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Magic
the Gathering |
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You
are a Planeswalker: In Magic: The Gathering, a
planeswalker is a powerful mage who is able to travel across
the planes of existence. There are infinite worlds across
the Multiverse, and planeswalkers are unique in their
ability to move from one world to the next, expanding their
knowledge and power through the experiences they collect
there. One in a million sentient beings are born with “the
spark,” the ineffable essence that makes an individual
capable of becoming a planeswalker. Of those born with
“the spark,” even fewer “ignite” their spark,
enabling them to realize their potential and travel the
planes. Most planeswalkers have their spark ignited as the
result of a great crisis or trauma, but every awakening is
different. A near-death experience might ignite a
planeswalker’s spark, but so could a sudden, life-changing
epiphany or a meditative trance that enables the mage’s
grasp of some transcendent truth. There are as many such
stories as there are planeswalkers. The Magic
game has five colours of spells and five types of basic
lands. For example, red spells have
in their costs, and tapping (turning) a Mountain gives you
that you can spend to play spells. Each colour specializes
in certain kinds of effects. It's up to you whether to
master one colour or all five. These five colours are as
follows...
Black:
Death, ambition, and darkness are the stock and trade of
black mages. Black mana comes from dank swamps, where
things fester and rot. Shadowy wastelands, haunted
catacombs, and fetid bogs are all prime sources of black
mana. Black is the colour of death, fear, and amorality,
these are the twisted values of the darkness. Black magic is
powerful and easy to wield, but it comes with a high price.
Black mages are self-centred and self-serving. They will do
anything to get power, no matter what the cost. Black mana
offers a host of gruesome spells. Black magic can unearth
the dead from their graves and make them walk again. It can
spread a pestilence across the landscape and drain the life
from all who live there. Black spells can curse victims in
horrible and enduring ways. They can warp the mind, poison
the land, and kill creatures instantly. But the price is
high and the risks are many. At their best, black mages are
ambitious and unashamed. At their worst, they are enslaving
and devouring. Undead skeletons and ghouls,
unspeakable horrors, and diabolical demons are native to
places of black mana, and they're as self-serving and
treacherous as the mages who control them. Black magic isn't
limited to these abominations, though, death-cultists and
secret societies of assassins carry out black mages'
nefarious plans under cover of darkness. Black mages control
the most horrifying of creatures, but always at a price.
Examples of black spells are tendrils of corrupting shadow,
command over the undead, and projection of crippling
nightmares into the minds of enemies.
Blue:
Knowledge, manipulation, wind, and wave: These are the blue
mage's tools. Islands provide blue mana—the magic of
the deep sea and the endless sky. Blue magic is about
deceit, logic, and illusion. To a blue mage, information and
knowledge are paramount. Blue mages want to know everything,
and they'll go to any lengths to do so. When a blue mage
fights, tidal waves crash against rocky cliffs, the wind
whips out of stormy skies, and an enemy's spells fail as
their creatures vanish into thin air. Blue magic is
reactive, calculated, and methodical. Its strength lies in
patience and intelligence. Blue mages work behind the
scenes, scheming and stealing secrets. They control their
environments completely before making a move. Blue spells
and abilities focus on prediction and illusion. Blue is also
the colour of technology and artifice. At their best, blue
mages are inventive and progressive. At their worst, they
are manipulative and treacherous. Blue-aligned creatures try
to deceive their opponents or trick them into using magic in
a way they didn't intend. Blue-aligned creatures often
