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As the fighter-mages of the four great Houses prepare for their annual battle, a powerful stranger arrives and he is interested in the fifth House, destroyed a generation ago--but why is the Grand Master afraid of him?
Gull shouldn't have taken the job. This wizard is worse than any he's heard about before. Between tavern brawls, magical battles, and a strange artifact turning up, Gull is kept very busy. And now that his half-wit sister is beginning to gather her wits, Gull really has his hands full.
To common folk like Gull and Greensleeves, wizards were a blight on the land. When Greensleeves discovered her own magical ability, she decided to use it to break the power of the other wizards.
The archdruid Greensleeves travels with her ragged troops, searching for spells to defeat an army of angry wizards and end their reign of terror.
Hanovi Braddock Ayesh knows that danger lurks in the Miritiin Mountains, and danger is just what she wants. With her beloved cities of Neah turned to dust and rubble in the goblin wars, with even their memory fading to legend, what reason does she have to go on living? She's ready to die--as long as she goes down killing goblins.
But the Miritiin minotaurs have plans for Ayesh, plans that don't include her death--yet. And as Ayesh becomes entangled in the inticate web of Miritiin poitics, she realizes that allies can be even deadlier than enemies.
The pieces to a vast, mysterious, and ancient puzzle come together to form the secret society known as the "Circle," but when Cheyne, a young archaeologist, becomes determined to solve the ancient riddle and find the Armageddon clock before the Beast of the Hours awakes.
Hired by the elf community to stir up trouble along the Icatian-Goblin border, Reod Dai knows that dragon eggs are the ideal weapons in the situation, but when the elves cancel their contract with Dai, he must find another use for the dragon eggs--before they hatch.
In the wake of a bloody war between the Minotaurs and the Elves of Dominia, human orphan Yunnie brings two formidable weapons to the battle but discovers that a third enemy is coordinating the war from beneath the ground.
Before history itself, the plane of Dominaira was ruled by the Thran. They built machines and artifacts, the likes of which have never since been seen. But amid this civilization, a shadow took root, one that would stretch its arms across space and time.
The hideous evil of Phyrexia was born.
Dominarian legends speak of a mighty conflict, obscured by the mists of history. Of a conflict between the brothers Urza and Mishra for supremacy on the continent of Terisiare. Of titantic engines that scarred and twisted the very planet. Of a final battle that sank continents and shook the skies.
The war between Urza and Mishra is over. Brooding on the death of his brother at the hands of extraplanar forces, Urza drifts among the planes.
But the end of the Brother's War has transformed him into something greater. Deep within his heart, a spark has been kindled to a flame that cannot be quenched.
Urza has become a planeswalker.
Urza Planeswalker has enlisted the most brilliant minds from across Dominaria to study at his academy on Tolaria. Together they work to bring to life the greatest artifact weapon Urza has ever devised, hoping to use it to defend their home from an imminent Phyrexian invasion. But treachery and tragedy stalk the tiny island, as Urza and his followers seek to manipulate time itself.
Blood has been spilled. Battle lines have been drawn.
Time is getting short as Tolaria races to find the one who will wield the power of the Legacy. Deep in the inner circle, the dark lord Yawgmoth sends out an edict: Kill Urza Planeswalker.
From the bloodlines of the Benalish plains, a hero is born.
Terisiare lies in ruins. Nations have fallen, goblins raid the land, and an oppressive faith throttles the city-states. Now deep within the walls of the Conclave of Mages, Jodah must decide if unlocking his own immense power is worth taking a step into the dark lands.
The epic of the Ice Age begins.
After the darkness comes the ice
Thousands of years after the explosion at Argoth that ended the Brothers' War, ice has covered the world of Dominaria. The strong have turned to barbarism. The weak have died. Now Lim Dûl, a necromancer with a taste for power, seeks to awaken a deeper evil.
The Ice Age has come to an abrupt end, but the world's troubles have not. Legions of undead still plague the living. The temporary peace in Kjeldor has come to an end, and an evil far more treacherous than Lim Dûl has been unleashed upon the land.
The ice has gone, but the evil remains.
