The Lorwyn set is the first set in the Lorwyn Block. The Lorwyn set is the 66th set ever made and has 301 cards.
Lorwyn is an idyllic, storybook world where races of fable thrive in perpetual midsummer. there are 8 races that thrive here: the Kithkin, Giants, Elemental, Elves, faries (fae), Treefolk, Merfolk (merrow), and the Goblins (called boggarts). The plane is covered with dense forests, meandering rivers, and gently rolling meadows. The sun never quite dips below the horizon, and winter is entirely unknown.
That's not to say Lorwyn is without conflict. Its races have their struggles and skirmishes, some isolated, some long-standing. Lorwyn is one of the few planes without humans, but many other races fill in the gap. In the outlying town of Burrenton, for example, the short-statured kithkin face the encroachment of a nearby flamekin settlement. The flamekin are the race perhaps least at home in sunny Lorwyn. Their natural fires are a threat to others who are suspicious of their impulsive natures and hot tempers.
Far away in the Porringer Valley, gangs of boggarts sneak in amid groves of treefolk to make trouble and steal "souvenirs" of their trespasses. The boggarts are greedy for sensation, always seeking out new tastes, smells, and experiences. Each boggart warren visits others for their "footbottom feasts," a chance to share the experiences accumulated by other warrens.
As these squabbles continue, the merrows, the merfolk of Lorwyn's rivers, act as diplomats, couriers, and merchants for the other races. They use underground channels and wells as conduits for communication, and because the merrows are intelligent and kind, they usually end up getting the better end of the deal.
If the merrows are Lorwyn's merchants, the giants are its arbiters and advisors. The iconoclastic, territorial giants wander Lorwyn according to their own whims, only occasionally stopping to address the concerns or complaints of the little folk. The rest of the time they sleep or bicker among themselves.
Of all Lorwyn's denizens, though, the elves are both most favored and most feared. In a world of unspoiled nature and lush forest, the elves believe themselves to be the paragons of natural beauty. Signs of elvish supremacy are widespread in this world, from their gilded forest palaces to their mercilessness toward the other, "lesser" races. Despite the elves' domination, Lorwyn's people thrive through community and tradition, and perhaps with some help from an unseen power.
Faeries are ubiquitous in Lorwyn, like bees gathering pollen. Although the capricious and mischievous creatures seem to behave unpredictably, all are guided by the will of Oona, the queen of the fae. Oona's magic is said to keep Lorwyn in its midsummer state, but few have ever seen her. Her throne, Glen Elendra, is a half-mythical place that few but the fae have ever seen.
Lorwyn is ancient and verdant, and its natural processes are locked in familiar cycles. For instance, every year for countless decades, the kithkin town of Kinsbaile has hosted the Festival of Tales, a gathering to tell stories and make merry before the Aurora, an annually occurring display of lights in the sunset sky. But some auroras are greater than others. On a long cycle that only the faerie queen Oona comprehends, an aurora can bring about a total transformation of the plane of Lorwyn. Afterward, what remains is the plane of Shadowmoor, a realm of eternal dusk. The problem for Oona is that the aura created a copy of her self who comes to save Shadowmoor and its new inhabitants.
The card game has many cards that focus mainly on the tribe known as creature type. After ravnica block left standard format, it brought back the multi color options.