confuse, disguise themselves, or steal things from their
enemies. Blue mages call wizards and weird beasts of the air
and oceans to serve them. They summon crafty sphinxes,
ferocious drakes, and elusive sprites. Titanic leviathans
surface from the depths of the ocean to do their bidding.
Examples of blue spells include crashing waves, whirlpools
of Æther, and even manipulations of time itself.
Green:
Strength, ferocity, and life: These are the values that
sustain the green mage. The teeming forests overflow with
green mana, the pulse of nature. Green magic is about
growth, life, and brute force. When a green mage fights,
massive creatures crash through the undergrowth, animals
enlarge to gargantuan size, and wounds close before blood
spills onto the ground. Green mages understand that
the world obeys the law of the jungle, everything is either
predator or prey. Green mages do what they can to accelerate
and protect nature: jungles expand, artifacts crumble, and
creatures regenerate themselves. For green mages, even the
plants become lethal weapons. At their best, green mages are
instinctual and adaptive. At their worst, they are savage,
unthinking, and predatory. Green mages summon a huge variety
of creatures, from forest-dwelling animals to territorial
elves and awe-inspiring behemoths. Some green creatures are
living wellsprings of mana; others overrun their foes in a
mighty rush of ferocious power. From towering nature
elementals to carnivorous wurms, green creatures are the
biggest and mightiest around. Examples of green spells
include wild, lush growth, sudden predatory hunger, and the
might of an entire stampede.
Red:
Freedom, fire, and impulse are the lifeblood of every red
mage. Red mana flows from rugged mountain ranges,
rocky crags, and the fiery heart of volcanoes. Red magic is
about fury and passion. When a red mage fights, lightning
arcs across the blood-red sky, lava erupts from the earth,
and flash fires consume the land. Red mages can channel
their wild emotions to raze a city or to harness flames into
deadly weapons. Red mages have no patience for talk or
subtlety. They act quickly and recklessly. With red mana, a
mage controls the power of fire and earth. Red mages scorch
their enemies with fireballs or call down electricity from
the sky. They can rattle the foundations of civilizations
and destroy the land itself. At their best, red mages are
dynamic, passionate, and unbound. At their worst, they are
short sighted, temperamental, and destructive. Red-aligned
creatures are warlike, frenzied, and dangerous. Red mages
summon mighty dragons to dominate the skies. They send
hordes of bloodthirsty barbarians or rampaging goblins to
lay waste to their enemies. They also channel mystical
energy and summon fire elementals of merciless power and
destruction. Red creatures rage across the landscape cutting
down anything that stands in their way. Examples of red
spells include rains of meteors, searing bolts of lightning,
and huge gouts of flame.
White:
Order, protection, light, law: These are white magic's
values. White mana comes from sprawling plains, sunlit
savannahs, and windswept meadows. In Magic, white is the colour
of law, order, and structure. White magic heals and protects
and is often a force for justice and honour. When a white
mage fights, legions of troops thunder across the
battlefield with their banners held high. Enemy hordes are
routed outside the gates of a castle. When white unleashes
its wrath, the battlefield is cleansed of all life. White
mages achieve balance through strategy and organization. For
white mages, society is more important than the individual.
They build strong defences, rally the troops, and protect
their allies. White magic heals injured soldiers so they can
answer the call of battle again and again. White mages amass
enormous armies, but sometimes a single, awesome champion is
necessary to teach the enemy a lesson. At their best, white
mages are self-sacrificing and moral. At their worst, they
are uncreative and even authoritarian. Examples of white
spells include cleansing and healing magic, blinding light,
and devastating waves of purifying energy.
   