Escaping from Rath, the crew of the flying ship Weatherlight finds itself adrift. Grieving for their lost comrades and in need of repairs, they make their painful way to Mercadia, a city where everything is for sale.
But not everything is as it seems. In the streets of Mercadia, the heroes of the Weatherlight find that more than merchandise can be bought and sold.
The long-awaited completion of Rath is approaching. The Dark Lord's plans to invade Dominaria will soon see fruition. Only the struggle for power in this artificial plane remains. Urza Planeswalker will not stop the Phyrexian empire.
Witness the creation of his nemesis.
The keldons have landed in the north. The Jamuraan League of City-States has put together a ragtag defense and enlisted the help of the planeswalker, Teferi. But even a planeswalker cannot by himself hold back the might of Keld.
The Phyrexian nightmare begins.
Dominaria faces its biggest threat -- an invasion by its greatest enemy, an attack planned for eons by merciless foes. No one is exempt from their terror. No land is safe from their onslaught. In the shadow of the Phyrexian horde, Dominaria has but one hope -- the Weatherlight and her crew. The time has come to defend hearth and home from invasion.
The first wave is over, but the invasion rages on.
In the midst of an all-out war, the ground shifts and moves. Milliions upon millions of invaders appear out of nowhere as the artificial plane of Rath overlays Dominaria, covering the natural landscape with the unnatural horros of Phyrexia.
There is no rest for the wicked.
The end is near!
Phyrexian plagues and shock troops have taken their toll. The final stage of the invasion has begun, and the dark lord Yawgmoth himself plans to cross over into Dominaria to claim his prize. With time running out, the battered heroes’ last hope to save their home lies in an ancient, untested weapon, a jumble of artifacts known as the Legacy.
Bear witness to the apocalypse.
This book will appeal to new readers, as well as die-hard fans. The perfect entry point for new readers, this book focuses on a fierce competition for one of the most powerful artifacts ever to exist in the Magic: The Gathering game and novels. Major changes are occurring in the Magic universe-changes that devoted fans will be eager to find out about.
Something horrible lurks in Cabal City.
In the pit-fighting arenas, a Cabal dementia caster enters a trance. Deep in the recesses of his mind skulk horrors and unimaginable nightmares, and no longer do those monstrosities wait until dark to come out.
The time has come.
Every powerful wizard and fighter on the continent of Otaria wants one thing: power. One artifact can give them--undeniably--that which they seek, and nothing will stop any of them from possessing it.
But in the end, only one can have it, and his actions will determine the fate of the world.
The battle for Bryce has begun.
The city of Bryce is being watched by unfriendly eyes. A mysterious prophesy, a desperate wizard, and an extraordinary tiger man are somehow caught up in the city's destiny. One man must race against time to understand how -- and why -- or risk the enslavement of his people.
Revealing the previously untold story of one of the Magic: The Gathering game's most popular characters, this book will give fans a glimpse into the history of the Magic universe and provide an alternative storyline to the current stories being told in the Invasion trilogy and the Odyssey Cycle series.
Who dares speak of the prophecy?
The denizens of the desert live in the shadow of the sacred, where battles are won or lost at the whims of the gods. Now the outcome of one desert war could change the history of Dominaria forever.
The prophecy of None, One, and Two will finally be fulfilled.
A new story inspired by the classic trading card game.
This title launches an all-new trilogy based on key characters and events from the top-selling Magic: The Gathering trading card game. These titles expand on the history of the Magic (r) world and fill in the backstory for the fans.
ASSASSINATION HAS ITS PRICE!
Scheming, intelligent, and power-hungry, the emperor’s assassin moves always in shadow. He kills whom his master wishes and plans his own rise to power. Against him, one man stands on his honor, determined to end the cycle of death dealt from dark corners.
Amid a dark landscape ravaged by war, the two at last confront one another. At stake is the future of the empire.
Honor Tested by War
Though his assassins have failed, the godlike Madaran emperor has other ways of crushing rebellion. He sends the brutal imperial army to rein in a defiant island chain, and the empire is once more plunged into violence. The emperor’s champion accompanies the army, but his loyalty will be tested by the horrors of war. Can the champion achieve honorable victory, or will he and the rebels alike be crushed by the Emperor’s Fist?
