Browse all Magic: The Gathering singles from all sets and expansions! Items in this category qualify for Free Shipping across Canada!
Please choose a subcategory of products from the list below.
Jumpstart 2022 is sold in 20-card Jumpstart Boosters, with 24 boosters per booster box. Each booster contains a face card (the "Pack Summary card") that indicates the pack's theme and color. The 20 cards include one new designed card and a Booster Fun card in anime style.
The Brothers’ War. One of the most important conflicts in Dominaria’s history, and one that devastatingly ends with the detonation of the Sylex. Urza and Mishra are two brothers with two very different destinies. They stumble upon two stones, two ancient and powerful artifacts, that set their fates in motion.
We return once again to Dominaria, meeting some familiar heroes and villains. The story begins following Karn as he looks back on Dominaria's past to prepare for its future. The enemy is already on Dominaria, and it's only a matter of time before conflict breaks out. This kicks off an epic story arc spanning four sets where the fate of Dominaria — and the Multiverse — is set to unravel
Taking place in the Art Deco Noir metropolis of New Capenna, this city that has both grit and glamour. It is a place built by angels, but now ruled by five demon crime families battling for supremacy.
Neon Dynasty is set in the current era on Kamigawa, more than 1200 years after conclusion of the original Kamigawa block in 3326 AR. The plane's feudal past has met futuristic modernity, with ninjas and samurai now carrying a cyberpunk aesthetic.
Innistrad: Double Feature combines cards across both Innistrad: Midnight Hunt and Innistrad: Crimson Vow into a beautiful draft-ready booster to play and collect!
The set features a greyscale art treatment on every card, said to be inspired by black-and-white classical monster movies.
Crimson Vow continues the new Innistrad storyline begun in Innistrad: Midnight Hunt. As humanity turned to the hope of rituals and a Harvesttide festival to save them from the Eternal Night in Midnight Hunt, those that stalk from shadows aren't just the mindless zombies and frenetic werewolves, but also the eternally undead with calculating, grand designs of their own. This set features the biggest vampire wedding in Innistrad history, a bonding between the Markov and Voldaren bloodlines. Olivia Voldaren is the bride, and aims to form a pact with the Markovs to take control over Innistrad.
Midnight Hunt begins the new story ripped right from the worries of Innistrad's populace: a night that may never end. With the sun rising later and setting sooner each day, they turn to the hope of the Harvesttide festival and a ritual with warlocks to maintain the balance. Despite plenty of werewolves and other denizens of the night, there's strength and hope for the humans gathered deep in the woods of the Kessig countryside.
The Forgotten Realms is a campaign setting for the D&D fantasy role-playing game. Commonly referred to by players and game designers alike as "The Realms", the planet Toril is shared by humans, dwarves, elves, goblins, orcs, and other peoples and creatures. There are several nation-states and many independent cities, with loose alliances being formed for defense or conquest. Forgotten Realms centers on Faerûn, a sub-continent in the northern hemisphere of Toril.
Strixhaven is the most elite University in the Multiverse. It features five colleges founded by the elder dragon whose name each college bears: Silverquill, Prismari, Witherbloom, Lorehold, and Quandrix. The five colleges battle it out with their own takes on magic. Several planeswalkers, each with their own motivations, have sought out Arcavios and Strixhaven as their refuge.
A world of many realms, epic sagas, bound by one truth. Viking or Valkyrie, Elf or Dwarf, all belong to the World Tree, all are supplicants to the gods. Gods who travel between the realms to their bidiing for peace, for bloodshed or for their own amusement. But what if their was a way to harness this power? A weapon with the ability to protect all. A weapon of pure strength. Forged for a god. Or ... in more creative hands, a weapon of unimaginable chaos.
Zendikar is a dangerous world of lethal risks where brave adventurers delve into ancient ruins in search of priceless rewards. The storyline features no Eldrazi but we see the ruin they have caused. From the perspective of its inhabitants, it is a hostile place that seems to be actively trying to kill the creatures that have the audacity to live there. The danger is unrelenting: precarious terrain, cunning predators, natural disasters on a massive scale, and the still continuing Roil — the unpredictable ripples of change that wash through the land — all present a constant challenge to survival. Nahiri has returned to Zendikar, and is willing to do anything to get rid of the Roil.
