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It's littered with adventure hooks and story seeds, and lacks only the specific rules references you'd need to adapt Zendikar's races, monsters, and adventures to a tabletop D&D campaign. And it's all surrounded by amazing fantasy art that holds boundless inspiration in itself. You can think of Plane Shift: Zendikar as a sort of supplement to The Art of Magic: The Gathering-Zendikar, designed to help you take the world details and story seeds contained in that book and turn them into an exciting D&D campaign.
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The easiest way to approach a D&D campaign set on Zendikar is to use the rules that D&D provides mostly as written: a druid on Zendikar might call on green mana and cast spells like giant growth, but she's still just a druid in the D&D rules (perhaps casting giant insect). Plane Shift: Zendikar was made using the fifth edition of the D&D rules. D&D is a flexible rules system designed to model any kind of fantasy world. The D&D magic system doesn't involve five colors of mana or a ramping-up to your most powerful spells, but the goal isn't to mirror the experience of playing Magic in your role-playing game. The point is to experience the worlds of Magic in a new way, through the lens of the D&D rules.