Hey, i opened that pack, i have questions about four cards. I also got a funky one
Anyway, what's these guys' lore?
Also, what are the odds of getting the same card twice in one pack, the cyclops also has a normal, nonshiny version i got from the same pack.
Tatyova hasn't appeared in the main story yet, but we do know a bit about her. For context, she is from the world of Dominaria, the original world Magic (the game) started on, and stayed on for the vast majority of the first ten years of its existence. As a result, it is much more detailed and has had many many more events we know of happen there. In recent years, it has been focused on being the history plane, one with a lot of old relics, scars from many "end of the world" scenarios barely avoided, and complex political relationships. Most of which are actual events and civilizations players know or can learn about since they're from the early days of the game!
Tatyova herself is a merfolk, born in the vast underwater Vodalian empire that controls most of Dominaria's seas and oceans. She didn't stay there, however, going to the magical forest of Yavimaya to learn of their ways.
Yavimaya is your classic fantasy magical forest, mostly populated by elves and an array of beasts and plants, with trees the size of skyscrapers completing the picture. She studied her druidic magic with the elves there, likely with some contribution from Multani, the living elemental avatar of the entire forest, he does like to get involved. After those studies, she returned to Vodalia and became an adviser to the current monarch, Mihail II, which is how we see her on Steward of Tides.
Vodalia in the past has been very isolationist and xenophobic, but it's been getting a bit better about it in recent reigns. Tatyova pushes him to see the world as a whole, beyond his own coasts, as something previous and invaluable.
Anecdotally, Tatyova, Benthic Druid is also a very strong and very popular leader for decks in the Commander format, gameplay-wise, as she rewards the already good strategy of getting more lands into play by getting you more resources... To get more lands into play. She can snowball quite a bit.
This one will be much faster: We don't have much on this guy. It's a new card to the set and nothing in the art is a dead giveaway of which world they belong to, so what you see in the card is about the whole story: a cyclops wielding lightning magic.
If I had to hazard a guess as to origin, I would say Theros, the plane heavily inspired by greek mythology, as some cyclops there seem to share the vertical shape of this one's eye. On Theros, faith can turn myth to reality, and history quickly becomes story. Take that origin with a grain of salt, Crackling Cyclops could easily be from Shandalar, Dominaria or a host of other worlds.
As far as getting multiple copies in a pack, it's technically possible, though they have collation that makes it normally unlikely. Foils (shiny cards) are independent of that though, so it happens more often when you get a foil one and a nonfoil one in the same pack. On one occasion, I've seen one person pull two copies of the same mythic out of a pack close to fifteen years ago, one foil and one not! Generally speaking though, most regular packs don't have duplicates, unless you're opening ones for special small set. March of the Machines: Aftermath was a product infamous for only having 50 cards in it (and only 15 different uncommons!) so duplicates were very common in those packs, despite them only having 5 cards in them.
This one, however, leaves no doubt about where it's from! The armor and style are characteristic of a vampire of the Legion of Dusk, from the continent of Torrezon, on the world of Ixalan. I will give a lot of background on them because they're interesting. The vampires on this world are from an european-inspired continent that got conquered by a small (spanish-inspired) island nation there: it got access to vampirism and used its power to conquer. According to their Church of Dusk, Vampirism is a sacred burden taken on by the nobility (and some commoners who deserve it) to devote themselves to their country and religion. It was brought on by Saint Elenda, returning from a long pilgrimage across the ocean. The huge burden of power and immortality. Unlike some vampires, they don't die from sunlight. Church doctrine dictates vampires cannot feed on regular citizens, only some criminals convicted of specific offenses, and of course foreigners and heretics.
This caused an issue when they finished conquering their home continent, with the Queen now being saddled with an army of immortal, hungry vampires trained and primed for wars and no more nearby "foreigners" or "heretics" for them to drink from with all the nations converted and subjugated. She then turned to this mythical land across the sea, where Saint Elenda went to pilgrimage to, the continent of Ixalan (the world is named after that continent). She declared a Holy War there, to claim it for the church and find the Immortal Sun hidden there, a sacred relic of great power that would free the vampires from needing to drink blood and grant them true immortality! But likely mostly to get rid of that pesky army that was causing trouble inside her own country.
Hence the getup. The continent of Ixalan is heavily inspired by latin american societies (but with more dinosaurs) and the Legion of Dusk is our European conquistadors, come to do a colonialism and crusade all in one. The Sun Empire that controls most of that continent is more than ready to fight them back. The Legion of Dusk barely manages to hold a few outposts on the continent, and they launch some expeditions to find the Immortal Sun inside the Golden City. They do manage to find the Golden City, Orazca, but the Immortal Sun gets snagged before they can claim it. What they do find however, sleeping in the Golden City, is Elenda.
The saint that brought vampirism to them and the central figure of their religion, their Jesus equivalent. She does genuinely see vampirism as a burden and wants to use it to better the lives of people, so she's not too keen on learning about crusades, conquest and holy wars waged in her name. She rushes back to Torrezon and is swiftly followed by a defeated Legion of Dusk retreating. There, she decries the actions of the church and legion and reinforces her core tenets. Faced with their jesus-equivalent declaring what they're doing heretical and monstrous, the Church... Has a schism, many in the society content in their power and conquest and would rather reject their own messiah than give that up. That's about where they were at last time we visited this world, with the Queen officially on Elenda's side but trying as much as possible to avoid taking a stance and placating both of them.
The end of the last Ixalan story was marked by the Bat God that is the source of vampirism in the first place traveling towards Torrezon, and he's probably not as opposed to conquest and massacres as she is. This is all mostly background info btw, we haven't had a main story set solely in Torrezon yet!
To bring it all back to the card you opened, Soulcaller uses magic to control a flock of bats, drawing on this antique affinity. We also see him flying by turning his lower body into smoke, an ability only a small number of more powerful and/or older vampires possess. He also appears to be in some cave or underground, which isn't surprising, since our last visit to Ixalan had us explore the many caverns and tunnels between its surface world and its inside world, where gravity is inverted and the sun shines at the center of the planet. Oh, I didn't mention that yet.
This hare is almost assuredly one of the rabbitfolks of Bloomburrow! Bloomburrow is a world we've seen only a small portion of, the land of Valley, but still plenty big for its inhabitants. It has a few peculiarities. First and foremost, it doesn't have humans or elves or most other usual kinds of sapient animals. Instead, it is populated by sapient and talking small animals. On our first visit, we focused on birds, rats, lizards, raccons, rabbits, bats, squirrels, frogs, otters and mice, but we've seen some other species mixed in, hedgehogs, foxes, badgers,... In fact, a visiting human from another world got turned into an otter while he stayed on the plane (he was quite grumpy about it), showing that it's a property of the world itself and not just a coincidence.
Secondly, seasons and natural events on the planes are shaped by larger elemental animals, called Calamity Beasts, though not all of them are detrimental. It is unclear how intelligents these beasts are, but they are quite literal embodiments of forces of natures. They can be fought back, but it's much easier to divert or escape them when necessary.
The trailer for Bloomburrow is really nice, I'd encourage anyone to watch it. As we can see in it, the animalfolks of Bloomburrow live and lean and prosper besides each other. There are general trends to each, but we see in cards all kinds of animals training for all kinds of roles.
The rabbitfolks, to which Hare Apparent belong, are centered in green and white. They are gregarious, tradition-oriented and down to earth. They tend to have large, close-knit families of course, and represent a good chunk of the farmers in Valley. They like simple problems and simple solutions. They are reknowned for their cooking and punctuality. Among more martial lines, they're often healers, warriors or archers.