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Magic: The Gathering Merchandise |
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Duel Decks:
Elspeth vs. Tezzeret -
These ready to play 60 card decks
showcase some of the best spells that white and blue
pPaneswalkers have in their arsenal. Including eight
rares, and six with new artwork, including foil
alternate-art versions of Elspeth, Knight Errant and
Tezzeret the Seeker. Each of the cards in the 60 card
decks will be black-bordered and tournament
legal. This means that these cards are legal for use in any
tournaments where the original printings are still legal.
$30.00
each.
   

Magic 2011 (M11) - This
set will include 249 black-bordered cards in Magic 2011. (15
Mythic Rare, 53 rare, 60 uncommon, 101 common, 20 basic
lands). Available in booster
packs $5.50
each, 60 Card Intro Packs
featuring: Blades of Victory, Power of Prophecy, Breath of Fire, Stampede of Beasts,
Reign of Vampirism $18.00
each.

   
Archenemy
- You are the archenemy, and your goal is simple: the utter
decimation of your fellow Planeswalkers. A force of
unbridled malevolence, your power is so immense that their
only hope is to join forces in a desperate attempt to defeat
you. An Archenemy game follows a “one vs. many” format. In
this exciting new multiplayer variant, an oversized deck
packed with brutal scheme cards allows one player to assume
the role of the archenemy, a merciless paragon of power bent
on total domination. The other players in the game must
unite to defeat the archenemy and save the day if they can.
$30.00 each.

   
Duels of the Planeswalkers Decks
- Inspired by the decks from the blockbuster
Duels of the Planeswalkers digital game, these powerful
60-card decks come with a 15-card booster pack of 2010 core
set, allowing you to customize your deck and take total
command of your game. Available as Hands of Flame, Teeth of
the Predator, Thoughts of the Wind, Ears of the Elves, and
Eyes of Shadow $25.00 each.

   

Duel Decks:
Phyrexia vs. The
Coalition - The
overlay of the Phyrexian plane of Rath has unleashed a
scourge upon Dominaria. Single-minded and unyielding, the
Phyrexian army uses the power of black mana to fuel
efficient killing machines that seek to eliminate all in its
path. For Dominaria, victory is the only option. The
Coalition, representing the five colors of mana, has united
under the leadership of Gerrard Capashen to combat the
Phyrexian invaders. When these opposing forces wage war,
devastation can be the only outcome. The question then
remains, where will you stand? $30.00 each.    
Rise
of the Eldrazi - For
thousands of years, Zendikar has had a reputation as a
deathtrap. It's been a world of deadly perils to
planeswalkers and native explorers, punishing any who seek
to loot its hidden treasures and exploit its potent mana.
But unknown to the plane's denizens, there's a sinister
reason for Zendikar's danger: for millennia, the plane has
served as a prison for the Eldrazi, astral monstrosities
native to the Blind Eternities. Now, the perils facing
adventurers on the plane of Zendikar have taken an even
deadlier turn. The Eldrazi have been released. Hailing from
the Blind Eternities, the space between planes, the Eldrazi
have transcended the colors of mana as we know them. As a
result, the Eldrazi progenitors themselves and those closest
to them are colorless. But don't let the mana cost fool
you—these Eldrazi are not artifacts. Each of the colossal
Eldrazi spawns its own "brood lineage." The three brood
lineages are composed of Eldrazi Drones and other
subordinate beings, each reflecting the image of its
progenitor. The smaller Eldrazi Drones that are aligned with
colored mana and many of these drones, as well as some
spells, produce Eldrazi Spawn creature tokens. These 0/1
colorless creatures can be sacrificed to add one colorless
mana to your mana pool—perfect for casting those enormous
Eldrazi. The Rise of the Eldrazi set also marks the debut of
colorless instants and sorceries. Like their Eldrazi
creators, these versatile spells can be put into almost any
deck. Available in booster packs
$5.50
each, Intro Packs
featuring: Levelers' Scorn, Invading Spawn,
Eldrazi Arisen and Totem Power and Levelers' Glory $18.00
each.
    

Worldwake
- A
World Enraged - Ancient
forces begin to awaken, causing the world of Zendikar to
wreak havoc upon its inhabitants. This exotic and dangerous
world is made even more perilous and yet more attractive to
adventurers and Planeswalkers wishing to plunder its
treasures. Zendikar now writhes and thrashes like a
living thing literally lashing out at those on its surface.
Do you have the skills, wits, and courage to survive, let
alone thrive? Available in booster packs
$5.50
each, Intro Packs
featuring: Rapid Fire, Mysterious
Realms, Flyover, Brute Force, and Face of the Bloodchief $18.00
each.

   

Zendikar - Enter
a plane filled with lethal risks and priceless rewards. On
Zendikar, mana works in ways never before experienced. This
mana is Zendikar's unique treasure, one that planeswalkers
from across the Multiverse risk their lives to acquire. Dare
to join them. Zendikar is a world of adventure and reward
for those with the courage to brave its perils. Zendikar is
a new world for Magic: The Gathering, and is the first set
in the Zendikar block. It features 249 black-bordered cards,
including randomly inserted premium versions of all cards in
the set. It will be available in booster packs $5.50
each, intro packs featuring: Kor Armory, Unstable Terrain,
Pumped Up, The Adventurers, and Rise of the Vampires $18.00 each.

