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Characters / Magic: the Gathering Planeswalkers Post-Mending

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Planeswalkers: Planeswalkers who ignited Pre-Mending, Planeswalkers who ignited Post-Mending
Planes and their peoples: Factions, Other Characters (Phyrexia, Rath and Mirrodin), Planes

During the events of the "Time Spiral" block, Dominaria was on the verge of reality tearing apart and the plane being unmade (and since Dominaria is the hub of the Magic universe, all other planes would fall soon after), mostly due to the various apocalypses the plane has been subjected to throughout the eons. The storyline ended with the rifts healed, but at a price; many of the old-style Planeswalkers gave up their Sparks, or in some cases, their lives, to fix the problem. The nature of the Spark itself had changed as well. The odds of being born with (and igniting) the Spark were about the same, but new-style Planeswalkers aren't nearly as powerful; they're mortal, and can't planeswalk as easily as their predecessors (it usually involves a ritual of some sort). They can't create their own worlds anymore, either. They are, however, "weak" enough to be printed on Magic cards without destroying game balance, and are exclusively in the Mythic Rare rarity slot (with the exception of the Lorwyn blocknote  and War of the Sparknote ).


This section is for Planeswalkers whose spark ignited after The Mending took place, not just those who were introduced afterward. Despite their first appearance being years after the event in question, Planeswalkers like Nahiri and Ugin belong in the pre-Mending category.

NOTE: Spoilers up through the most recent set (as of now, Zendikar Rising) may be unmarked.

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    Ajani Goldmane
"Duty, honor, and valor are either in your heart or they are not. You will never know for certain until you are tested."

Colors: White (primary), green, red (formerly).
Race: Leonin.
Home Plane: Naya.

Ajani Goldmane first appeared in the storyline as a protagonist in the Shards of Alara block, where his quest to avenge the murder of his brother led him to discover the nefarious machinations of Nicol Bolas. He later meets up with Elspeth Tirel on Theros. His specialty is Soul Power: invoking and strengthening the spirits of others. Read more about him here.

