Magic: The Gathering Arena/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
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 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.
== See also ==
*List of storyline sources
*List of storyline authors
*Story Spotlight
== References ==