A dragon sits on the throne of Madara, and his regent rules with knives in the dark. The islands bleed, the mainland shakes, and even the champion has forsaken his office. Does no honor remain in the empire?
Ask Ayesha, who has turned her hands from breaking artifacts to making forests. Ask Wasitora, whose cat-dragon kits fight the armies of evil. Most of all, ask Tetsuo, who must regain his honor by destroying the emperor he once served.
The land is in upheaval.
The forest grows out of control. The mountains erupt. The seas boil. The swamps spew acid, and the plains turn to desert. Yet, amidst the turmoil there is civilization, brutal and unforgiving. Pit fighters battle to the death before tremendous crowds, making some rich, while others lose everything in one stroke of a sword.
The games must continue.
So must the struggle for survival.
In Titanic Battle, the World Stands Divided.
On the side stand the followers of Phage, who cry out for new arena combats, new champions, new blood spilled in the sand. On the other are the supporters of Akroma, the angel, who preaches a terrifying religion hallowing her creator.
In the middle stands the lonely figure of Kamahl. Once a champion of the pits, he must now atone for the terrible wrongs he has wrought. Those wrongs gave birth to Phage and Akroma. They gave birth to the suffering of the world.
Now Kamahl must sweep the land clean of this terrible blight. But his fury may destroy that which he most loves.
The concluding title to the fast-paced Onslaught Cycle. This is the third and final title in the most current Magic: The Gathering trilogy corresponding to a card set release. This title releases a month prior to the card set to give readers an advance look at the coming set. Author J. Robert King has written multiple titles in the Magic line and edited several Magic anthologies, making him very well known among current Magic readers.
The battle rages on!
Amid the titanic clash between Phage and Akroma, all Dominaria shuddered. Now, out of the destruction and chaos a new force arises, and Kamahl must face his greatest foe: Karoma. Her arms spread to the very clouds, and her robes trail like rays of sunlight.
She is the destroyer.
She is the answer.
A World Beyond Imagination
Where forests of metal claw the sky.
Where razor-sharp metallic grasses stretch across the plains.
Where vast oceans of quicksilver conceal predators awaiting the unwary.
Across this harsh landscape, an orphaned elf must make her way, seeking the secrets of her past, daring the perils of her present. And she must tear aside the veil that hides the face of a hidden enemy whose power extends across all Mirrodin.
One guild ravages the streets. Teysa leads another to "cleanse" them. And Agrus Kos doesn't give a damn.
But as he watches the guilds nip and tear at each other like snakes . . . something clicks.
Now his mind is clear, as are his options. A disaster grows under the city's crowded streets. He knows what he must do.
The planeswalker Teferi at last returns to his home plane only to find it devastated and barren. Time itself is fracturing, and it’s up to Teferi and his companions to find a way to halt the collapse.It won’t be easy when his allies are poised to turn against him.
After sacrificing his powers to repair the splintering Multiverse, Teferi Planeswalker discovers that his efforts have been in vain as an unnatural, destructive cold is engulfing Dominaria and that, now powerless, he must risk everything to prevent the ultimate destruction of the world.
Three more planeswalkers are dead or lost. How many more will allow themselves to be led to the slaughter? For once in his life, Teferi cannot run away and he must make a stand.
Elves live in a world of unforgiving perfection. It is survival of the fittest--and none but the most beautiful and deadly are allowed to survive. So when an elf warrior's horns are shattered and his flawless features lost, he knows it is a death sentence. What he can't remember is how it happened or why he should allow himself to be killed. Powerful and ancient magic is at work, and the elf will need to find friends fast before his fellow elves quiet him--permanently.
Hunted by his own people and fleeing a pastoral world gone mad, Rhys must struggle not only to solve the mystery behind his master's cryptic suicide, but also to survive.
The elves of Shadowmoor live in a world of perpetual gloom, but a single ray of hope may bring light to a race struggling on the brink of survival.
Once upon a time, the plane of Alara was shattered into five planes, each distinctly populated with relative mono-magical culture that reflects each of the five colors. Now, the planes are beginning to realign and merge once more.