The setting is Ikoria, a plane of beasts and monsters. As the world of Ikoria developed, humans quickly realized what types of defenses were needed to stave off monsters. The humans were quick to become both militaristic and ingenious. Unfortunately for the humans, the monsters of Ikoria have begun to mutate and the fortresses that were previously successful at protecting humans have now become fodder for the monsters to annihilate.
In Theros, the pantheon of gods vies for undying devotion among their mortal subjects. But in the Underworld, there is only one master: the Lord of the Dead. Break free from death's shackles as a hero reborn. Choose your god and fight in their name...or forge a destiny all your own
The plane of Eldraine is a high-fantasy medieval world filled with knights and castles along with Magic's take on the genre of fairy tales. The key conflict of Eldraine is the five knightly courts vs. the magical creatures of the Wilds. The status quo is disrupted when the planeswalkers Oko and Garruk Wildspeaker kidnap High King Algenus Kenrith. His children, the twins Rowan and Will Kenrith, embark on a quest to save their father.
The storyline and set revolves around the fight between the Gatewatch and Nicol Bolas. The fight turns into an all-out planeswalker war. Dozens of powerful planeswalkers, from many disparate realities, unite against the elder dragon, who has claimed dominion over Ravnica and is perilously close to completing the Elderspell that harvests sparks and will grant him "ultimate power" and godhood. As they fight alongside the Gatewatch—led by Chandra Nalaar, Jace Beleren, and Gideon Jura—against Bolas and his relentless army of Eternals, nothing less than the fate of the multiverse is at stake.
Darkness is coming to Ravnica. A conflict that could tear apart the world itself looms large, and the fragile peace between the guilds is strained to its breaking point. Now, with everything on the line, it's time to step up, prove your loyalty, and fight for your guild.
It is autumn on Ravnica. The story occurs mostly in darkness with shadows and moodiness, similar to a film noir. The story gears up for the final showdown with Nicol Bolas. He is trying to slowly influence Ravnica and warp it to his needs. The guilds fight internally between the forces pulling them toward or away from Bolas's influence.
Return to where it all began. Breaking from the former Block-format and featuring the return of Richard Garfield himself, Dominaria features 269 cards, old faces, new mechanics, and a story that harkens back to MTG's history.
For centuries, the untamed jungles of Ixalan have hidden a coveted secret: Orazca, the city of gold, which houses a mysterious artifact, the Immortal Sun. But no secret can remain undiscovered, and no treasure can be taken uncontested. The dinosaur riding warriors of the Sun Empire and the merfolk shamans of the rival River Heralds are met by the vampire conquistadores of the Legion of Dusk and the pirates of the Brazen Coalition.
Amonkhet is a plane ruled by Nicol Bolas. The desert oasis forges warriors. They train their entire life for a chance to face the Trials of the Five Gods and join the elite ranks of the Worthy and to claim an honored place in the Afterlife. They prepare for the great God-Pharaoh's return. When The Gatewatch arrives to take out Bolas, they meet with fierce resistance in the desert, and in the city a society centered around death.
Kaladesh is a plane where natural mages are rare. Work that would be done with magic on other planes is instead accomplished through devices. The automatons, thopters, and other artifact creatures of the plane are fueled by aether. Artifacts are built as much for beauty as for function.
Innistrad is a world beset by terrible evils on all sides and betrayed by the hope it held most dear. Avacyn has finally returned, but what new evils have come with her? Madness is plaguing the inhabitants. Terror falls from the skies on blood-spattered wings and nameless horrors lurk in the shadows. Odd things are afoot: the forces that had protected the humans have been twisted into something dark and strange. Jace Beleren of the Gatewatch investigates its dark mysteries. Meanwhile, Sorin is in search of the whereabouts of Nahiri.
Thousands of years later, the meeting of Sarkhan Vol, Chandra Nalaar and Jace Beleren in the Eye of Ugin chamber unintentionally loosened the bonds that kept the Eldrazi in torpor. The Eldrazi were finally released by the elf Nissa Revane, thinking that they would leave Zendikar far behind them. She was wrong. Two years after the initial destruction, at least Ulamog is still around.
