Last updated on January 9, 2026

Inscription of Insight - Illustration by Zoltan Boros

Inscription of Insight | Illustration by Zoltan Boros

Blocks were a fundamental part of Limited Magic design for roughly 20 years. We all anticipated the fall Magic sets, accepted the winter MTG set for what it was, and begrudgingly sat through the spring sets waiting for the next block to kick up. This was the tried-and-true release structure for Limited sets for most of the time Wizards has been designing Magic cards.

But you’ll have noticed there are no blocks in present-day Limited. There are reasons behind that fundamental change, but today we’re honoring the blocks we played with throughout the years, ranking them based on their general themes, iconic cards, and player reception.

Wait a second, writing about blocks doesn’t cause writer’s block, does it?

Table of Contents show

What Are Blocks in MTG?

Doubling Cube - Illustration by Mark Tedin

Doubling Cube | Illustration by Mark Tedin

A block is a group of Magic sets with a unified mechanical identity and flavor, designed to be drafted and played together. Blocks were abandoned in 2018 when Dominaria set the precedent that all sets moving forward would be large, stand-alone Draft sets. However, blocks made up most early set designs as far as Draft environments are concerned.

Some sets have unified themes and settings but aren’t considered blocks because the sets aren’t drafted together. For example, Guilds of Ravnica + Ravnica Allegiance + War of the Spark form a trio with the same overall setting and story significance, but they’re individual Draft sets with different mechanical identities. Same goes for a duo like Midnight Hunt and Crimson Vow.

Most blocks feature three sets, with a typical “large” anchor set followed by two smaller complementary sets, released about three months apart from each other. The Draft formats would evolve as the smaller sets were released, changing the pack distribution of that Limited environment.

For example, Theros drafts started with three packs of Theros. When Born of the Gods released, the draft shifted to two packs of Theros followed by one pack of Born. The final set, Journey into Nyx changed the Draft formula to 1x Theros, 1x Born, 1x Journey.

Some blocks tweaked the formula. With the release of Battle for Zendikar, Magic switched to a 2-set paradigm, with a large set followed by a single small set. These sets used a 2:1 distribution of packs once both sets were released, and they only lasted for five full blocks before the 1-pack model took over.

I should note I started actively drafting and playing Magic in 2013 with the release of Theros. That means I have an implicit bias towards or against sets from that era forward, and less hands-on experience with “older” blocks. Most of the older blocks slot in low, which is a product of my bias, but also I just think sets and blocks were designed better as the game matured.

Final note: The iconic cards sections are meant to be a snapshot of cards you probably know from today that originated in those blocks. It’s not an exhaustive list of every relevant card from the sets.

#26. Ice Age Block

Sets:

Setting/Flavor

Everything’s cold. That’s the flavor. There’s a lot of the typical Dominarian lore going on in the background, but from a visual and flavor perspective the whole selling point is that everything on Dominaria’s covered in snow and ice.

Coldsnap replaced Homelands as part of this block 10 years after it originally concluded.

Iconic Cards

Ice Age:

Alliances:

Coldsnap:

Positives:

  • Anything was an upgrade to Homelands.

Negatives:

#25. Masques Block

Sets:

Setting/Flavor

Apparently this is supposed to be called the “Masquerade Cycle,” but I’m sticking with Masques Block.

This is a story-driven set following the characters of The Weatherlight Saga, where they become stranded following the events of Exodus. Mercadia is a large mercantile world that’s still centered on Dominaria, as most early sets were.

Iconic Cards

Mercadian Masques:

Nemesis:

Prophecy:

Positives:

  • Continued investment in the Weatherlight Saga, if you’re interested in the lore.

Negatives:

  • Underpowered compared to Urza’s block before it.
  • No notable new keywords added to the game in any of the sets.
  • Mercadia’s not that interesting of a plane.

#24. Battle for Zendikar Block

Sets:

  • Battle for Zendikar – October, 2015
  • Oath of the Gatewatch – January, 2016

Setting/Flavor

Battle and Oath pick up where the events of Rise of the Eldrazi left off – with the entire plane in turmoil due to the Eldrazi menace. This block focused much more on the Eldrazi than the exploration and terrain elements of Zendikar and Worldwake. Thematically, Battle for Zendikar was focused on Ulamog, while Oath of the Gatewatch switched attention to Kozilek.

Iconic Cards

Battle for Zendikar:

Oath of the Gatewatch:

Positives:

  • Oath of the Gatewatch was a significant improvement over Battle.
  • Strong appeal for Eldrazi fans.

