The Expansion Summaries
The tales of Dominia are rich with heroes and villains, legends and minions, bravery and betrayal. Each story reveals a piece of a grand design, giving Magic: The Gathering a legacy beyond the cards.
These summaries provide a small insight into the story behind each set. Click on a set name to go to the full story synopsis.
The end of the world is truly here. The Phyrexian invasion continues and things look bad for Dominaria. In the first wave, millions of Dominarians died from the plagues. In the second wave, hundreds of thousands more perished in combat. Badly outnumbered, they're running out of time.
The Phyrexian invasion is in full swing, and despite some early victories, Urza and the armies of Dominaria are loosing. As the struggle rages, portions of the artificial plane Rath begin appearing in Dominaria, bringing hordes of Phyrexian reinforcements into the battle.
As the hordes of Phyrexia begin pouring into Dominaria, the world looks to Urza, planeswalker and master artificer, for defense against the onslaught. As entire cultures fall under the Phyrexian hell, Urza gathers heroes, common folk, and powerful artifacts to fight the invasion.
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 plans of the Dark Lord have assumed their final shape. On the artificial plane of Rath, staging ground for the invasion, the Phyrexians prepare to stop their greatest enemy, one who has combated them down through the millennia, one who alone can halt their attack: Urza Planeswalker.
Follow the crew of the Weatherlight to Mercadia, a mysterious city fueled by treacherous forces.
The planeswalker Urza's preparations for the Phyrexian invasion move into their final stage. Read how the millennia-long struggle between Urza and Phyrexia approaches its endgame in the last installment of the Urza's Saga Block.
Urza continues to build a collection of artifacts that will defeat the Phyrexian invasion. Learn how with the assistance of his student Jhoira and Karn, the silver golem, Urza surveys the Thran mana rig in Shiv and uncovers its primary purpose.
The Brothers' War between Mishra and Urza, the two most powerful artificers on Dominaria, is coming to a head in the Argoth forest. Each attempts to claim those resources for himself to fuel his war efforts-and to keep the other from obtaining them.
The Rath Cycle concludes. Gerrard and the crew of the Weatherlight must overcome enemies from without and betrayal from within to escape from Rath with the Legacy and their lives intact.
Gerrard and the crew of the Weatherlight journey through the bowels of Volrath's stronghold, battling the twisted creations of Volrath's evil mind in an attempt to rescue their imprisoned comrades. The stronghold yields many dark secrets about the crew's friends, enemies, and themselves.
The Rath Cycle begins. Gerrard and heroes of the Weatherlight travel to the shadowy plane of Rath. This set chronicles their journeys as they set out to find the stronghold of the sinister Volrath.
Without their captain, the crew of the weatherlight must scour the planes-searching not only for the kidnapped Sisay, but also for the pieces of The Legacy, the only thing that can save Dominaria from destruction at the hands of the demon Yawgmoth.
The final battle for Jamuraa has waged for over a year. A small unit of elite warriors, guided by messages hidden in their dreams, is on a mission to free their only hope--the wizard Mangara.
Welcome to Jamuraa, a land steeped in magical traditions that have existed for millennia. The northwest of the huge continent of Jamuraa is occupied by three nations: the militaristic kingdom of the Zhalfirins, the religious state of Femeref, and the trading province of the Suq'Ata empire.
Isolated from other planes for a millenia, the plane of Homelands is now open to planeswalkers. As new threats from the outside arrive, a powerful vampire named Baron Sengir slowly builds power, vying for total control of the plane.
As the receding ice changes the landscape, the cultures that emerged after the Brothers' War struggle to survive. Even worse, on the ice-swept plains of the west, a powerful necromancer gathers an army of undead bent on conquest.
In the aftermath of the Brother's War, religious zealotry nearly ends the practice of magic on Dominaria. Practitioners of magic are hounded by witch hunters, and horrible creatures emerge from the nightmare of the war.
The devastation that ended the Brother's War has lasting effects. On the southern continent of Sapardia, five struggling civilizations slip slowly under the tide of outside aggression. As the empires fall, a dark age begins.
On the world of Dominaria, archeologists dig up the weapons of a long-lost empire. Two brothers, Urza and Mishra, discover the most powerful weapon yet, and their struggle to control it leads to war like the world has never seen.
You can also find more on the world of Dominia in the Magic: The Gathering Book Section
Back to Multiverse of Dominaria