Human

Human is a creature type. Humans are probably one of the most prevalent species in the multiverse.

Description
Humans are four-limbed bipedal primates of the mammalian class. They have a highly developed brain capable of abstract reasoning, language, and introspection (though they are hardly the only creatures in Magic capable of this). The only natural plane where humans are known not to exist at all is Lorwyn. Human is the characteristic race for the color white.

History
For a long time, 'Human' was the default race for humanoids and many people thought that it shouldn't have had its own creature type. This would mean that many cards were just soldiers or nomads if they clearly depicted humans. This began to be a problem when R&D started to create cards that cared about creature types.

The creature type human was finally introduced in Mirrodin as a part of the race/class model. The notion was first brought up in the public by Randy Buehler and was met with negative reactions. After much convincing a poll determined that 53.7% of the readers would accept the addition of humans to Magic at that time. As predicted, players eventually came to fully accept the change.

In the Innistrad block humans were a supported tribe. The theme later returned in Shadows over Innistrad block and Ikoria: Lair of Behemoths, two cards in Theros and one in Magic 2014.

Storyline
Though the way humans act in most planes covers a fairly broad range of behaviors, this range itself is roughly the same across most planes. The same is true regarding the physical traits that they have. But there may also be some planes where there are greater differences.

Amonkhet
The humans of Amonkhet are the only race there not associated with one of the five gods. This left them free to either dedicate themselves fully to one of them or find a balance between all five virtues espoused in their trials.

Innistrad
On Innistrad, there are no elves, dwarves or goblins. Humans are the main sentient species. They are both the protagonists and the victims, preyed upon by vampires, werewolves and the like.

Ikoria
On Ikoria, humans are the only remaining sentient species of the plane. Living in large cities called sanctuaries, the humans of Ikoria try to survive against the endless onslaught of their world's mutated monsters. Some of them establish mystical bonds called eludhas with beasts but this practice is frowned upon and is cause for exile from the cities.

Ixalan
The people of the Sun Empire on Ixalan are said to have been formed from the clay by the loving hands of Kinjalli, the Wakening Sun. They live alongside dinosaurs, without taming or domesticating them, but leading them into battle and harnessing them to heavy loads. The humans of Torrezon live under the rule of aristocratic vampires of the Legion of Dusk, while others have fled to form the Brazen Coalition.

Kaladesh
The humans of Kaladesh are passionate dreamers who strive to achieve the impossible through their inventions. While they are the only race on Kaladesh whose physiology is untouched by the presence of aether, their curiosity and ambition drive innovation, and they excel at synthesizing ideas.

Kaldheim
The humans of Kaldheim live in the realm of Bretagard. The five clans are perpetually in conflict with one another, but are able to keep the peace by the "Code of Clans". These are the Beskir, the Omenseekers , the Skelle , the Tuskeri and the Kannah.

Mirrodin
The humans of Mirrodin adapted to the metal planet, as had all races imported to the plane by growing organic metal pieces on their bodies. Mirrodin tribes consisted of the Auriok of the Razor Fields, the Neurok of the shore of the Quicksilver Sea, the Moriok of the Mephidross, the Vulshok of the Oxidda Chain, and the Sylvok of the Tangle.

All species on Mirrodin have metallic growths and plates that permeate and cover their bodies because of the effects of certain substances on the plane that interacted with organic life. The humans all have such metallic growths, but color, material, coverage, and shape vary from tribe to tribe.

Bird maidens
have their true home in the myriad realms of Rabiah. Their sparse homes are high in the craggy caves and outcroppings of rock created by the constant winds and updrafts of the deserts.

Bird Maidens are a beautiful, all-female tribe of winged humans who procreate with non-winged male humans. Their offspring are always twins of the same gender, and if male, are without wings, while if female, with wings. After they give birth, the bird maidens raise the daughters themselves but leave their sons in a nearby village under the custody of people living there. Any Rabian village that finds abandoned twin boys will adopt and honor them, due to legends about the strength, luck, and magical talent of bird maidens' sons. Bird maidens hold their birth-sisters extremely dear, although they seldom feel a true kinship to their other siblings.

The bird maidens practice an art known as wind sculpting. They place diamond dust in sharply funneled bone tubes and tie them to rock formations. The wind blows the dust against the stone, causing it to erode faster than usual. Eventually, over the course of several years or decades, a sculpture appears.

Legend has that a bird maiden, by the name of Fyhra, was instrumental in the destruction of the Eater of the Infinite, one of the Serendib Efreets, bent on exterminating all life from Rabiah.

Rath
Two tribes of humans, the nomadic Vec and the settled Dal, inhabited the blasted plains of Rath. Along with the Kor, an allied race of nonhumans, the Rathi tribes were steadfast enemies of the plane's cruel evincars save for the il, those of their numbers who joined the evincar's evil forces.

For more, see Rathi Tribes.

Ravnica
For unknown reasons, possibly to do with the higher standard of living, the humans of Ravnica have longer lifespans than humans on other planes. They are the only race that has members in large numbers in all of the plane's guilds. However, none of the guild's paruns are human and human guildmasters are seldom.

Zendikar
The humans of Zendikar are incredibly resourceful, but their appearance is rather ragged, on account of the ongoing conflict and battle for survival.

Grand Creature Type Update
In the Grand Creature Type Update the following creature types were changed into Humans: • Ambush-Party (Ambush Party)

• Ancestor (Auspicious Ancestor)

• Aladdin (Aladdin)

• Ali-Baba (Ali Baba)

• Ali-from-Cairo (Ali from Cairo)

• Autocrat (Sengir Autocrat, which briefly was a Minion)

• Bandit (Scarwood Bandits)

• Being (Enchanted Being)

• Brother (Brothers of Fire</c>)

• Cave-People (Cave People</c>)

• Constable (An-Havva Constable</c>)

• El-Hajjâj (El-Hajjâj</c>)

• Farmer (Shu Farmer</c>)

• Flying-Man (Flying Men</c>)

• Folk-of-An-Havva (Folk of An-Havva</c>)

• Harlequin (Chaos Harlequin</c>)

• King (King Suleiman</c>)

• Leper (Abu Ja'far</c>)

• Maiden (Bird Maiden</c>)

• Master (Master of the Hunt</c>)

• Miracle-Worker (Miracle Worker</c>)

• Mob (Angry Mob</c>)

• Nekrataal (Nekrataal</c>)

• Peacekeeper (Peacekeeper</c>)

• People-of-the-Woods (<c>People of the Woods</c>)

• Ranger (<c>Kelsinko Ranger</c>)

• Scavenger and Scavenger-Folk (<c>Scavenger Folk</c>)

• Sindbad (<c>Sindbad</c>)

• Sister (<c>Sisters of the Flame</c>)

• Smith (<c>Repentant Blacksmith</c>, other Smiths became Artificers as well)

• Townsfolk (<c>Anarchist</c>)

• Tracker (<c>Tracker</c>)

• Uncle-Istvan (<c>Uncle Istvan</c>)

Zombies
The default race for zombies is human, which is usually never mentioned in the type line.

Tokens
The default for tokens is that they have just one creature type for simplicity, often excluding Human. R&D breaks that rule usually when it mechanically matters as it did in Innistrad, or for flavor-matters as it did in Amonkhet.


 * Heroes of the Realm