeswalker from the world of Arcavios and has been ranging throughout the Multiverse for Lorehold. He teams up with Huatli on the Sun Empire's expedition to the Core and harnesses his ability to bring history to life by summoning the spirits of legends to aid them. |
The Lost Caverns of Ixalan | Chimil is the star at the enter of Ixalan's Core, revered by the Oltec. From her comes Cosmium, which is highly sought after for its practical and fantastic applications. Cosmium magic resembles solar flares and magnetic field patterns. |
The Lost Caverns of Ixalan | The River Heralds are nomadic bands of merfolk that live in harmony with the natural world. They once unified to defend Orazca, but ultimately failed, and were hit hard by the Phyrexian Invasion. They have now migrated underground only to discover a freshwater ocean, untouched and unspoiled beneath the earth... |
The Lost Caverns of Ixalan | The Mycotyrant is the gestalt leader of the mycoids, a race of virulent fungus. The primary way this single entity learns is via consumption, digestion, and replication. It only has two overriding motivations: to consume and expand. |
The Lost Caverns of Ixalan | The Brazen Coalition is a confederacy of ships, with each captain a sovereign of the state contained within their vessel's decks. From the floating city of High and Dry, Governor Beckett Brass may have declared the age of piracy to be "over" but new riches are being discovered beneath the earth... |
Murders at Karlov Manor | The Azorius Senate is responsible for establishing, refining, and enforcing the extensive legal code by which all of Ravnica abides. |
Murders at Karlov Manor | The Boros Legion is a military that combines the force of law with the strength of arms to forge Ravnica into a just society, a safe and healthy community for all. |
Murders at Karlov Manor | The spies and secretkeepers of the Dimir once ran the information trade in Ravnica. Since the Phyrexian invasion, they have retreated into the shadows--some even claim they don't exist any more. |
Murders at Karlov Manor | Originally functioning as the agricultural and waste reclamation sector, the Golgari are a pragmatic guild who are unafraid of the concept that death is a reality of life. They served as the Phyrexian Invasions' first converts, and have been treated poorly by the other guilds ever since rebuilding has begun. |
Murders at Karlov Manor | The Gruul Clans are a loose affiliation of clans that make their homes in Ravnica's alleyways and ruins. they hold the most anti-civilization views of all of Ravnica's guilds, viewing civilization as something for the weak. |
Murders at Karlov Manor | The Izzet League is in charge of providing the solutions for public works projects, such as sewers and boilers. They're also obsessive innovators whose experiments are often...explosive. |
Murders at Karlov Manor | Behind the facades of religious hierarchy and banking operations, The Orzhov Syndicate is, at heart, an organized crime ring with its fingers in every business across the plane. |
Murders at Karlov Manor | The Selesnya Conclave is part commune, part naturalistic church, and united by the will of the Worldsoul. They dream of embracing all of Ravnica in a harmonious union of nature and civilization. |
Murders at Karlov Manor | The Simic Combine is Ravnica's steward of nature and the wild; the guild uses magic to coax new morphologies from existing creatures, as well as to combine traits from multiple organisms in one. |
Murders at Karlov Manor | The Cult of Rakdos are entertainers, satirists, and circus acrobats who revel in unrestrained hedonism; often to the point of risking their lives. They regularly mock and undermine the other guilds, whom they believe take themselves too seriously. |
Outlaws of Thunder Junction | The Freestriders are vigilantes who do what they believe is right, regardless of what the law says. They live a nomadic lifestyle, riding wherever the wind takes them and helping the disenfranchised along the way. |
Outlaws of Thunder Junction | The Outcasters are survivalists, adhering only to the laws of nature. Whether exploring unmapped territory or conducting natural experiments, so long as you don't bother them, they won't bother you. |
Outlaws of Thunder Junction | What good is skill without style? Not good at all, according to the Slickshots. Every duel is an opportunity for pageantry, and every con is a shot at fame. Wherever they go, they'll be sure to make it the ride of a lifetime. |