  • Adventurers Club: Ajani has been to Kamigawa and become a part of Tamiyo's circle of storytellers. He travels there to share stories of his adventures within the Multiverse before going on.
  • Affectionate Nickname: A Soratami girl by the name of Rumi calls him "Mister Cat", and regularly greets him with The Glomp.
  • Albinos Are Freaks: Growing up, his tribe (except for his brother) thought his white fur was bad luck.
  • All of the Other Reindeer: His white fur made him an outcast towards his own clan with the exception of his late brother.
  • Angsty Surviving Twin: Though he did eventually move on.
  • An Axe to Grind: Ajani's weapon of choice is his prized double ended axe, which is essentially his axe with his brother's axe head grafted on to the other side.
  • Anti-Magic: The general purpose of Ajani's sundering magic. A more proactive example can be seen on Silence.
  • Bash Brothers: Both accomplished warriors in their own rights, with Ajani's Status Buff magic, he and his brother were untouchable.
  • Beware of the Nice Ones: Ajani might be good-natured and helpful, but he has entered Unstoppable Rage before and he is more than capable of doing it again.
  • Big Brother Mentor: Ajani becomes this to the Leonin tribes on Theros, and Elspeth. His new card goes as far to call him ''Mentor of Heroes''.
  • Big Damn Heroes: His impeccable timing saves Chandra, Nissa and Pashiri from death by poisoning.
  • Dude, Where's My Respect?: Ajani undertook many dangerous tasks upon himself to win his pride's respect, such as hunting Naya's behemoths alone. None of them worked.
  • The Empath: His magic essentially connects him to the souls of others.
  • Friend to All Children: Ajani is a beloved guest in Kamigawa, where Tamiyo's family eagerly welcomes him. Later, he begins to search for Tezzeret after learning that the Infinite Consortium torched the village of a Nezumi kid who now lives under Tamiyo's care, and tells Tamiyo's kids the story of Elspeth during his mourning, which he didn't do before her.
  • Good Scars, Evil Scars: Good; A simple line over his missing left eye.
  • Heartbroken Badass: Ajani blames himself for Elspeth's death, even breaking down crying when retelling her story. In his mind, all that Elspeth had ever wanted was the simplest thing a person could have (a home), and was denied it.
  • Heroic Vow:
    Oath of Ajani "Until all have found their place, I will keep watch."
  • Ignored Expert: After his induction into the Gatewatch, he warns the others not to rush off to face Nicol Bolas on Amonkhet. Ajani mentions that he fought Nicol Bolas in the past, and while he did win, it was only due to them fighting within the Maelstrom, a place unfamiliar and hostile to both of them. He points out that fighting Nicol Bolas in a place where he has built a power base without bringing more allies or even a proper plan is foolish and will get people killed. The rest of the Gatewatch disagree and travel to Amonkhet to face the dragon...and get curbstomped by Nicol Bolas almost as soon as he arrives on the plane.
  • In the Hood: On Kaladesh, he is forced to wear a hood and metallic gloves in order to avoid raising suspicion, since there are no Leonin natives on the plane.
  • Meaningful Name: Goldmane is his actual surname, it's just a coincidence that he was born platinum blond.
  • Mentor Occupational Hazard: Discussed in the context of his Survivor Guilt. As Elspeth's mentor, Ajani believes that he should have died in Elspeth's place.
    Ajani: "In the stories my people tell — the old ones, the ones that matter — the hero loses her mentor. She lives, grieves, and moves on to save the world."
  • Misery Builds Character: Discussed in the flavor text for Silvercoat Lion.
  • Nay-Theist: After Elspeth's death, he begins spreading this doctrine on Theros, trying to weaken the gods by shaking mortal belief.
  • Nice Guy: Ajani is one of the most warm-hearted and compassionate Planeswalkers in the story, bordering on being an All-Loving Hero.
  • Odd Friendship: He is friendly enough to his Kaladesh host Oviya Pashiri that he even calls her Grandmother.
  • Panthera Awesome: He is a cat, after all.
  • Put on a Bus: Mostly disappeared from the plot after the events of Journey into Nyx, wherein Elspeth's death motivated him to join the Leonin tribes to find a way to weaken, and eventually defeat, Heliod. This likely coincided with his being usurped by Gideon in the creation of the Gatewatch, likely due to Executive Meddling. He returns in Kaladesh.
  • Rage Against the Heavens: After the Godsend shenigans and the pettiness of the gods became clear to him, he is now dedicated to exterminate the belief that sustains them.
  • The Red Mage: As red/white Ajani Vengeant, red taking the role "black magic" does in most video games.
  • Roaring Rampage of Revenge: In his younger years. Later he calmed down. He almost goes on one against the agents of Erebos after Elspeth is mortally wounded, but is stopped by his fellow leonin.
  • Saved by Canon: Ajani appears in Chandra's comic after the events of War of the Spark.
  • Sibling Team: His bash brother is also his literal, biological, brother.
  • Sixth Ranger: Now a member of the Gatewatch as of Kaladesh.
  • Soul Power: The White Magic variant.
  • Status Buff: His specialty. The drawback is that he can't use such Magic on himself.
  • Survivor Guilt: He thinks that he should have died instead of Elspeth.
  • Teach Him Anger: His brother's death started the process, and Sarkhan Vol taught him to embrace the anger as strength.
  • Thou Shalt Not Kill: Due to his empathic talent, Ajani has taken to avoid killing whenever possible. Since he sees the soul of beings, he sees the chance of redemption in anyone and will allow them to take it. Good Is Not Soft, however, and he has nothing against breaking some bones.
  • Tragic Keepsake: Two of them, actually; his brother's axe, and Elspeth's iconic white cloak.
  • Walking Shirtless Scene: As Vengeant.
  • You Killed My Father: Or rather, his brother.
  • You Wouldn't Like Me When I'm Angry: No you would not.


Colors: White, blue, black.
Race: Human.
Home Plane: A unnamed West African-inspired plane.

A planeswalker introduced in Commander 2018, Aminatou is the youngest planeswalker to ever be shown, a mere eight years old. In spite of her age, she is one of the strongest post-Mending planeswalkers as well, possessing powers based around perceiving and manipulating potential futures. Rather than sparking because of trauma, Aminatou foresaw that she would spark one day and used her fate magic to make it happen early.

  • Butterfly of Doom: Literally and figuratively. She can detect where and when key events will happen and influence causality, and her magic manifests as spectral death's head moths that settle on her targets.
  • The Chessmaster: Aminatou's powers allow her to foresee almost every possible outcome of every event, and shape the event to end in whatever outcome she will desire.
  • Creepy Child: Certainly has the look down.
  • Dark Is Not Evil: She is spooky-looking and capricious, but ultimately, she's still a fairly sweet and innocent kid.
  • Story-Breaker Power: The article introducing her outright says she has this, though she is limited by having the whims of a child.
  • Winds of Destiny, Change: Her main power.

"Freedom starts with knowing when you're trapped."

Colors: Black, red.
Race: Minotaur.
Home Plane: Unknown.

A planeswalker of unknown origin who has found himself trapped on Ixalan. His ferocious streak and heat-based magic allowed him to quickly rise through pirate society and become a feared captain, though he still searches for a way to leave the plane behind and return to his family.