   

Planechase - The
Planechase plane cards introduce a groundbreaking new way to
experience planeswalking. Through this innovative new kind
of card, two or more players can battle each other across a
variety of diverse worlds, each with its own unique effect
on the game. These thrilling new conditions add a whole new
layer of chaos, meaning the only thing you can count on is
unpredictability.
There will be
four Planechase Game Packs: Elemental Thunder, Metallic
Dreams, Strike Force, and Zombie Empire. Each game pack will
contain 10 all-new plane cards, a ready-to-play 60-card
deck, a six-sided planar die and a Planechase strategy
insert with multiplayer rules. Each of the 60-card decks
will also include 8 Rare's, and will be composed of cards
from throughout Magic's history - including a preview card
from Zendikar. The 10 oversized plane cards comprise a
planar deck. They feature all-new artwork depicting some of
the more exotic realms of the Magic multiverse. Each of the
cards in the 60-card decks will be black-bordered and
tournament legal. This means that these cards are legal for
use in any tournaments where the original printings are
still legal. $30.00
each.

    Magic
2010 (M10) - The Magic 2010 core set is a
game-changer. That's because it's packed with 50% classics
from the past and 50% classics-in-the-making. That's right,
all new content in a core set! This historic release also
heralds the return of Lightning Bolt – a blast from the
past that's sure to electrify your game. The Magic: The
Gathering 2010 Core Set features 249 black-bordered cards,
including randomly inserted premium versions of all cards in
the set. It is available in booster packs $5.50
each.
  
Shards
of Alara - Alara was whole once. But that was
millennia ago. Where once there was a plane, now there are
five: the Shards. The plane of Alara was a world rich with
mana, a world in balance… until the Sundering. In a
cataclysm of unimaginable proportions, Alara was rent
asunder into five separate worlds, each a refraction of the
others. Shards of Alara isn't just one new world for
Magic: The Gathering, it's FIVE! Each shard of Alara is
missing two colours of mana, and thousands of years of
evolution have led to five divergent societies that are
completely unaware of each other's existence. Bant is a land
of knights and castles, ruled by angels. Esper is a world
where everything is measured and controlled, and artifice
touches everything alive. Grixis is a hellscape of death and
decay, where everything is either undead or dying. Jund is a
primordial world where dragons sit at the top of a vicious
food chain. Naya is a lush jungle world where Behemoths are
worshipped as gods. These five diverse worlds will all share
the same fate. Shards of Alara heralds the return of
planeswalker cards, and introduces the first multicoloured
planeswalkers. Each of
the five shards of Alara has its own game play themes, and
its own stable of artists. Shards of Alara introduces the
new keyword mechanics exalted, devour, and unearth, and
features the debut of a new rarity for Magic: The Gathering:
Mythic Rare with a total of fifteen mythic rares in the set.
Available as booster packs for $5.00
each.
    Alara
Reborn - The plane of Alara split into five
shards many centuries ago, each shard developing into a
distinct world governed by its primary magical energy -- a
sunlit kingdom, a hierarchy of artifice, a realm of the
undead, a dragon-scoured hell, and a jungle paradise. Now,
as the planes begin to realign and merge once more, an
ancient evil seizes the opportunity to gain power from the
chaos. As the shards of Alara erupt into war, the
fierce leonin planeswalker Ajani Goldmane struggles to bring
justice and resolution to his brother's death. Noble
champions Rafiq of the Many and Elspeth Tirel search for the
source of the chaos that has invaded their once ordered
world. And Sarkhan Vol, planeswalker and dragon-shaman,
discovers a primeval power that may be worthy of his
reverence -- but deadly to Alara. The birth of one
world, the death of five. Alara Reborn represents the
culmination of schemes set in motion by the planeswalker
Nicol Bolas. As the five shards smash together, untold power
is unleashed in the chaos. The Alara Reborn set represents a
first for Magic: 100% of the set is multicoloured – solid
gold. Available as booster packs for $5.00 each.
  
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