Negatives:

  • Very unpopular with players.
  • Bad Limited environment (green was considered undraftable in BFZ).
  • Bland mechanics: devoid, rally, converge.
  • Landfall was executed poorly.
  • Colorless mana was, and remains, confusing.
  • Focus on Eldrazi over the exploration themes of original Zendikar block.
  • Introduction of the lame Gatewatch story arc.

#23. Mirage Block

Sets:

Setting/Flavor

These sets mark the beginning of an expansive run of Magic releases that all took place on Dominaria, following a cast of characters throughout various adventures on the plane. The Weatherlight Saga kicks off here and marks the point in Magic history where the lore became inseparable from the gameplay.

Iconic Cards

Mirage:

Visions:

Weatherlight:

Positives:

  • Laid foundational work for Limited set design.
  • Introduced ETB creatures.
  • Long-time staples scattered throughout the block.

Negatives:

  • Understandably sloppy Limited environment.
  • Not much long-term appeal aside from the lore and staples listed above.

#22. Tempest Block

Sets:

Setting/Flavor

This block expands on the Weatherlight Saga that began in Mirage. The story largely follows the Weatherlight crew as they take on Volrath and his stronghold within Rath. It shows off a different setting within Dominaria, but it’s ultimately just a continuation of the previous block.

Iconic Cards

Tempest:

Stronghold:

Exodus:

Positives:

  • Slivers, baby!
  • Tons of modern-day powerhouses.

Negatives:

  • Slivers, baby…?
  • Annoying mechanics: shadow, buyback, etc.
  • Confusing/tedious designs (Licids come to mind).
  • Limited is still finnicky but being hammered out.

#21. Onslaught Block

Sets:

Setting/Flavor

Onslaught continues where the Odyssey block leaves off, following Kamahl and his sister Jeska, now transformed into the villain Phage. Scourge in particular has a subplot about slivers, and the cabal from Odyssey block is very much present as well. It’s Dominaria stuff.

Iconic Cards

Onslaught:

Legions:

Scourge:

Positives:

  • Resonant characters in the story (Akroma, Phage, Braids, etc.)
  • Influential mechanics: morph, storm
  • First set with a typal focus.

Negatives:

  • Poor implementation of morph in Limited.
  • Dominaria lore drones on after a while.

#20. Alara Block

Sets:

Setting/Flavor

Alara is essentially five separate “shards” with distinct mechanical identities. The world is generally chaotic and dangerous, with constant storms and clashes between the individual shards. It’s a 3-color set with a multicolor focus throughout the entire block.

Iconic Cards

Shards of Alara:

Conflux:

Alara Reborn:

Positives:

Negatives:

  • Cascade is broken.
  • Alara Reborn is messy, having only gold cards.
  • Naya () and Esper () didn’t get fully-realized mechanics.

#19. Invasion Block

Sets:

Setting/Flavor

Another Dominaria-based block, InvasionPlaneshiftApocalypse covers Urza’s struggles against the original Phyrexian invasion, with Yawgmoth front and center as the villain of this arc.

Iconic Cards

Invasion:

Planeshift:

Apocalypse:

Positives:

  • IPA Limited highly regarded by many players.
  • Phyrexians on full display, darker tones and storytelling.

Negatives:

  • Poor mana fixing for a multicolor-focused Limited set.
  • Few cards that have stood the test of time.

#18. Kamigawa Block

Sets:

  • Champions of Kamigawa – October, 2004
  • Betrayers of Kamigawa – February, 2005
  • Saviors of Kamigawa – June, 2005

Setting/Flavor

Kamigawa draws on Japanese influences and heavily features legendary creatures as one of its themes. It’s full of atypical anthropomorphic creatures, like fox samurai and snake assassins. Spirits also play a key role in the story of the plane.

Iconic Cards

Champions of Kamigawa:

Betrayers of Kamigawa:

Saviors of Kamigawa:

Positives:

  • Tons of love for atypical creature types.
  • Japanese influences on full display; truly unique setting.
  • Block heavily redeemed by Kamigawa: Neon Dynasty

Negatives:

  • Low appeal for Western audiences.
  • Dwindling tournament play, Kamigawa block too weak to help against dominant Mirrodin block cards.

#17. Odyssey Block

Sets:

Setting/Flavor

Odyssey presents a time-jump after the events of Apocalypse and abandons the Weatherlight characters in favor of a new cast. It still takes place on Dominaria, on the continent of Otaria. Familiar characters include Kamahl, Jeska, and Braids, and the block involves a race to find an extremely powerful artifact known as the Mirari (also Odyssey’s set symbol!).