  • Action Dad: His two daughters are the most important thing in the world to him, and he will do anything to return home to them.
  • Anti-Villain: As his role in the story increases, Angrath is actually shown to be a surprisingly decent person, or at least not quite the bloodthirsty monster that he first appeared to be.
  • Appeal to Force: The main characteristic of his cards, "threatening" enemies into fighting for you temporarily. His War of the Spark card shows this even works on the mindless Eternals.
  • Ax-Crazy: He's less interested in acquiring wealth and fame than in causing destruction. Later subverted somewhat, as he's mostly just desperate and terrified from years of being trapped away from his family on an alien world.
  • Chain Pain: Wields a burning chain in combat, Ghost Rider style.
  • Commonality Connection: The instant he realizes Huatli is a planeswalker too, he drops all hostility and tries to ally with her, utterly heedless of her confusion and protests.
  • Cynical Mentor: Suprisingly, to Huatli. His perspective on the conflict for the Golden City and the strict hierarchy of the Sun Empire causes her to question the things that were taught to her.
  • Dark Is Not Evil: He’s a ruthless pirate associated with red and black mana, but he is simply a family man who wants to get back home.
  • Dinosaurs Are Dragons: He mistook the plane's native dinosaurs for dragons when he first saw them. Apparently, the name stuck among some of the pirates who heard him refer to them this way.
  • Earn Your Happy Ending: After years, perhaps even decades of fighting to free himself of the Immortal Sun's influence and leave Ixalan, Angrath finally gets to reunite with his daughters at the end of the Rivals of Ixalan story.
  • Even Evil Has Loved Ones: According to a mid-story article he has two daughters he loves dearly. It certainly explains his desperation to get off Ixalan.
  • The Fatalist: Angrath sees planesbound creatures as ants that struggle to reach the peak of their anthill, never being able to experience true freedom.
  • Hidden Depths: Surprisingly enough, not only was Angrath a devoted father before arriving in Ixalan, but he also gives a viewpoint on the factions of the plane that manages give Huatli pause.
    "You're killing each other over who is powerful enough to decide what history is. You argue and spit to decide who will rule, but no one is truly free. Who are you to say that you are right, fool?"
    • He also gives Teyo, an orphan, some fatherly advice in War of the Spark.
  • I Just Want to Be Free: He cares little about the struggle of Ixalan's native races for the Golden City, nor about empires and fancy titles. All he wants is to be free and return to his family. When Huatli advises against letting someone with his track record of violence lead the ground force of planeswalkers during the War of the Spark, Angrath retorts:
    "All I want is to defeat the damn dragon so I can get back to my daughters. Honestly, I don't know why I ever leave 'em in the first damn place! I always think, I'll just take a little break 'n planeswalk away for a couple days, and then I wind up on some damn plane with that damn Immortal Sun and get stuck there for years at a time. Well, I'll be damned if I'm gonna let that dragon cost me more years away from my family. So put me to work. You won't be sorry."
  • A Load of Bull: He is a minotaur.
  • Liberty Over Prosperity: Angrath cares not about riches and gold. His crew, on the other hand, do.
    "Gold without freedom might as well be lead."
  • The Mutiny: How he became captain. His respect among the crew was so great that he was able to assume command almost without bloodshed.
  • Not So Different: Subverted. When he tells Huatli "we're the same", she defiantly declares that she'll never be like him, and he has to clarify he meant purely in the sense that they're both planeswalkers.
  • Pirate: In his time being trapped in Ixalan, he has managed to become a pirate captain, though unlike most pirates, he only wants to leave Ixalan or burn the whole place down.
  • Playing with Fire: Or at least extreme heat, with which he infuses his chains.
  • Punny Name: Angrath is both angry and wrathful.
  • Screw This, I'm Outta Here!: The moment he gets his planeswalking abilities restored, Angrath insults the Ixalani around him, vows to never return, and vanishes back to his home plane.
  • Supernatural Fear Inducer: His control magic is flavored as such, intimidating members of the opposing army into working for him. It's also the justification for why his War of the Spark card can summon Eternals: he's intimidating some into his servitude.
  • Took a Level in Kindness: He's a lot nicer in War of the Spark than he was on Ixalan, because he's been able to reunite with his daughters and no longer needs to resort to piracy and reaving in order to earn his freedom. While still vicious in battle and overall very gruff, he's a staunch ally to the Gatewatch, willingly taking the vanguard of their Planeswalker army and assuring them he can be trusted. Even after the Immortal Sun is disabled, Angrath doesn't abandon the battle against Bolas, continuing to stay and fight.
  • Teeth-Clenched Teamwork: On Ravnica, he and Huatli are still leery of one another because of their less than amiable parting on Orazca. But they expertly fight off a whole crop of Eternal grunts by covering each other's weaknesses - Angrath swings his chains around to take out Eternals en masse, while Huatli cuts down any who try to close in between Angrath's swings.
  • What the Hell, Hero?: At one point, Huatli, on her dinosaur mount, lands directly on top of Angrath and leaves it there. The next time he sees her, he throws its severed head at her.
    Huatli: You are terrible!
  • Yank the Dog's Chain: Not long after throwing off the Immortal Sun's yoke and leaving Ixalan for good, Angrath enjoys his rekindled ability to planeswalk... and ends up trapped on Ravnica, where Bolas is using the Sun again.

