The Planeshift expansion includes randomly inserted foil-finished premium cards in a limited, 143 all-new, black-bordered card set featuring 44 rares, 44 uncommons and 55 commons.
Planeshift introduces two mechanics to the Invasion cycle while expanding two mechanics introduced in the last set.
- Gating -- Allows you to play under-cost spells by returning other cards to your hand.
- Familiars -- Are returning creatures that reduce the cost of other spells.
- Domains -- Are cards that get better with the more types of basic land you control.
- Kickers -- Are cards that allow you to pay an additional cost to make creatures and spells bigger and better.
Planeshiftby J. Robert King
The invasion has begun. Plague ships drop disease-infested spores on every square inch of Dominaria. Gerrard and the band of heroes that crews the flying ship Weatherlight have had some major victories, but the fighting rages on.
Read the Story Summary
Download a sample chapter (86k - pdf)
Cardlists & FAQs
(For the Planeshift FAQ, see the Magic Set FAQs page.)
Once you experience the Planeshift, there's no turning back. And the Phyrexians are taking no prisoners. Will you survive?
Well, Gating allows you to play the biggest, baddest creatures, without the heavy cost. And Familiars give spell cost-reduction a new spin.
Factor in tricolor mana Dragon Lairs and double-Kicker Battlemages, and it's easy to see how the Planeshift expansion adds up to major carnage.
Arm yourself with Planeshift and live to fight another day... Or not.
Two worlds. Many ways to perish.