Everything Wrong with Thunder Junction.
1. Terra Nullius
Terra Nullius is a latin phrase meaning "nobody's land." It is a trope often associated with the harsh territories that were settled during the 19th and early 20th centuries, like Australia and the American West: Wide open spaces untouched by mankind. Of course, in both cases, there were already people who had been living there for thousands of years. In fact, in the case of the American Southwest,
Europeans had already been there for over 350 years. While it's true that the time period between the 1860s and 1920s represented a period of major growth in European populations in this region, they were not the first. Despite this, much Western media portrayed the region as fairly empty, with rough (usually white) men "taming" the endless expanses. While this is not historically accurate, it was a common trope that is now widely regarded as erasure, especially of Native Americans.
Showcasing the American Southwest as Terra Nullius (minus an
Alien Vault), reinforces harmful stereotypes about the West. While it may be easier to pretend Native Americans did not exist (or in the case of this set, pretend they are not Native to the Plane), it's almost as bad as showcasing negative stereotypes. WOTC stated that they hired cultural consultants for this set, so it is
possible that they were the ones who steered the company in this direction. However, we don't really know anything about the consultant's role in the set or if this was even something they were consulting on.
2. Where it takes place in the story.
We've established that Thunder Junction is represented as Terra Nullius before the Omenpaths. The problem is that it has only been about two years since the Omenpaths first opened. Why, then, is the plane littered with
Old Miner's Trails,
Spirits of the Damned, and enough
Zombies to make a
Ghoulcaller leap with Glee? Why are there already so many boom towns and a fully developed system of
Conduit Pylons? You wouldn't expect this much infrastructure to exist on the plane after only a year or two.
Likewise, how have so many villains already shown up? While some have alluded to the fact that this Plane has a bunch of Omenpaths attaching to it specifically, every Plane we've seen in the past year seems to have many high-profile connections. Ixalan alone connects to Ravnica, Eldraine, Arcavious, and Kaladesh (that we know of). Why waste time in the desert if some of the richest cities in the Multiverse are connected by the Omenpath network already? If this story had taken place a decade or so in the future, I could have seen this level of development, decay, and interest from Villains. But as the first major story post-Phyrexia, it does not make a whole lot of sense.
Funnily enough, this story
could have worked at this stage in the timeline if it wasn't taking place on a Plane of Terra Nullius. I think Thunder Junction would have actually worked pretty well if there were post-apocalyptic societies of Cowboys and Native Americans. In the time before the Mending, they may have been enemies until the arrival of the Fomori. The Fomori could have built the vault, only to be defeated by a coalition of Cowboys and Native Americans after planar portal technology stopped working during the mending. The two remaining factions could have then rebuilt during the time when their plane was sealed off from the Multiverse pre-Phyrexian Invasion. When the Omenpaths finally open, we could see the two factions interacting with the flood of Villianous Visitors coming out to seek fame and fortune in various ways. The Cowboys could represent the people of Mexican or French descent living in the region before the major settlement waves, and the Native Americans could have been modeled on an interesting group from real history. Perhaps these groups could have represented law enforcement trying to handle the extraplanar visitors (which could stand in for Northern European settlers coming to North America).
3. The Trains
I'm sorry, but this looks so dumb.
This weird-looking "train" represents everything wrong with the worldbuilding of Thunder Junction. It vaguely resembles something that could be considered a train, but if you know anything about the source material, you'd realize how offensively bad of an interpretation this ended up being. These seemingly Aether-Powered locomotives feel far too futuristic for the setting. They have big, dumb, pointless wagon wheels that seemingly intersect the center of the chassis. Even though the train is on floating "tracks," the impractical wheels still occasionally touch the ground for some reason. Likewise, it is really strange to see floating strips of metal crossing the plane. Not only does it not feel like the Old West, but we're also losing a lot of the cool architecture associated with real railroads, including trestles, water towers, and tunnels. Additionally, we're running back into the Terra Nullius issue from earlier. These trains require a system of
Conduit Pylonss that feel like they would have taken more than a couple of years to construct. Finally, there is no easily accessible source of Aether on Thunder Junction. They'd likely have to import it from Kaladesh in order to run the railway. As such, Aether-powered trains simply make no sense in the setting.
The most frustrating part of all of this is that the person who's overseeing this project,
Ral Zarek, is the guildmaster of the Izzet League, a group known for
Steam Vents and
Boilerworks. These people should find it easy to whip up a rudimentary steam engine to power a locomotive that runs on traditional rails.
Mine Raider shows us that traditional rails exist on the plane... so why are we stuck with dumb Aether-powered machines?
Some have argued that trains are a bit difficult to draw for artists, but I don't think that's a good excuse. There are plenty of artists who specialise in drawing trains. There are entire societies of railway artists in both the
United Kingdom and the
United States who know how to draw these things. There are even some fantasy artists, like Tom Colletti, who specialize in trains! For example, take a look at this piece:
This piece of art is better than literally every piece of art featuring one of the weird Thunder Junction "trains." It's colorful yet realistic, and it would look really nice on a card if it had the correct aspect ratio.
The things Thunder Junction gets Right.
While Thunder Junction does some key things wrong, I think it does still get a lot right. As a list Thunder Junction deserves praise for the following:
1) The Mechanics. I think this set has perfect mechanics for a "Western Outlaws" set. Plot looks like an awesome mechanic with good play patterns. Mount seems like it could potentially become evergreen. Spree feels chaotic, like a shootout in a cowboy movie. Even outlaw batching oozes with flavor. The mechanics are probably the most important thing for a set to get right, and I think this set passes with flying colors.
2) The Villains Theme. WOTC has been trying to make a Villain set since 2015, while Magic Origins was still being developed as an "Ally-Color Villains Core Set." Outlaws of Thunder Junction does a great job of bringing together a bunch of villains from across the multiverse into a sandbox of lawlessness and potential wealth to battle it out.
3) Native Wildlife. Magic doesn't have many opportunities to show off North American wildlife since the vast majority of sets are based on European and Asian mythology. It's nice to see
Priarie Dogs and
Roadrunners on cards.
4) Cowboy Hats. The fact that everyone is wearing a cowboy hat is one of the only historically "Western" things that actually made it in to the set. I like seeing that everyone has adapted to the desert environment and is wearing the proper attire. Let's be honest, it's a bit weird when Planeswalkers show up to a new world and aren't properly dressed for the elements. It's cool that everyone here is dressed up to match where they're currently working.
5) Cactusfolk. The cactusfolk are just really charming. They feel like a natural part of this sort of setting.
It's a shame that Thunder Junction dropped the ball on time scaling, indigenous representation, and the railways. The set does so much right both mechanically speaking and for its Villian theme, but the poorly executed setting cheapens the overall experience. After all, the plane is literally called Thunder Junction, yet there is not a single railroad junction to speak of. If that doesn't tell you what you need to know about the world, I don't know what would.
Thanks for Reading!
–GT