    Arlinn Kord
"I am no longer slave to the curse. I am free now to be a protector as I was meant to be."

Colors: Red, green.
Race: Werewolf.
Home Plane: Innistrad.

Arlinn Kord is a planeswalker from the Gothic Horror plane of Innistrad. Formerly an Archmage of Goldnight for the Church of Avacyn, Arlinn succeeded for years in hiding her curse from her peers, until one night she couldn't contain the change any longer and slaughtered several hierarchs before her spark ignited. Embracing her lycanthropic power as a natural complement to her magic, she works to ensure the survival of her kind against both the increasingly fervid inquisitions of the church and the encroaching darkness that threatens to consume the entire plane.

  • Action Girl: Ever since she was a Goldnight mage, and now moreso as a werewolf.
  • The Archmage: Trained and succeeded to become an archmage of the Flight of Goldnight, channeling magic from the archangels of Innistrad. The archmages of Goldnight focus on more aggressive magic than the other three.
  • The Berserker: When transforming in Havengul, she not only slaughtered the devils, but also the angel she tried to protect and the entire group of cathars and mages that came to drive off the devils.
  • Crisis of Faith: Arlinn originally joined the Church in the belief that Avacyn's blessing could contain her lycanthropy. When she became an archmage and discovered that the magic of the angels could not aid her, she violently transformed in battle, killing not only the attacking devils but also the angel she had tried to save, along with the entire group of cathars that had accompanied her.
  • Cool Old Lady: She's definitely older than most post-Mending Planeswalkers, as evidenced by the hard lines of her face and graying hair. That doesn't mean she's any less capable of kicking your ass all the way across the Multiverse.
  • Cursed With Awesome: She initially fears her lycanthropy, but has since embraced it.
  • Emergency Transformation: Arlinn was once forced to assume her werewolf form in Havengul, right after her graduation as an archmage, in order to fight off some devils.
  • Enemy Mine: Under her leadership, her pack of werewolves joined forces with the Cathars against the madness of the angels.
  • Good Scars, Evil Scars: A pair of clean, straight claw marks starting at her hairline above her right eye.
  • I Am What I Am: Arlinn came to this realization on another world, that perhaps, she was not to be saved by Avacyn, but could only accept and embrace what she had become when she faced the nature of her being.
  • Iron Lady: The Alpha of her own werewolf pack, natch.
  • Morphic Resonance: There are streaks of brown fur just above her right eye in her werewolf form that mirror a pair of scars in the same location in her human form.
  • Our Werewolves Are Different: Even by the standards of her own kind on Innistrad. She fully retains her human mind in wolf form, and has learned to control her transformation in both directions with relative ease.
  • Rejected Apology: Her old mentor, Rembert, refused to forgive her for concealing her true nature from the Church and killing the angel and his friends and told her to never appear before him again. The two later came to terms in the face of Avacyn's madness.
  • Shameless Fanservice Girl: Relatively. As a werewolf, she is accustomed to the loss of clothing that accompanies transforming, so she is unfazed by her own nudity when becoming human again.
  • Stages of Monster Grief: Underwent denial by hoping that Avacyn and prayers could contain the curse, but later directly jumped to acceptance after her first planeswalk.
  • Voluntary Shapeshifting: She has full control of her transformations and can shift between human and werewolf form at will, unlike the rest of her kind who only change when the moon rises.

"Every nightmare is a caged bird that yearns to be set free."

Colors: Blue, black.
Race: Human... at one point.
Home Plane: Unknown.

Introduced in the Theros block, Ashiok is a planeswalker wrapped in mystery. If Ashiok was ever human, Ashiok isn't anymore: a being of pure nightmare, who extracts powers from the fears of others. Ashiok has come to Theros, drawn by the beliefs of the locals: where there is faith, there is insecurity and fear of displeasing the gods, and Ashiok seeks power here. Read more about Ashiok here.