Outlaws of Thunder Junction | The Sterling Company believes that money and political hierarchy is the best way to bring order to the chaos of Thunder Junction. Anyone who doesn't conform to this belief is met with banishment. |
Outlaws of Thunder Junction | The Hellspurs are the most hard-boiled and violent bandits of them all. They integrate the natural magic of the land directly into their bodies, turning themselves into villains that can perform cruel feats of legend. |
Outlaws of Thunder Junction | Oko is "The Face" of his crew, using his charisma and charm to recruit others to his side and advance his dastardly plans. But who could his mysterious benefactor be? Only time will tell... |
Outlaws of Thunder Junction | Vraska is "The Blade" of Oko's crew, using her powers of assassination to further their cause and remove any obstacles in their path. But she may be hiding ulterior motives in reaching the storied vault, Maag-Taranau. |
Outlaws of Thunder Junction | Annie Flash was recruited by Oko due to her knowledge of the Hellspurs. She just needs to finish this one last job before retirement. |
Outlaws of Thunder Junction | Originally from Urborg on Dominaria, Tinybones is "The Thief" of Oko's crew. He's able to take his skeleton apart and piece himself back together, allowing him to break into anywhere and take anything he desires. |
Outlaws of Thunder Junction | Normally a guildmaster on Ravnica, the demon Rakdos has taken a holiday to the plane of Thunder Junction to wreak as much havoc as possible. His joy at pure chaos and destruction makes him the perfect "Muscle" of the group. |
Bloomburrow | Birdfolk of Valley make their homes in the skies, helping to connect all the other animalfolk by transporting mail, aid, and sometimes even other animals! |
Bloomburrow | Ratfolk are self-reliant loners who value building their own skills over interpersonal relationships. Many others in Valley view them as standoffish, but they see themselves as keeping all the animalfolks secrets' from falling into the wrong hands. |
Bloomburrow | Lizardfolk of Valley are passionate artists who know that art is meant to inspire awe and wonder. As soon as they feel bored by their art, they will destroy it and use the pieces to create something new. |
Bloomburrow | Racoonfolk are wanderers, allowing their whims and desire for self-discovery to take them on adventures all over Valley. Though they don't tend to make stable homes, they keep mementos from all their travels with them so they can reminisce. |
Bloomburrow | Batfolk of Valley live their lives within rigid hierarchies, concerning themselves with balance on a cosmic scale. Being nocturnal, they also view themselves as the protectors of Valley during nighttime when other animalfolk rest. |
Bloomburrow | Rabbitfolk are industrious farmers and talented chefs, providing Valley with the bulk of its food. Even if other animalfolk view them as 'boring' for their stable lives, the Rabbitfolk are treated with respect for all the hard work they do. |
Bloomburrow | Otterfolk are playful, curious, and excitable storm-chasers. When not out adventuring and chasing down calamity beasts, their most popular game is Otterball, a sport that's played largely on the water and whose exact rules are always changing. |
Bloomburrow | Squirrelfolk are pragmatic stewards of Valley's cycles of life and death. They take on the role of burying calamity beast remains, rejuvenating farmed soil, and preserving food for when harsh seasonal changes strike. |
Bloomburrow | Mousefolk are known for their heroic actions and glorious adventuring parties. They carry a deep sense of familial pride, and do not shy away from danger, even if others may view their actions as unnecessarily risky or impulsive. |
Bloomburrow | Frogfolk of Valley are augurs, using their alignment with nature to divine the shifts in seasons and predict the movements of Calamity Beasts. This can lead them towards dramatic proclamations of doom, but it never prevents them from using their skills to help keep Valley and other animals safe. |
Duskmourn: House of Horror | Rooms in the Mutemoors are vast and echoing, lined with marble statues and white drapes that billow without wind. They typically make up the Attics, Foyers, Patios, or Chapels of the House. |
Duskmourn: House of Horror | Rooms in the Floodpits are filled with physics-defying juxtapositions. Water will hang from the ceiling or soak into the floors in libraries and meat lockers, making inconspicuous portals for glitch ghosts. |
Duskmourn: House of Horror | It's said that the path to Valgavoth's lair is somewhere in the Balemurk, but it's nearly impossible to find through all the rotting floorboards and shifting shadows. Basements, bedrooms, crypts, and catacombs are all places within the Balemurk's septic domain. |
