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

 

 

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

 

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

       

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.

   

 
 

    Copyright www.dungeonofmagic.com.au All Rights Reserved. Optimum display 1280x1024.