Iconic Cards

Odyssey:

Torment:

Judgment:

Positives:

  • All-timer mechanics: flashback, madness
  • Great Limited gameplay, heavily graveyard-oriented.

Negatives:

  • Abnormal color distributions in Torment (large number of black cards) and Judgment (smaller number of black cards).

#16. Ixalan Block

Sets:

Setting/Flavor

Ixalan is a top-down design featuring elements of Mesoamerican culture. That’s the textural identity on top of a world featuring pirates, dinosaurs, and vampire conquistadors as the main headliners. It focuses on exploration in a way that feels distinct from Zendikar. It's also one of the only blocks you can play in its original form on MTG Arena, so check out Arena Tutor for help if you're ever able to catch a flashback draft of Ixalan!

Iconic Cards

Ixalan:

Rivals of Ixalan:

Positives:

  • Popularized pirates + dinosaurs.
  • Further fleshed out vampires + merfolk.
  • Explore is a great mechanic.

Negatives:

  • Awful Limited experience, slightly improved by Rivals of Ixalan.
  • Fairly weak power level.
  • Treasure tokens (in my opinion, a net negative for Magic).

#15. Time Spiral Block

Sets:

Setting/Flavor

Time Spiral is certainly the weirdest block they’ve made. It has a theme of past-present-future, with each set representing those timeframes in order of release.

Time Spiral is the past, with a bunch of references to earlier Magic cards and mechanics. Planar Chaos is the “altered present,” with a bunch of color-shifted/type-shifted versions of existing cards. Future Sight is the future (duh), with tons of sneak peeks at possible upcoming designs and mechanics.

Iconic Cards

Time Spiral:

Planar Chaos:

Future Sight:

Positives:

  • Extremely experimental and interesting design.
  • First use of a bonus sheet.
  • “Future-shifted” cards were intriguing.

Negatives:

  • Vague or convoluted references to Magic’s history.
  • Difficult for new players, with an overwhelming number of new/returning mechanics.
  • Colorshifted Planar Chaos cards can be bothersome outside of the set.

#14. Return to Ravnica Block

Sets:

Setting/Flavor

We’re back on Ravnica, with a different mash-up of guilds in each set. It’s the same bustling metropolis world it was before, with a different cast of characters and a new story to follow.

Iconic Cards

Return to Ravnica:

Gatecrash:

  • Totally Lost, which kicked off the insufferable Fblthp memes

Dragon’s Maze

Positives:

Negatives:

  • Dragon’s Maze crammed too much into a small set, felt very claustrophobic.
  • Dragon’s Maze name confused people who don’t know how apostrophes work.

#13. Urza’s Block

Sets:

  • Urza’s Saga – October, 1998
  • Urza’s Legacy – February, 1999
  • Urza’s Destiny – June, 1999

Setting/Flavor

Urza’s block follows the powerful artificer planeswalker Urza, and his involvement in The Brothers’ War and various conflicts with different groups across Dominaria. The story takes place before The Weatherlight Saga and the events of Mirage, and it delves into familiar characters and settings like the Phyrexians and the Tolarian Academy.

Antiquities is sometimes included as part of this block, and it adds some context to the characters and settings.

Iconic Cards

Urza’s Saga:

Urza’s Legacy:

Urza’s Destiny:

Positives:

Negatives:

  • Horribly broken cards, though maybe to Magic’s long-term benefit.
  • Pestilence at common wasn’t healthy for Limited.
  • Supposedly an enchantment set, a completely overshadowed theme.

#12. Lorwyn Block

Sets:

Setting/Flavor

Lorwyn is a typal block focused on some atypical creature types. There’s a no-humans-allowed policy here, kind of like Bloomburrow, and the aesthetic and flavor, down to the card names, comes across as goofy and carefree.

Iconic Cards

Lorwyn:

Morningtide:

Positives:

Negatives:

  • Messy mechanics: clash, kinship, champion, prowl.
  • Art, names, and flavor can come off as a bit too goofy.
  • Personal preference for the dark side of Shadowmoor over the light-heartedness of Lorwyn.

#11. Shadowmoor Block

Sets:

Setting/Flavor

It’s Lorwyn, but now everything’s evil and wants to kill you. A phenomenon known as the Aurora shifts Lorwyn into darkness, inverting the world, and thus inverting the set’s design.

