Magic the Gathering

 

 

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 Red Mana in their costs, and tapping (turning) a Mountain gives you Red Mana 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.

 

 

 

 

Magic: The Gathering Merchandise

 

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, intro Packs featuring Death's Minions, Presence of Mind, Nature's Fury, Firebomber, $18.00 each, and We Are Legion $28.00 each.

       

 Premium All-Foil Booster Pack: Shards Block

 

Premium All Foil Booster Pack: Shards Block - Stories are told of boosters with all rares or all foil premium cards. But those stories are strictly rumours, legends… Until now!  Take another trip to Alara and collect all 539 foil premium cards. Each of these boosters contains fifteen foil, black -bordered cards from Shards of Alara, Conflux and Alara Reborn. Planeswalkers have discovered the plane of Alara broken into five shard-planes, the colours of mana divided unevenly between them. Each shard evolved its own unique tri-colour themes. The Ultimate way for players to collect all 539 cards in the Shards of Alara Block in foil. Premium packaging that stands out on-shelf. Black-bordered foils & Tournament legal. Includes every card from Shards of Alara, Conflux, and Alara Reborn sets, following the usual rarity scheme. $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: Brute Force, Rapid Fire, Mysterious Realms, Flyover $18.00 each, with Face of the Bloodchief $23.00 each. And Fat Packs while stocks last (Limited Release) $50.00 each.

 

 

       

 

 

Path of the Planeswalker Graphic Novel - This 192-page action-packed collection combines the entire planeswalker web comic series, as well as a never-before-seen bonus comic. In this popular anthology, readers get adventures from all their favourite planeswalkers including battles between mind-mage Jace Beleren and the impulsive pyromancer Chandra Nalaar. The mercurial necromancer Liliana Vess tangles with the savage Garruk Wildspeaker and readers learn more of the artificer Tezzeret's past with the Seekers of Carmot. Path of the Planewalker represents the high quality story-telling readers have come to expect from the world's most popular trading card game, Magic: The Gathering. It features lavish illustrations by some of the industry's best known artists such as Mark Texeira, Christopher Moeller, Jason Shawn Alexander, and Aleksi Briclot. Available Soon!

 

 

 

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, and The Adventurers $18.00 each, with Rise of the Vampires at $28.00 each

 

 

 

       

 

       

Premium Deck Series - The Sliver Hive - Vicious, territorial, and able to share abilities, Slivers are nearly impossible to stop. This new and powerful, 60-card, all foil deck contains some of greatest Sliver cards from throughout Magic history, including several that have never been released in foil before! Contents include: a 60-card premium foil deck, including 5 rare cards and 1 mythic rare, an exclusive spindown life counter, foil deck box, Strategy insert and a Magic “learn to play” guide. $50.00 each.

       

Duel Deck: Garruk vs. Liliana - A hunter to the core, and adept at summoning savage creatures, Garruk Wildspeaker thrives on pushing himself to greater and greater limits in his quest to be the ultimate predator. But now, he faces his most dangerous prey: A fellow Planeswalker. Specializing in spells that reanimate the dead, corrupt the living, and unlock power from death, Liliana Vess possesses beauty that belies her necromantic power. What will happen when a force of raw, untamed nature confronts a being consumed by dark and demonic urges? These ready-to-play 60-card decks showcase some of the best spells that green and black Planeswalkers have in their arsenal. Duel Deck: Garruk vs. Liliana has eight rare cards, and six cards with new artwork, including foil alternate-art versions of Garruk Wildspeaker and Liliana Vess. 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.

Planechase

 

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.

 

Planechase famous card    Planechase famous card

From the Vault: ExiledIt is said there were once fifteen Magic: The Gathering cards so potent, they were banned or restricted from the known realms of competition. But in the years that have passed, the game has evolved and these elder cards are once again in play. Master these weapons from ages past and give your opponent a beating of historic proportions. From the Vault: Exiled features 15 premium foil cards, each one having been banned or restricted from organized play at some point in Magic's history. Grab your copy of From the Vault: Exiled famous cardFrom the Vault: Exiled famous cardFrom the Vault: Exiled famous cardFrom the Vault: Exiled famous cardthis extremely limited-edition box of power. $150.00 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 $5.50 each, and Intro Packs featuring: Esper Artifice, Bant Exalted, Grixis Undead, Primordial Jund, and Naya Behemoths for $18.00 each.

 

       

Conflux  - A powerful and infinitely sinister force is conspiring to reunite the shards of Alara. This reunification will come with a deadly price: sheer chaos, as realities begin to overlap. Thus begins the Conflux. At its center is a name long feared. A name spoken only in hushed tones. A planeswalker so powerful that he alone can engineer the chaos that has seized the shards. Nicol Bolas has returned, and this elder dragon has placed agents everywhere, fomenting violent destruction. But to what end? Bolas's ultimate goal is still unknown. Conflux heralds a tumultuous new environment in which all five shards of Alara begin to overlap and collide. While displaced vampires comb the skies of Jund, Bant Knights engage Naya Behemoths in deadly battle. Mayhem runs rampant.As a player in the midst of this bedlam, you can use basic landcycling and domain to make this anarchy work for you, and focus it on obliterating your opponents. Available as booster packs for $5.50 each, and Intro Packs featuring: Bant on the March, Esper Air Assault, Grixis Shambling Army, Naya Domain, and Jund Appetite for War for $18.00 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 $5.50 each, and Intro Packs featuring: Legion Aloft, Unnatural Schemes, Dead Ahead, Eternal Siege, and Rumbler for $18.00 each.

 

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