Duskmourn: House of Horror | The Boilerbridges have some of the most treacherous terrain the House, full of suffocating heat, jagged drops, and vents of fire. Kitchens, furnace rooms, and dining rooms are all prone to destructive earthquakes and eruptions of fire in the Boilerbridges. |
Duskmourn: House of Horror | The line between interior and exterior blends most in the Hauntwoods. Vegetation invades gyms, greenhouses, and conservatories, choking the structure of the house with twisting hedges, fog, and overgrown plants. |
Duskmourn: House of Horror | Deep within the House is an underground chamber where the demon Valgavoth resides. From there he weaves his way throughout the rest of the House, tormenting survivors and plotting how to extend his reaches into the rest of the Multiverse. |
Duskmourn: House of Horror | A Harrowing in the House occurs when the demon Valgavoth molts into a new body. This molting causes a surge of malevolence that creates heightened bloodlust and paranoia in the various entities in the House. |
Duskmourn: House of Horror | In order to stay alive, survivors on Duskmourn will rig together tools to protect them. These can be anything from improvised weaponry to devices that help monitor activity in the house. Despite these tools, survivors are often left with nothing but their wits to protect them. |
Duskmourn: House of Horror | The Cult of Valgavoth is a group of fanatics that promote Valgavoth's glory and tend to the House. Enough time in the cult hollows them out of all emotion, leaving them empty husks that desire only to feed the House. |
Duskmourn: House of Horror | Glimmers are physical manifestations of the survivor's hope and will to live. They protect survivors from succumbing to the House, even if the Glimmer and their survivor get separated. |
Aetherdrift | The Tireless Wanderers are a group of automatons animated by a central brain. Once they slot into their machines, they exhibit perfect control over their entire racing system, from the wheel to the attached weapons.† |
Aetherdrift | Hailing from the haunted plane of Duskmourn, the Speed Demons use ghosts, revenants and nightmares as fuel. They also use other racers - possessing and dragging enemy vehicles into their engines to be consumed. |
Aetherdrift | Hailing from an unknown plane, the Endriders are hardened raiders, ready to do whatever it takes to win. Their vehicles are equipped with tools to catch other cars, crude explosives, or channels for their unique wasteland magic.† |
Aetherdrift | Most would be scared of Goblin rocketeering, but not the Rocketeers! These Goblins believe in using their elegant and explosive science to get their vehicles to go as high, far, and fast as possible. |
Aetherdrift | Fueled by a diet of aether, Quickbeasts are capable of shockingly quick movement, and are able to carry their riders across treacherous terrain for days at a time without rest. Their speed is how they protect themselves - that, and magically enhanced armor and weapons. |
Aetherdrift | The people of Amonkhet are still in the process of rebuilding their plane, but that doesn't mean they can't leave time for an interplanar death race! They've reanimated the legendary charioteer Ramose to be their champion, and he rides to win glory for New Amonkhet.† |
Aetherdrift | The Speedbrood have formed symbiotic relationships with their vehicles, allowing them greater control when racing. The most honored members shed their exoskeletons in a metamorphic process to become the vehicles used by other members of the team. |
Aetherdrift | The Aether Rangers are light and strong, building their vehicles to fly above the fray. As Avishkar's unofficial flagship team, their loss at the Grand Prix last year has only inspired them to try even harder. |
Aetherdrift | The Keelhaulers are rowdy, hardy, and prefer stripped-down vehicles to overly complicated mechanics. They've brought their most cutthroat corsairs to the Grand Prix, and are eager to carve out a name for themselves and win some sweet aether. |
Aetherdrift | The Cloudspire Racing Team are the high-speed, low-drag winners of last year's Ghirapur Grand Prix. With their professionalism and star personalities, they're favored to win again this year. They also have a new leader - Chandra Nalaar. |
Tarkir: Dragonstorm | The Abzan are stalwart warriors who have strong familial bonds that allow them to summon their ancestors' spirits to defend, empower, and guide them. |