Iconic Cards

Shadowmoor:

Eventide:

Positives:

  • Hybrid mana and color focus is interesting.
  • Appeals to players who like the darker side of Magic.
  • The flavor inversion is very cool, mechanical inversion was also implemented well (-1/-1 counters vs. +1/+1 counters, for example).

Negatives:

#10. Mirrodin Block

Sets:

Setting/Flavor

Mirrodin is a world made of metal, and the first multiversal plane for a Magic set outside of Dominaria. The best way to describe the aesthetic is cool. Mechanical beasts, oceans made of chrome, that sort of thing.

Iconic Cards

Mirrodin:

Darksteel:

Fifth Dawn:

Positives:

Negatives:

  • Affinity + artifact lands broke Constructed play and harmed the tournament scene.

#9. Kaladesh Block

Sets:

Setting/Flavor

Kaladesh is a steampunk world full of inventors, machinery, and energy. It’s a very mechanical world where creation is highly regarded, and the set is overall very vibrant and colorful. Elements of Indian culture were used to design the world.

Iconic Cards

Kaladesh:

Aether Revolt:

Positives:

  • Bright, unique, and fun steampunk aesthetic.
  • Great Limited environment with fun buildarounds.

Negatives:

  • Overstepped on new mechanics: Energy and vehicles both caused Standard bannings.
  • Aether Revolt adds very little to the block outside the story.

#8. Scars of Mirrodin Block

Sets:

  • Scars of Mirrodin – October, 2010
  • Mirrodin Besieged – February, 2011
  • New Phyrexia – May, 2011

Setting/Flavor

We return to the plane made of metal, except the Mirrans find themselves at odds with the Phyrexians, who have gained influence due to the use of Phyrexian oil in the plane’s evolutionary process.

[Spoiler warning?]

Mirrodin ends up completely overtaken and replaced with New Phyrexia.

Iconic Cards

Scars of Mirrodin:

Mirrodin Besieged:

New Phyrexia:

Positives:

Negatives:

#7. Theros Block

Sets:

  • Theros – September, 2013
  • Born of the Gods – February, 2014
  • Journey into Nyx – May, 2014

Setting/Flavor

The world of Theros is top-down inspired by Greek mythology. It’s full of easily recognizable Greek icons (ex: Heliod = Zeus), and the Theros block is very much focused on enchantments.

Iconic Cards

Theros:

Born of the Gods:

Journey into Nyx:

Positives:

Negatives:

  • Born of the Gods & Journey into Nyx are both miserable, ignore them please.
  • Silly mechanics like tribute and inspired.

#6. Shadows over Innistrad Block

Sets:

Setting/Flavor

Round two on Innistrad, but there’s some extraplanar interference. Eldritch Moon adds a layer of cosmic horror to the plane, which is foreshadowed in the mysterious investigative first set.

Iconic Cards

Shadows over Innistrad:

Eldritch Moon

Positives:

  • First experience with Innistrad for some players.
  • Eldrazi & cosmic horror gel with Innistrad’s setting.
  • Clean, easy-to-understand card design.
  • Investigate and delirium are A+ mechanics.
  • Typal synergies for those interested.

Negatives:

#5. Amonkhet Block

Sets:

Setting/Flavor

The Amonkhet block is a top-down take on Egyptian themes. Pyramids, mummies, sphinxes, and so on. It has its own pantheon of gods dissimilar to the ones from Theros, and there are zombie themes mixed in as well.

Hour of Devastation revolved around the planeswalker Nicol Bolas’s plot to use Amonkhet for his own nefarious purposes, and so the second set serves to mostly tear down and destroy what was established in the first set.

Iconic Cards

Amonkhet:

Hour of Devastation:

Positives:

  • Egyptian setting and tropes work perfectly for a Magic set.
  • Peak lore/storytelling through the cards.
  • Mostly hits on the mechanics: deserts, -1/-1 counters, embalm/eternalize.

Negatives:

  • Building up a world in Act 1 just to tear it down and kill off characters in Act 2.
  • The Gatewatch
  • Unrelenting triple-Amonkhet Limited environment, slowed somewhat by Hour of Devastation.

#4. Ravnica Block

Sets:

Setting/Flavor

Ravnica is probably the most popular plane in Magic, and the one we’ve revisited the most aside from Dominaria. It’s a sprawling metropolis cityscape where every facet of the city is governed by one of the 2-color guilds we’re all so familiar with. The plane has a ton of variety, and the Ravnican guilds are an essential part of Magic design. From the brutish Gruul clans () to the extortionist ghosts of the Orzhov occult (), there’s plenty to love on Ravnica.

