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The Art of Magic The Gathering 2
The Art of Magic The Gathering 2
Cataclysm by
Rod Nelson.
Conceptual
designs by Mark
Tedin; the Predator
in its earliest
stages; below, its
final version.
original sketches were a little far out and too alien-looking. I wanted it to
bear a resemblance to a classical galleon but at the same time look really
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STRONGHOLD
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used to createflowstone;
architecture of Volrath’s
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THE STRONGHOLD
Above, MarkTedins
cutaway illustrates the
placement of the
fortress within the
Stronghold; middle and
right, frontal view
of the fortress.
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THE ARTf MAGIC
Raths most singular feature, and unfolding, diseased bloom. Tier upon
the reason this plane exists, can’t be tier of mogg warrens nesde against its
seen from the surface. It lies buried flanks. Boiling magma defies gravity,
under millions of tons of solid spewing from a gaping, circular wound
flowstone, spun by the factories in the cavern floor to feed the ever-
within it, sending torrents of the hungry maw of the flowstone
superheated artificial magma coursing generators. An army of workers is
down the flanks of a mountain. required to maintain such a monolith.
Though it is difficult to imagine, the Their city encircles the lava shaft,
Phyrexians have made a machine that foundations resting on the flowstone-
can generate its own solid world from filled ruins of an earlier, doomed
nothing and has been doing so Stronghold. Another army of soldiers
without a flaw for centuries. protects Volrath and his workers and is
Left, three early The Stronghold is the physical well prepared to stave off any threat
renderings of the
manifestation of Volrath’s strength. His with an array of bizarre weapons.
Stronghold cavern,
rule as an evincar, the governor of this
plus, early versions of
the fortress itself;
growing world, stems from this place
below, Portcullis, the and the power it represents. It is the
Strongholds main nexus of his spiritual nervous system,
gate, painted by extending through the flowstone it
Kev Walker. 5"<irr
makes to all the points within this
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THE STRONGHOLD
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THE STRONGHOLD
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Clockwise from bottom Iff,
Keeper of the Dead by Brom;
Dauthi Cutthroat by Dermot Power;
Blood Frenzy by Paolo Parente;
Pitspawn by Thomas M. Baxa;
Pegasus Refuge by Kev Walker.
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The tides of power in the Rathian sky occasionally
deposit sentient visitors from other planes. If the ride
through these magical vortexes doesn’t kill them, it
generally leaves them sick and disoriented. Either is better
than being caught halfway between the substance of Rath
and the barrier that separates it from neighboring realities.
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Above, Crossbow Ambush
by Kev Walker; left,
Mounted Archers
by Kev Walker.
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3 or
This humanoid race is perhaps the best
o
aetherical power that roil in the skies above
i
adapted of those exiled to the wastelands of | Rath there live a staggering variety of strange,
Rath. The Kor are certainly the most nomadic magical life forms. The Kor feed on an exclusive
and, as a result, the least understood. Small diet of these curious beasts. It has changed
clusters of Kor in extended families wander them, modifying flesh and essence. Advanced
across Rath, occasionally trading with elves or eti- members of the Kor are alleged to be able to
Dal or en-Vec. They have fashioned a secretive reach a half-substantial trance state under the
culture that is highly specialized, distanced from proper conditions. No one knows what they
the ebb and flow of Volrath s nation of slaves attain in this condition, but their diet of
through their intentional exploitation of a very otherworldly fauna undoubtedly has much
narrow ecological niche. In the rich seas of to do with this ability.
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Clockwise from bottom Itft, Mogg Cannon by Mike Raabe; Nausea by Jeff Miracola;
Coat of Arms by Scott Fischer; Mogg Raider and Primal Rage by Brian Snoddy;
Mogg Infestation by Pete Venters; Mogg Hollow by Jeff Laubenstein; center, Style
Guide reference of the mogg quarter by Anthony Waters.
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RACES OF RATH
Clockwise from bottom left, speculative drawing of a mogg warren by Mark Tedin; a mogg
balcony with flowstone lamp by Anthony Waters; view from beneath the fortress, looking
up into the mogg warrens by Anthony Waters; Mogg Flunkies by Brom; two views of the
mogg warrens by Anthony Waters; Mogg Bombers by Dermot Power.
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This book reveals the world behind the art in The Rath Cycle in a way that couldn’t have been
conceptualized by just one person. The art showcased here amounts to just a fraction of what has
been drawn. Here are some of the people who made the story, the card sets, and this book possible.
mechanics, novels, comics, and short stories all THE RATH CYCLE TEAM
fit within the structure of the Dominarian Ron Spears: Senior Art Director
universe. Somehow he’s also found the time to Ron is the creative team’s newest asset. Ron gains
produce striking artwork for Magic. credit for shepherding this book through its
Scott “Scooter” Hungerford: Continuity later development.
Scott, whose credits include the development Sonia Telesco: Graphic Designer
of the Homelands™ card set, helped catalog and Sonia, a recent addition to Magic’s crew, is
arrange the vast stockpile of facts that serve responsible for the design, layout, and
to unify Dominarian history. production of this art book.
Jesper Myrfors: Art Director Lizz Baldwin: Editor
Jesper returned to the Magic team in January Without Lizz, the gods alone know what
1998 to help revitalize the Magic line, having Anthony might have written. It most certainly
pioneered the look of Magic from its inception. would have been blasphemous.
Matt Wilson: Art Director Mary Kirchoffi Executive Editor
As artist and art director, Matt Wilson’s vision The chief voice of reason behind the curtain.
was instrumental in determining the unique
look of three card sets in The Rath Cycle. WRITERS FOR THE RATH CYCLE
Daniel Gelon: Graphic Designer Mark Rosewater: Editor-in-Chif The Duelist magazine
Every Magic display box and package since Mark was one of the brains behind The Rath
Tempest bears the mark of Daniel Gelon’s designs, Cycle story, among other things.
and his paintings grace many cards. Michael Ryan: Technical Editor; Arc System
James Davis: Graphic Designer Mike was instrumental in the development
James commands the development of of The Rath Cycle story.
advertising and promotions for Magic. John Longenbaugh: Story Consultant
Anson Maddocks: Conceptual Designer John found a future for the Weatherlight and crew.
Anson was among the first in the stable
The Weatherlight
of Magic artists and is responsible for SPECIAL THANKS
breaking free,
a sketch by over one hundred pieces of card art.
Anthony Waters. Mark Tedin: Conceptual Designer David Allsop and Brian “Chippy” Dugan
Mark’s skills and vivid imagination are a driving
force behind some wild concepts in The Rath Cycle,
as well as, over one hundred card art paintings.
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