Now, Gideon Jura takes the lead of a group of planeswalkers in facing the Eldrazi alongside the residents of Zendikar. Meanwhile, the trapped planeswalker-turned-demon Ob Nixilis is desperate for a way off of the plane.
Tarkir is a world embattled with ambitious warlords and powerful clans that wage eternal war for supremacy of their plane, a conflict that spans over a thousand years. Tarkir is also the home plane of Sarkhan Vol. It was previously inhabited by dragons, all of whom were killed before Sarkhan's period of servitude. The clans each worship one aspect of the extinct dragons.
Theros is watched over by a pantheon of 15 powerful gods. The gods, though residing in Nyx, are able to take on many forms and often walk among mortals. Each also has a unique color identity. The five core gods are mono-colored and make up the central pillars of the Therosian belief system.
Faced with a magical code that is built into the very foundations of the city-world itself, Jace Beleren marches into the numinous depths of Ravnica’s underbelly in search of the promise of powerful magic. 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.
Innistrad is a world that’s dark and full of terrors, and where the unwary will swiftly meet their deaths. Liliana has adopted it as her home world, tolerated by the vampire who rules it, as she seeks answers to a pact she made long ago. Currently, Innistrad is in despair, as its protector, the archangel Avacyn, Sorin’s own creation, is missing – nobody knows where she has gone, and without her protection, the horrors of the night are running rampant
Since the events of Fifth Dawn, Glissa has become corrupted by the Phyrexian taint, which has spread across the plane. New Praetors have risen up, commanding armies of Phyrexians. Karn is nowhere to be found, and has not been seen since his involvement with the time rift over Tolaria. A native planeswalker, Koth, goes to Dominaria to seek help, and finds Elspeth Tirel and Venser; they return with him to Mirrodin.
Zendikar is a land full of volatile mana. Strange natural phenomena called hedrons dot the landscape – none know their purpose – and an occurrence called the Roil causes the landscape to shift and change periodically, erupting in bursts of mana.
Alara was a single plane once, a massive world rich with mana. However, those same resources led to its downfall, for an unknown planeswalker tore the plane asunder millennia ago, harvesting it of its mana. This disaster broke Alara along color lines into incomplete planes called shards, as light is diffracted by a prism. The shards recovered their mana in time, but only in part. Each shard is vastly different, as the combinations of triple-colored mana have shaped natural and cultural forces on each world in distinctive ways
The aurora above Lorwyn became a Great Aurora – an event that happens every one hundred years. The beautiful daytime world vanishes, making way for a century-long night. Horrific monsters lurk in the shadows and the elves and kithkin retreat into their strongholds, desperate to survive. Nobody on the plane has any memory of Lorwyn except an ancient few. Oona relaxes – though the events that occurred in Time Spiral brought on the Great Aurora sooner than she had planned, she has retained her memories and seeks to regain control. Maralen, though, has other plans.
Lorwyn is a utopian, idyllic plane filled with light and beauty. Its daylight never ends, and it exists in a perpetual state of midsummer, with nature thriving and its inhabitants peaceful. The Queen of the Fae rules over the land, and all is as it should be.
We return to present-day Dominaria, a wasteland littered with death and decay. Save the few human civilisations that managed to escape the Apocalypse, and the elves of Skyshroud forest still protected by Freyalise, there is very little life left on the shattered continent. Teferi reappears amid this ruin, and realises the Phyrexian war is over – and it is almost time for the section of Jamuura he phased out to return. However, the land seems to be dying, entirely disconnected from its mana – it is being drained by time rifts, caused by phasing out of time. In his absence, they have spring up all over the plane. Teferi is forced to give up his planeswalker spark to safely return one section of the land, however, there are many more.
Welcome to Ravnica, a giant city-state that covers the entire plane. It is jointly ruled by ten guilds, each in charge of separate duties and each representing two colours of mana. There is a celebration planned for the ten thousandth anniversary of the Guildpact, the document which keeps the peace between them; but there is a sinister plot afoot.
Kamigawa is a plane maintained by the presence of spirits called the Kami. However, when the spirits suddenly wage war on the mortal inhabitants of the plane, an alliance has to be formed between unlikely comrades – the thief Toshi Umezawa and the lord’s daughter Michiko Konda – to discover the source of the kamis’ anger and prevent the total annihilation of everything on Kamigawa.