Iconic Cards

Ravnica: City of Guilds:

Guildpact:

Dissension:

Positives:

  • Profound impact on Magic history.
  • Established long-lasting, resonant identities for 2-color pairs.
  • Introduced staples like signets, shock lands, and bounce lands.
  • Convoke’s an all-timer.

Negatives:

#3. Khans of Tarkir Block

Sets:

Setting/Flavor

Tarkir is a world with loose Mongolian influences, scattered among the five warring factions of the plane. The world itself is your pretty standard mix of deserts, mountains, and other locales, but the flavor of the clans is on point.

The narrative and flavor take a shift in Fate Reforged, which represents Tarkir in the past at a point when dragons ruled the plane. The events of Fate leave the plane altered forever, which leads to a dragon-dominated Tarkir in the final set.

Tarkir block had an interesting Draft structure. Fate Reforged was designed to be played with both the other sets, but Khans and Dragons weren’t designed to be played with one another. So you’d draft Khans+Fate, but when Dragons released, you just drafted the latter two sets instead, no Khans involved.

Iconic Cards

Khans of Tarkir:

Fate Reforged:

Dragons of Tarkir:

Positives:

  • Established the 3-color wedge names, and each clan had great personality and mechanics.
  • Phenomenal Limited set (just Khans!)
  • Morph was implemented very well, and manifest was a cool tweak.

Negatives:

  • Fate Reforged is terrible for Limited, and Dragons of Tarkir is fine but not memorable.
  • Megamorph feels like a joke.

#2. Zendikar Block

Sets:

Setting/Flavor

Zendikar is the world of exploration, with a heavy emphasis on lands; the plane of Zendikar is basically a living entity itself and responds to the dangers within.

Rise of the Eldrazi shifted the focus to the hulking eldritch monstrosities and moved away from the themes of the first two sets. Notable, Rise was a large set that was drafted independently from the other two.

Iconic Cards

Zendikar:

Worldwake:

Rise of the Eldrazi:

Positives:

  • Lands focus gives Zendikar a unique feel.
  • Exploration tropes landed well (traps, quests, etc.).
  • Landfall’s a top-tier mechanic.
  • ROE solidified the Eldrazi in the pantheon of Magic villains.

Negatives:

  • Subsequent visits haven’t lived up to the original block (not this block’s fault).
  • ROE feels slightly disjointed from Zendikar and Worldwake.

#1. Innistrad Block

Sets:

Setting/Flavor

Innistrad is an homage to gothic horror. There’s a strong typal component to the block, but it overall has a “something creeping around every corner” vibe.

Iconic Cards

Innistrad:

Dark Ascension:

Avacyn Restored

Positives:

  • Gothic horror designs are fantastic, highly memorable settings and characters.
  • Introduced double-faced cards.
  • The return of flashback.
  • Typal emphasis for those interested.
  • Incredible roster of Magic staples.

Negatives:

  • Avacyn Restored

When Did MTG Stop Blocks? Why Did They Stop?

Ixalan and Rivals of Ixalan formed the last block, after which Wizards switched over to a one-set model with Dominaria. This was a major advantage from a design perspective: Now, the designers only had to consider a single set at a time for Limited purposes, as opposed to having to tackle multiple sets at once and make sure the Limited format worked across a succession of sets.

It also didn’t really mess with any other major components of set design. They could still design for Standard across multiple sets whether the individual sets were thematically linked or not, and they still reserved the right to have subsequent sets share a setting or plane, just with different Draft environments. We saw this with Midnight Hunt + Crimson Vow, which are flavorfully tied together but have completely different Draft environments.

My personal opinion is that smaller sets were never better than the large set and diluted the Draft experience rather than improved it. I’m a huge fan of the shift to the one-set model we use now.

Wrap Up

Delif's Cube - Illustration by Mark Tedin

Delif's Cube | Illustration by Mark Tedin

Wow, roughly 20 years of Magic history all bundled up. The irony of it all being that everyone has different views of Magic sets; some love the sets I hate, and others aren’t a fan of the sets that most people praise. Which means it’s basically impossible that my personal ranking of these blocks lines up with any individual readers’ perception.

So, if you think a particular block deserves more praise than I’m giving it (especially those early ones!), or if you think I’m too high on a set, I’d love to hear about it! Just keep it constructive and tell me what you like about your favorite blocks! If you’ve got anything you’d like to discuss about blocks, let me know in the comments below or over in the Draftsim Discord.

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