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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. An action packed story from the mind of one of the creators, Doug Beyer opens up the Shards of Alara(TM) set like no one else can. From the Paperback edition.
Magic: The Gathering takes a bold new direction in this Planeswalker novel about the adventures of Chandra Nalaar—an impulsive mage on a collision course with destiny Fresh off an encounter in which she was able to show off her talents, Chandra Nalaar has earned a place in a loose association of fire mages. But she still has a lot to prove—especially to the hieromancers imposing their draconian law across the land. The Order’s ever-increasing influence is an affront to all Chandra holds sacred: freedom, individuality, the right of self-determination, and most of all, the right to blow things up. A great mage once said that destruction is best left to a professional, and Chandra is proving to be world-class in the art of boom. Unfortunately, that notoriety is about to earn her a whole lot of trouble . . . Her exploration of the Multiverse and the extent of her volatile powers have some thinking she is the herald of the apocalypse. Will she control her own destiny—or suffer the will of others?
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. For fans of the mega-selling trading card game, Magic: the Gathering®, the full story behind Scars of Mirrodin, a revisitation one of Magic’s most popular settings.
Downtrodden and powerless, Planeswalker Tezzeret must do everything he can to return to his former glory—even if it means relying on old enemies From the ashes of defeat, Tezzeret rises 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 commanded with a 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 Planeswalker in the Multiverse powerful enough to get him back on his feet. Bolas, however, has his reservations. What can Tezzeret give him that he doesn’t already have? So begins Tezzeret’s search for the secret of etherium—a magical alloy infused with all the power of the Blind Eternities—thought to have been lost with the disappearance of the great sphinx, Crucius the Mad. Tezzeret’s quest is clear, but his thirst for revenge clouds his decisions. Will he achieve his goal, or will he be bested by his own ambition?
As a planeswalker investigates an alarming mystery built into the very foundations of Ravnica, he realizes some secrets are better left hidden 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.
A new age dawns in the Multiverse—and the balance of power shifts—in this Magic: The Gathering novel that brings readers to the heart of a Planeswalker struggle 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—comes into his life, bringing with her more possibilities and 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.
Explore the planes of magic on a spellbinding journey of discovery Magic: The Gathering is a fantastical Multiverse of mystical beings, fabled realms, and mythical creatures. Dominating all are the mighty sorcerers known as planeswalkers. To be a planeswalker is to be powerful beyond measure—a wizard who can bend magic to their will and step through the veil of reality itself. These fearsome mages cross between the planes of existence, battling to save others or to destroy them, to fight darkness or to create it. Magic: The Gathering Visual Dictionary illuminates the wondrous worlds they traverse, reveals their arcane lore, weapons, artifacts, and spells, and recounts their legendary exploits. Produced in close collaboration with Wizards of the Coast and featuring never before published profiles of new planes, such as Strixhaven and Kaldheim, this book is the first time MTG’s key characters and locations are showcased in one sumptuous, indispensable, and up-to-date guide to its vast and expanding Multiverse. © 2022 Wizards of the Coast LLC
The many guilds of Ravnica are poised to run the Implicit Maze—and unlock the power at its heart—in this final Secretist novel Stitched into the fabric of Ravnica’s vast metropolis, the Implicit 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?
This lavishly illustrated field guide brings the planeswalkers--five unique mini-planes--to life and give fans a look behind the scenes with concept art and information that few have seen before.
Zendikar is a land of danger and adventure, a world of deadly risks and priceless rewards, where heroes set out on a quest to save the world from an ancient and deadly threat. Original.