  • Above Good and Evil: Aside from being Obviously Evil, Ashiok's actions in Theros are those of a meticulous sadist uninterested in moral digressions.
  • Ambiguous Gender: Though the players' guide uses male pronouns, Ashiok's official status is of an unspecified gender.
    Irats: Is Ashiok male or female?
    Mark Rosewater: I believe so, but Ashiok does not like being defined.
  • Bargain with Heaven: Seemingly committed a very dark version of this in "Building Toward A Dream, Part 2", with Phenax, god of lies and deceit.
  • Blue-and-Orange Morality: Ashiok believes that fear is the great equalizer and people who believe themselves to be superior must be punished. Other views on good and evil are not, in Ashiok's mind, terribly pertinent.
  • Body Horror: Lacks their entire upper skull.
  • The Chessmaster: Performs a long plan to incite war between two polis.
  • Does Not Like Shoes: Not that they're necessary; artwork shows Ashiok levitating over the ground.
  • Dream Weaver: Unpleasant dreams are a speciality.
  • Emotion Eater: Ashiok feeds off the fear of others.
  • Evil Counterpart: To Jace. Mark Rosewater even says Ashiok's in-design nickname was "Dark Jace".
  • Evil Makes You Monstrous: After manipulating the leonin and the people of Iretis to slaughter each other and tricking the king into stabbing out his eyes and committing suicide, another tiny fleck of what remains of Ashiok's skull dissolved into smoke.
  • Eyeless Face: A variant: Ashiok only has the lower-half of a face, leaving only a mouth.
  • Femme Fatalons: Has long fingernails.
  • Humanoid Abomination: The lack of an upper skull is a give-away.
  • I Know What You Fear: And finds it splendid.
  • Mad Artist:
    • Ashiok describes the destruction on Iretis and the brutal suicide of its ruler:
    "I am pleased with my work today... but I have more beautiful art to achieve."
    • In "Dreams of a City", it turns out Ashiok's current goal is to weave Theran nightmares into a new god without it being subsumed by an already-existing god. And while Cacophony was quelled by Ephara, Ashiok just sees this as an opportunity to get idea-seeds from the gods themselves. And maybe make Cacophony stronger still...
  • Mind Rape: Ashiok's speciality.
  • Mook Maker: Their second ability summons Nightmare creatures.
  • Nightmare Fetishist: Eldritch Abominations? Things Man Was Not Meant to Know? Body Horror? Sounds delightful! In Theros Beyond Death Ashiok is fascinated by Elspeth's nightmares of the Phyrexians and planeswalks away to learn more about them.
  • Nightmare Weaver: Is known to draw fears out of dreams and make them real as their minions.
  • Otherworldly and Sexually Ambiguous
  • Softspoken Sadist: The handful of quotes we have by Ashiok have such a flavour.
    "Knowledge is such a burden. Release it. Release all your fears to me."
  • True Art Is Angsty: Invoked. Ashiok's idea of what exactly constitutes "art" is... non-standard, and not comforting.
  • Was Once a Man: Once human, at any rate. Once other than whatever Ashiok is now. It was confirmed in Building Toward a Dream Part II that Ashiok is at least mortal, but with every victim, a little more of Ashiok's flesh dissolves into black smoke.
  • Your Worst Nightmare

    Basri Ket 
Colors: White
Race: Human
Home Plane: Amonkhet

Introduced in Core Set 2021, Basri was born on Amonkhet, where he grew up following the teachings of Oketra, Goddess of Solidarity. After he and his crop completed the Oketra's trial, his elation ignited his spark - but when he came back from his first journey, he found his home in ruins and his goddess slain. Carrying her lessons forward, he acts as the protector of survivors, shielding them from danger and passing the ideals of solidarity and cooperation to them.

  • Suspiciously Similar Substitute: Of the recently deceased Gideon.
  • Dishing Out Dirt: His protective magic takes form of an aura of sand surrounding himself and his allies.
  • Late to the Tragedy: His first planeswalk took place shortly before the events of Amonkhet block. By the time he returned, the plane has already been devastated by Bolas.
  • The Paladin: Outright described by designers as one, with more emphasis on faith and protection compared to more offense-focused Elspeth.
  • Traumatic Superpower Awakening: Inverted. Like with Samut, his spark ignited out of joy and pride after he proved himself worthy to Oketra.

Colors: Blue
Race: Beebles
Home Plane: Unknown

Introduced in Unsanctioned, B.O.B. is a Collective Identity for a large number of Beebles who apparently share a Planeswalker spark. They are native to the "Un-inverse", the parallel reality where silver-bordered sets take place.

  • Collective Identity: "B.O.B." is an entire Bevy Of Beebles, who apparently share a spark much like the Kenriths.
  • Mechanically Unusual Class: Uses Beeble creature tokens as loyalty counters, generating or sacrificing them with their loyalty abilities.

Destiny's Hand

Colors: Green, white.
Race: Nyxborn.
Home Plane: Theros.