As nefarious forces work to hasten the cataclysmic realignment for their own gain, the populations of once ordered planes struggle to come to terms with a new planar order in which long separated struggles between opposite clash once more; martyrs face executioners, fire and water, earth and air, growth and decay, the innate versus the artificial.
Amid this chaos, Ajani, a fierce leonin planeswalker, struggles to bring justice and resolution to his brother's death. Noble warrior Rafiq searches for the source of the of this evil that has invaded his world. And Sarkhan Vol, planeswalker and dragon hunter, taps into a power so pure and ancient, it threatens to consume him even as he revels in its unadulterated totality.
Lurking in the space between the aether and the physical plane, there is a great evil waiting to emerge.
Zendikar is a land of danger and adventure, a world of deadly risks and priceless rewards. It is also a prison to one of the most deadly species known to the Multiverse: the dreaded Eldrazi.
When our story opens, part of the mystical containment spell that has kept the Eldrazi captive for millennia has been breached. The brood lineage, the Eldrazi minions, have been released and are poring over the plane, devouring everything in their path, but the swath they cut across the land is nothing next to the destruction that the still-imprisoned Eldrazi Titans will wreck once released.
Nissa Revane, a planeswalker and proud elf warrior of the Jorga Nation, is witness to what the brood lineage can do. She sees that they pose a bigger problem than most suppose. Sorin, an ancient vampire planeswalker, knows this as well as anyone because he was among the original jailers of the ancient scourge. He has returned to Zendikar to make sure the Titans do not escape. They both want the Eldarzi threat extinguished but each has their own agenda. Nissa wants the Eldrazi off her plane entirely. Sorin wants to put the lock back on their cell. And there are still others who want the Titans to escape.
Together they set out across the land on search of the Eye of Ugin, the source of the Eldrazi uprising, where they will face what could be their final challenge. Will the Eldrazi escape to menace the Multiverse once again?
Mirrodin—a world of living metal, an artificial ecosystem created by the Planeswalker Karn to support organic life—is on the cusp of cataclysm. When the Planeswalker Venser goes in search of his former mentor, he learns Karn’s life hangs in the balance—and with him the entire plane of existence.
Jace Beleren is a planeswalker who has taken the path of least resistance. He is gifted and powerful, but chooses not to push himself. Part of an inter-planar consortium that deals in magical artifacts, Jace has some power and influence. He also has a certain amount of security. That’s all about to change.
When Liliana, a dark temptress with demons of her own (quite literally), comes into his life, she brings with her more possibilities, but also more problems.
Under attack from external interests, a friend dies because of decisions Jace made. Upset with himself and fearing for his life, Jace sets out to find who is behind this new threat. What he uncovers along the way, an inter-planar chase filled with peril, will alter everything he knows.
The novel that begins the story of Chandra Nalaar, the impulsive young fire mage whose exploration of the multiverse and the extent of her own volatile power draws the attention of an ancient faith that sees her as a herald of the apocalypse. Will she control her own destiny, or suffer the will of others?
From the ashes of defeat, the planeswalker Tezzeret will rise again. Beaten to within an inch of his life and left for dead by the psychic sorcerer Jace Beleren, Tezzeret has lost control of the Infinite Consortium—an interplanar cabal he built from the ground up to achieve the sort of power and influence few in the Multiverse have ever achieved. Now he must turn to a former enemy for help: the dragon Nicol Bolas, perhaps the only being in the Multiverse powerful enough to get him back on his feet.
Jace Beleren has the power to travel between planes of the Multiverse, but with this gift comes isolation. He is one in a million. He is a planeswalker. And he is on the edge of a mystery that could alter the face of his adopted home—a vast, world-wide city known as Ravnica—forever.
Faced with a magical code that is built into the very foundations of the city-world itself, Jace marches into the numinous depths of Ravnica’s underbelly in search of the promise of powerful magic. What he finds is perhaps more burden than boon. Once buried in past, the code resurfaces as Ravnica’s power-hungry mage guilds, unbound by the Guildpact that had once maintained order, struggle for control of the plane. But in the drive for primacy, there is no neutral ground.