Tarkir: Dragonstorm | The dragon Betor is a manifestation of all the lost and drifting Abzan spirits. They view themselves as a collective consciousness, serving as a link between the living and the dead. |
Tarkir: Dragonstorm | The Jeskai are led by monk practitioners who study the Way. They seek unity of thought and consider it their duty to guide Tarkir into a better future. |
Tarkir: Dragonstorm | The dragon Shiko is constantly watching over the Jeskai and helping them work towards a unified Tarkir. In her efforts to remain impartial, she observes from all sides before offering guidance. |
Tarkir: Dragonstorm | The Mardu are nomadic warriors who defend and expand their territory through their superior agility, expert tactics, and advanced technology. |
Tarkir: Dragonstorm | The dragon Neriv was summoned by the Mardu in the hopes of finding unity through their strength of will. He is their marshal, leading them into new lands for battle, and helping guide them towards retreat when it ensures their survival. |
Tarkir: Dragonstorm | The Sultai are necromancers and agriculturalists. They are expert cultivators, using their talents to renew the earth and raise the dead to help lead and serve their clan. |
Tarkir: Dragonstorm | The dragon Teval is viewed by the Sultai not as a leader, but an arbiter. She is pragmatic and bluntly honest, acting as a balancing force between the khan and other leaders. |
Tarkir: Dragonstorm | The Temur are a semi-nomadic clan who are expert hunters, gatherers, and herders. They work alongside animal companions, with whom they form tight-knit bonds. |
Tarkir: Dragonstorm | The dragon Ureni was summoned by the Temur to help heal and reforge their connection to the land. They are fiercely protective, and will not hesitate to drive out intruders that they believe mean harm to their clan. |
Edge of Eternities | The Sunstar Free Company is a mercenary group that works exclusively for the Celestial Palatinate. They exist within a strict hierarchy, with Cadets serving Sunstar Knights, who in turn serve the Cosmogrands and the Regent maximum. |
Edge of Eternities | The Ilovi are gelatinous aliens with the ability to 'cloudsculpt' - they can shape gasses into solid structures and shapes. Because they lack mouths, they often interface with other species by using emojimasks to help convey their emotional state.† |
Edge of Eternities | The Monosists are an extreme religious group who believe that, upon the universes collapse, all the faithful will be the chosen ones in the Next Eternity. They often seek out and instigate Supervoids in an attempt to witness the perfect form of nothingness.‡ |
Edge of Eternities | The Kav are a reptilian species that formerly had a home on Kfaron. Overmining of Managold on Kfaron has led to multiple cataclysms across the planet, leading it to be largely uninhabitable and forcing the Kav to venture off-world to make new homes.† |
Edge of Eternities | The Eumidians are a terrasymbiotic species that adapt to whichever planet they are born on. Contrary to what some may believe, they are not controlled by a greater hivemind. Instead, they manage themselves communally, within a horizontal hierarchy. |
Edge of Eternities | The Vaar are a species that has been nearly eradicated by war. The few that remain do not exist in the physical space of the Edge, but in a digital singularity called the Hylderhigh. Their material forms are simply mechanical armatures of the incorporeal minds controlling them. |
Edge of Eternities | The Drix are the only species that can travel the Edge without a use of a spaceship. To do this, they engage in a practice called Weftwalking, which is amplified and made safe by their unique tool called a seam ripper. |
Edge of Eternities | The Istar are the living remains of stars consumed by Supervoids. They cannot be born any other way, and form sibling relationships with other Istar who were born of the same Supervoid. Many others in the Edge view them as some sort of divine. |
Edge of Eternities | The Pinnacle is the commanding administration of The Edge. All interstellar vehicles must meet Pinnacle safety standards and approvals before being cleared for travel. The goal of the Pinnacle is interspecies cooperation, peace, and order. |
Edge of Eternities | Sothera is the once lifegiving star that has been catalyzed into a Supervoid by the Monoists. If not stopped, Sothera will collapse, plunging all life around it into nothing but cold, dead, space.† |
Notes
- ^† These tooltips contain elements that are at odds with the established storyline canon.
- ^‡ These tooltips contain typographical errors.