Mirrodin is set in a plane of the same name. After Karn took the Mirari back to Argentum, the plane he created, he used it for the core of a new guardian, Memnarch, whom he left in charge of the plane whilst he went away planeswalking. Memnarch unfortunately went mad due to Phyrexian oil that Karn had trailed behind him and renamed Argentum to Mirrodin, and began stealing other life forms to populate it. The plane combines metal and organic matter in both its environments and its citizens. It has four suns in all colours of mana except green. We are introduced to Glissa Sunseeker, a young elf resident on Mirrodin.
Since the events of Judgment, many thousands of people have migrated to Otaria in the wake of the Mirari’s power revitalising the land, and created a refugee city called Sanctum. Kamahl lives in the forest guarding the Mirari. His sister Jeska has been captured by what remains of the Cabal and is turned into Phage, a pit fighter with special abilities. She kills Nivea, beloved of the talented illusionist Ixidor, who is subsequently thrown out by the Cabal for gambling debts and left to die. He accidentally manifests his rage and heartache into a real angel, Akroma, whom he tasks with the mission of avenging his lost love.
Odyssey is set 100 years after the invasion. Karn has left a probe on Otaria, a small continent on Dominaria, so he will be able to keep an eye on its progress, and left to create his own artificial plane, Argentum. This set introduces us to the new world a century after the war, with its new civilizations that have sprung up in the wake of disaster – and new enemies in the form of the Cabal, a sect of humans that practice dark magic. We meet Kamahl, the protagonist of the block, a young man with a thirst for adventure.
Yawgmoth begins his assault on Dominaria. Phyrexian warriors are pouring onto the plane through a portal, and its inhabitants look to Urza for guidance. Urza, his hopes hinging entirely on the missing Weatherlight crew, gathers together the Nine Titans – the other planeswalkers currently living on Dominaria – in an attempt to stay the Phyrexian’s power. Barrin, the master wizard, destroys all of Tolaria and himself with it, to hide the secrets of the Academy from the invaders. After a battle at Koilos, the portal to Phyrexia is closed.
We return to the Weatherlight as they have crash-landed on Mercadia. The ship is stolen by a tribe called the Cho-Arrim, along with a crew member Orim. The rest of the crew are arrested and taken to the capital. Much dealing and backstabbing takes place in Mercadia City, and eventually, the crew are sent on a raid with the Mercadian army to take back the ship, which is successful, and the army indiscriminately kill almost every member of the Cho-Arrim. They feel uneasy about this, and Orim opts to stay with the remainder of the tribe, having fallen in love with its leader. The crew bargain for parts with the local merfolk tribe, repair their ship, and escape Mercadia.
Hundreds of years have passed since the Brothers' War, but many things that started there are only now coming to fruition. Urza's Saga departs from the story of Gerrard and Volrath in a flashback, showing the origins of the Legacy. We meet Teferi in his student days and Serra at the peak of her power.
The crew of the Weatherlight journey to Rath to save Captain Sisay. They battle through the stormy plane, created and ruled by Gerrard’s blood brother Volrath, who has turned to evil and become Yawgmoth’s deputy.
Mirage takes us to an entirely different part of Dominaria, Jamuura. It introduces the planeswalker Teferi and his island, which have both mysteriously phased out of existence. Three spellcasters set out to look for him; Mangara, Jolrael and Kaervek. They discover three warring cities nearby and Mangara diplomatically brings an end to the conflict, however, Kaervek plots to overthrow him, and with Jolrael’s assistance traps him in an amber prison, beginning the Mirage War.
We are still on Dominaria, and an event originally triggered by the Sylex blast has now finally occurred; the energy of twelve planes fused into The Shard of Twelve Worlds, which encased Dominaria away from the rest of the Multiverse, trapping planeswalkers inside the shard and preventing others from entering it. This caused the beginning of the Ice Age, where all major civilizations have now collapsed from the ongoing wars and the ice. Urza had been corrupted by Yawgmoth after his attempt to stop the Phyrexians failed, and is having his mind healed.
Looking to sell Bulk Magic Singles! We are looking for your bulk Magic cards!