Though he looks human, this planeswalker is actually a Nyxborn created by the Theran god Klothys to hunt down Elspeth Tirel for her crime of escaping the underworld. After Elspeth escaped offworld, his spark ignited, much to the shock of everyone involved (especially his creator).

  • Beyond the Impossible: Nyxborn are a type of mana construct (similar to angels, demons, or spirits) and thus should be unable to hold a planeswalker spark. His sparking defies all known rules about who can and cannot become a Planeswalker and is one of the most perplexing mysteries surrounding his character.
  • Born as an Adult: As a Nyxborn, he was created by Klothys for a specific purpose and thus didn't age to adulthood like most living things.
  • Born of Magic: Naturally, being created by the Theros's god of fate.
  • Didn't See That Coming: Despite the immense powers of Theros's gods, anyone who knows the first thing about planeswalkers knew that once Elspeth left the plane, then she would be beyond his reach until she decided to come back - if she decided to come back - and literally nothing he or any of the gods could do would change that. It's safe to say that absolutely no one in-universe and very few people in Real Life expected her planeswalking away from Theros to result in the ignition of his own planeswalker spark.
  • Heroic Willpower: Debatably heroic, but once Elspeth escapes his reach, he simply decides to follow her, seemingly igniting his spark through sheer force of will.
  • Light Is Not Good: He is aligned to Green and White mana, the two most traditionally "good" colors in the game. He is also a Scarily Competent Tracker with nothing but contempt for those who would defy the edicts of fate.
  • Living Dream: Like all Nyxborn.
  • My Master, Right or Wrong: From what has been seen of him so far, he doesn't have much of an agenda or conscience beyond following the orders of his divine creator. It remains to be seen how long this will hold true, the more time he spends away from Theros and thus her direct influence...
  • Scarily Competent Tracker: What he was literally made to do.
  • You Can't Fight Fate: He was created to punish Elspeth for defying her fate by escaping Theros's underworld.
  • Younger Than They Look: Naturally, considering that he was Born as an Adult and wasn't even a year old by the time his spark ignited.

    Chandra Nalaar
"Spontaneous combustion is a myth. If you burst into flame, someone wanted you to."

Colors: Red.
Race: Human.
Home Plane: Kaladesh.

Chandra Nalaar is a pyromancer and the star of The Purifying Fire. She's impulsive, passionate, and has a violent disrespect for authority. She is later revealed to have originated from Kaladesh, a plane full of inventors. Read more about her here.