Jace knows that he can’t crack the code on his own, not while the guilds task teams of mages to unravel the mysteries, but he also knows that the danger of the quest is too great to include his friends. As the mystery begins to unravel, the choice may not be his alone.
Jace, confronted with the mystery of the Implicit Maze, and the rumblings of a guild war tried to retreat from the action, only to be pulled back in when his friend Emmara Tandris is kidnapped by members of the Cult of Rakdos, thrill kill guild looking to curry favor when more powerful guildmasters.
Jace succeeds in finding Emmara, but the two are now deep into enemy territory, with few options to free themselves. As Jace struggles to get them to safety, he begins to piece together the greater mystery of the Implicit Maze. It's now a race to see who will unlock its secrets.
Ravnica’s 10 guilds are poised to run the Implicit Maze and unlock the power at its heart.
Stitched into the fabric of Ravnica’s vast metropolis, the maze is the legacy of an ancient guildmaster, and the dragon Niv-Mizzet craves the advantages it could mean for his guild. The goal is obvious: Discover the secret route and complete the maze. But the bickering guilds will never cooperate, and each sends its own champion to claim the prize.
But Jace Beleren believes that the guilds are being tested. The maze hides some deeper truth, and Jace knows that the power balance of Ravnica—and the lives of its denizens—are at stake. Jace’s potential allies have been captured, disgraced, or turned against him. Can he discover the truth behind the maze, while navigating the labyrinth of powerbrokers and conspiracies surrounding it, before the dragon can? Or will dark forces claim its deadly power for themselves?
In the wake of a savage battle with minataur hordes menacing the countryside, the Planeswalker Elspeth believes her job is done, but the real test of her power awaits. If she can overcome the many-headed hydra, Elspeth many indeed have the power to stand among the heroes of Theros. Clash of the Titans meets The Hero's Journey in an adventure inspired by the ancient myths of Greece.
"And I will tell you how to destroy Akros, and you will be Rhordon, Conqueror of Akros."
A new god rises to threathen the fragile peace of Theros.
An anthology follows the stories of a grieving Hurloon Minotaur, a dragon whelp's hatching egg, and warring armies, and includes the writings of popular fantasy authors David Drake, Morgan Llywelyn, and S. M. Stirling.
An anthology of seventeen short fantasies takes place in the magical world of Dominia and includes the works of such authors as Michael Stackpole, Robert Vardeman, and other masters of the genre.
A collection of powerful magical artifacts is the only defense against the forces of evil that are arrayed against Dominaria. Gerrard, the heir to the Legacy, together with Sisay, captain of the flying ship Weatherlight, has sought out many parts of the Legacy.
Sisay has been kidnapped by Volrath, ruler of the plane ofRath. Gerrard stands at a crossroads. His companion is in danger, the Legacy may be lost forever. Only he -- with the loyal crew of the Weatherlight -- can rescue Sisay and recover the Legacy.
The brother's struggle for power has ended...
Argoth is decimated... Tidal waves have turned canyons into rivers... Earthquakes leveled the cities... Dominaria is in ruins. Now the struggle for the war-torn world is to survive.
Welcome to a world of rich folklore where angels watch over the righteous, in which sea monsters sink ships, where dark figures lurk under every child's bed. Now the mysteries of Dominaria are explained.
The Dragons of Magic details the societies and secrets of the Magic (r) game's most powerful and ancient race. Aquatic dragons on islands of gold. Fire dragons battling above volcanoes. From the minuscule twig dragon who saves a whole forest to the society of ancient Primevals who enslave humanity, the dragons of Dominaria are a breed apart.
What beasts rule our dreams?
Ancient Primevals enslaved our ancestors, and modern dragon engines enslave us. Plains dragons defend humans, and undead dragons destroy them. And all dragons hold mysteries deep within.
Uncover the secrets of the dragons of Dominaria.
Ancient troves of artifacts await discovery. The origins of potent spells rest lost between the pages of archaic tomes. The evolution of monstrous beasts lies outside of a researcher's grasp--until now. At last, long-forgotten and expertly hidden secrets will be revealed.