I said I'd start a Kara Tur thread so I'd stop high jacking a MtG settings thread with posts about Kara Tur, so here it is.
Kara Tur simply works better as a D&D setting because it's designed for D&D, although Elves, Dwarves, Halflings, aren't a major presence in Kara Tur, because it's part of FR, they do exist and are playable so all PHB, MTOF, VGTM are valid.
Also it's compatible with the already existing FR AL campaign.
It's has interesting races.
It has far, far more diverse amount of cultures, religions, and regions then Tarkir and Kamigawa.
And it doesn't rely on the MtG story returning to Tarkar and Kamigawa to do.
Kara Tur simply works better as a D&D setting because it's designed for D&D, although Elves, Dwarves, Halflings, aren't a major presence in Kara Tur, because it's part of FR, they do exist and are playable so all PHB, MTOF, VGTM are valid.
Also it's compatible with the already existing FR AL campaign.
It's has interesting races.
It has far, far more diverse amount of cultures, religions, and regions then Tarkir and Kamigawa.
And it doesn't rely on the MtG story returning to Tarkar and Kamigawa to do.
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