  • Action Girl: While pyromancy is her preferred method of combat, she's not afraid to get physical.
  • Ambiguously Bi: She seems to express attraction to both Gideon and Nissa.
    • This is made explicitly canon as of the War of the Spark novelization, where she admits she was in love with Gideon, and is in love with Nissa.
  • Astonishingly Appropriate Appearance: Even when not on fire, her hair and eyes are a bright red-orange — a fitting appearance for a pyromancer. Note that Chandra is a native of Kaladesh, a plane based on India, and her own mother has traditional Indian features. Chandra looks NOTHING like either of her parents.
  • Be Yourself: What she tells the monks of Keral Keep during her first (and only) address as abbot.
  • Belligerent Sexual Tension: With Gideon.
  • Berserk Button:
    • Do not tell her what to do or try to restrain her in any fashion. Ever.
    • Her parents' deaths are also a very sore point. Minutes after merely meeting someone who works for the consulate responsible for their deaths, she bursts into an emotional meltdown.
  • Best Served Cold: Speaking strictly figuratively, of course. Chandra blows up The Order of Heliud's Regatha outpost. The Order was responsible for destroying her village for harboring pyromancers.
  • Big Damn Heroes: Shows up on Zendikar just in time to rescue Gideon, Jace, and Nissa from certain death at the hands of Ob Nixilis.
  • The Big Guy: For the Gatewatch. She has immense literal fire power, and once set on something will rush at it head-on.
  • Black Magician Girl: Chandra is a red-aligned planeswalker whose modus operandi is to Attack! Attack! Attack! with magic. She fits the trope... if not the color.
  • Broke Your Arm Punching Out Cthulhu: Downplayed. Channeling Zendikar's fury alongside her own mana reserves to fuel the Eldrazi-obliterating spell took quite a toll on her body, leaving her temporarily drained and unable to feel her legs.
  • Buffy Speak: She tends to talk like this, befitting her Hot-Blooded personality.
  • Changed My Mind, Kid: When Jace and Gideon ask her to join them on Zendikar to fight back against Ulamog, she refuses, having made a promise to the monks of Keral Keep that she would stay and take up the mantle of abbot. After some soul-searching, she realizes that she has a responsibility to help those suffering on all planes, and leaves for Zendikar with the blessings of the monks on Regatha.
  • Cool Big Sis: To the children at Keral Keep.
  • Curtains Match the Window: Her Magic Origins official art gives her orange eyes the same color as her hair, but see Depending on the Artist below.
  • Chainmail Bikini: An almost literal example, although how apparent it is depends on the artist.
  • The Cutie: Pre-ignition on Kaladesh.
  • Deceased Parents Are the Best: They certainly were the best parents, being proud of her pyromancy talent and going to great lengths to protect her. Subverted by her mother, who isn't actually dead.
  • Depending on the Artist: Most of the Post-Mending 'Walkers get it, but Chandra gets it the worst. Her eye color, her hair color, how straight her hair is when not on fire, how freckley she is, and just her general facial structure tend to vary in virtually every appearance.
  • Did You Just Punch Out Cthulhu?: In Oath of the Gatewatch, after Nissa uses Zendikar's leylines to bind Kozilek and Ulamog and render them Brought Down to Normal, Chandra kills them both in the way she does best.
  • Eating the Eye Candy: She's more overt than Liliana in expressing her fondness of Gideon's physique.
    Liliana: It feels like I have to ask him to put a shirt on every other day.
    Chandra: Hey, I don't mind the view.
  • Enemy Mine: When she's not fighting Jace, she's teaming up with him. Less so these days, as recently (up until Kaladesh storyline), she stays in a residence rented by Jace. She mostly gets along with him, although they clash over her impulsiveness.
  • Expy: Of Jaya Ballard. Interestingly enough, the pyromancers of Keral Keep who took her in sprung up around Jaya's teachings. Jaya is, after all, known to rub off on people who hang around her too long — including Archmage Jodah, who lamented that her influence was making him as reckless as she was. Gets a meta-lampshading in the flavor text to Pyromancer's Goggles:
    "I hope to meet Jaya Ballard someday. I think we'd get along."—Chandra Nalaar
    • The similarities aren't so surprising once it's revealed Jaya was secretly her mentor all along.
  • The Face Of The Band: though Jace has been positioned as the most central character of the Magic franchise, post-Mending at least, Chandra has appeared almost as often as he has. In fact, as of the publishing of Amonkhet there have been more Chandra-subtype cards published than Jace!
  • Fiery Redhead: Literally — she's both extremely impulsive and short-tempered and her hair is often depicted as being literally made of flames.
  • Flaming Hair: Seems to indicate she's getting ready for some real pyrotechnics. It also happens unintentionally when she gets upset.
  • Five-Man Band: A founding member of the Gatewatch, an alliance of planeswalkers dedicated to protecting the Multiverse from threats that no one else can handle, like the Eldrazi, or the machinations of Nicol Bolas.
  • Foolish Sibling, Responsible Sibling: She and Liliana have this dynamic in Kaladesh storyline, although Liliana's penchant for bad advice makes Chandra wonder who's which.
    Chandra: Liliana, you're two centuries older than me. Exactly which of us is supposed to be the responsible one?
  • Generation Xerox: There's precious little difference between her and Jaya Ballard, (Task Mage). When asked why they didn't just use Jaya, Mark Rosewater said they wanted a character without the baggage of a pre-existing backstory. Ironically, she looks nothing at all like her actual mother Pia Nalaar, who is dark-skinned and has dark hair.
  • Goggles Do Nothing: It took them seven years before they finally printed a card showing Chandra wearing her goggles! Lampshaded by Maro himself. While Jaya's goggles were printed as a Mythic Rare with magical powers, Chandra's goggles are apparently just goggles.
  • Hair-Trigger Temper: If Chandra is surprised or frustrated by a problem, she uses "fist/fire logic", which is punching it or setting it on fire. Usually afterwards, she'll reflect it wasn't the brightest thing she could have done, but what the hell.
