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Home > Magic The Gathering Singles > All Magic: The Gathering Sealed Product > INPRINT Sealed Magic Product (USA Ship ONLY)

 

Shards of Alara Grixis Undead Intro Pack (MTG) (Theme Deck)
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Shards of Alara Grixis Undead Intro Pack (MTG) (Theme Deck)
Category : INPRINT Sealed Magic Product (USA Ship ONLY)
UPC : 653569334750     ISBN : 978-0-7869-5081-2
 
Product Review Rating : ***** (1 reviews)

 
Sealed Preconstructed Deck $6.99  1 in stock     Quantity to PUT IN CART 
Shipping weight: 0.35 pounds (Size: 7.00" H x 3.75" W x 1.25" D)

Due to manufacturer restrictions, this product can only be shipped to addresses in the USA

The Grixis Undead Intro Pack comes ready to play with the following singles:

1 Vein Drinker (FOIL)
1 Blood Cultist
1 Dreg Reaver
1 Dregscape Zombie
2 Fire-Field Ogre
1 Fleshbag Marauder
1 Gravedigger
1 Hidden Horror
2 Incurable Ogre
2 Kederekt Creeper
1 Vithian Stinger

2 Agony Warp
2 Blightning
1 Bone Splinters
1 Cruel Ultimatum
1 Essence Drain
1 Obelisk of Grixis
2 Terror

2 Crumbling Necropolis
2 Grixis Panorama
3 Island
3 Mountain
7 Swamp

This Intro Pack also comes with an unopened pack of Shards of Alara to offer additional card selection!

You have come across the fractured planes of the once mighty Alara as you travel the multi-verse, even you a mighty planes walker can sense great powers at work and the secrets and knowledge to be had are simply to many to pass up a chance to explore and learn.

Bant is a shard of rolling hills, forests and glittering beaches. The landscape is dotted with beautiful high-rising castles. The plains, hills, forests, coasts and seas of Bant are divided into five nations: Akrasa, Eos, Jhess, Topa and Valeron. All have been benevolent governments and upstanding citizens but they still have their conflicts. These are resolved through regimented warfare of organized and disciplined soldiers. These soldiers, like most inhabitants of Bant, desire nothing more than pride and honor that can be earned in the glory of battle.

The sophisticated beauty of Esper is etched into every artifact, city, and even the faces of some of the inhabitants. From all across the six seas, from the shear cliffs of Ot to the drifting sands of the glass dunes, the land of Esper holds many secrets and wondrous magic's. The wealth of information in the Veldaken capital port of Palandius, to the social exchanges in the forum Vitreum is sure to spark the curiosity of even the most knowledgeable Planes Walker.

Grixis is an interesting place to visit, but you probably wouldn't want to live there. There are thousands of ways to die in Grixis, and very few ways to survive - at least for the living. The undead and unloving don't have it much easier as they require the Vis - the life energy - of the living for their own strength and continued existence. The armies of necromancer kings frequently clash on rotted dredgescape between crumbling necropolises. Neither the lich-king Sedris nor the split-eye coven of witches, nor even the powerful demon-dragon Malfegor has control over this shard, but the feeling that something sinister is lurking deep in the darkness here.

The fight for territory is paramount for all the sentient races of Jund. The dragons are on top, taking whatever land they please, always the highest peaks, and fighting only against each other for it. The Viashino, being next strongest in terms of war making capacity, live in the lowland jungles well hidden from the raking claws and burning breath of strafing dragons. The goblins, so used to being eaten, have become proud of it. They revere dragons as gods and fancy themselves "honored snacks" of their dragon gods. The humans live in between the Viashino and the goblins, but they are the only ones who hunt dragons. Once every eight years they send their best warriors out to kill a dragon, even so, dragons are their own greatest threat.

The elves, nacatl and humans of Naya live life with passion like you've never seen before. Surrounded by towering trees and gargantuan beasts, the humans have no fear of taunting the woolly thoctar or vine mammoth and playing bait to lead it away from a settlement they've carved out among the roots. They are not oblivious to the danger, they thrive on the thrill of it. The young elves race across vines and branches high in the canopy, flitting between hunts and lovers trysts. Mayael the Anima leads the druids in observing and placating the mighty beasts, especially the ancient sleeping destroyer of worlds, Progenitus.  


[Customer Reviews] Write your own review
***** Good by itself, even better with additions!!!!!! For Grixis!

  -- By The Reaper from Grixis on April 04, 2009


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