  • Having a Blast
  • Heroic Vow:
    Oath of Chandra: "If it means that people can live in freedom, yeah, I'll keep watch."
  • High Hopes, Zero Talent: Her parents were renowned artificers in Kaladesh. Chandra didn't have the patience for it. She eventually finds her talent in Pyromancy.
  • Hot-Blooded: Her most distinguishing personality trait. Her intense emotions are both her source of power and greatest weakness.
  • Impractically Fancy Outfit: A rare example that combines Chainmail Bikini with a Breast Plate and bizarre accessories like what appears to be some kind of fuel line or exhaust pipe, which doesn't appear to be necessary given she generates the fire via magic and is obviously immune to her own flames. However, because Magic art is performed by dozens of artists, there's some variance in how fanservice-y this comes off.
  • Kill It with Fire: Her answer to pretty much anything hostile.
  • La Résistance: She's gung-ho about joining her mother's revolt against Consulate, despite the rest of the Gatewatch being ambivalent about overthrowing a government when the team was formed for the purpose of stopping extraplanar threats. While the rest of the team does join due to the threat the Planeswalker Tezzeret (who has taken over the Consulate) poses to the Multiverse, Chandra's motivation is largely based on a personal grudge against the Consulate forces, which imprisoned her mother and killed her father.
  • Mike Nelson, Destroyer of Worlds: She has absolutely no idea that what she does in the Eye of Ugin eventually triggers the release of the Eldrazi.
  • Mundane Utility: In the story Zendikar Resurgent, we see her using her pyromancy to heat up soup for the Zendikari survivors. It's also noted that when she actually bothers to sit still for a spell, she attracts nearby kittens with her radiating heat.
  • Oblivious to Love: Some of the things she does, like asking Gideon for a Cooldown Hug, could be interpreted as romantic, but we see the scene from Chandra's perspective and its clear that her intent isn't consciously or intentionally romantic. Given that its fairly obvious that Gideon is love with her, it's apparently this trope.
  • Only the Pure of Heart: The Purifying Fire. The Order of Heliud favored executing their more notable prisoners and dissidents in the Purifying Fire, a massive wellspring of white mana on the plane of Regatha, that immolates all the guilty criminals that are thrown into it, as a way of proving their just cause. Chandra survived the experience after confessing her guilty feelings of her village's death to Gideon. It immolates the ''guilty''.
  • Playing with Fire: She has an incredibly strong and intuitive gift for pyromancy, but struggles a bit with control.
  • Power Nullifier: Her father gave her a "vent pack" to bleed off her magic and help her control it. She melts it during her spark ignition.
  • Pyromaniac: A more benign version. She doesn't go around burning people to death For the Evulz, but Pyromancy is really her first and only method of overcoming obstacles.
  • Red Oni, Blue Oni: She plays Red Oni to practically the entire Gatewatch: chaotic to Gideon's orderly, impulsive to Jace's analytical, emotional to Liliana's demure, and loud to Nissa's calm.
  • Saved by Canon: Has her own comic after the events of War of the Spark.
  • Sir Swears-a-Lot: She's prone to hurling profanities when angry.
  • The Chosen One: After the abbot of Keral Keep passes away, she is appointed by the rest of the monks as the new abbot. She doesn't like it, although eventually she gets over it.
  • Team Mom: Of the six members of the Gatewatch, she's by far the most outgoing and energetic. She's also the glue that basically holds the team together and keeps them working as a unit, even if its unintentional. Most of the other members have critical differences with other members of the team (e.g. Gideon and Nissa find Liliana's necromancy abhorrent, Jace and Gideon constantly clash over strategy, Nissa is highly introverted and can barely communicate with the rest of the team); however, Chandra is on good terms with everyone.
  • Tomboy and Girly Girl: The Tomboy to Liliana's Girly Girl.
  • Trash of the Titans: Liliana's first impression on her bedroom should give you a clue.
    The bedroom seemed to have been ransacked by hasty goblins. Or possibly a bear had taken up residence.
  • Unresolved Sexual Tension: With Gideon. She likes him, but gets annoyed by his adherence to boring stuff like rules. While she internally admits she finds him physically attractive, its unclear whether she likes him romantically or platonically (although it's fairly clearly romantic on Gideon's end).
  • Unskilled, but Strong: After one of her temper tantrums, the Order of Heliud came down hard on her village, because they believed they were harboring a large number of pyromancers. They didn't believe the amount of damage done was possible from a single person. She is powerful and volatile enough that Nicol Bolas in the Duels of the Planeswalkers 2013 describes her as "so utterly filled with power, so wholly lacking in restraint and vision."
  • When All You Have Is a Hammer...: When in doubt, she uses fire. She's powerful enough that it usually works. However, in Hour of Devastation Nicol Bolas points out how stupid using fire against a dragon is. He claims this stupidity makes her too dumb to even be a useful Unwitting Pawn.
  • Wrong Context Magic: On a plane where almost all magic is Magitek, Chandra was one of the very few with innate magic.

    Dack Fayden
"Some call me a thief. I prefer to think of myself as a discreet borrower."

Colors: Blue, red.
Race: Human.
Home Plane: Fiora.

The greatest thief in all the multiverse and star of IDW's comic series. Being sure never to stay in a place until he wears out his welcome, Dack Fayden uses his specialty, psychometry, to pry into any artifact he comes across, and learn everything about it. This also gives him some amount of prophetic visions. Using these talents, Dack travels from plane to plane, swiping whatever he sets his eyes on, not for wealth or for the thrill, but for knowledge. He is on the prowl for Sifa Grent, a Planeswalker responsible for the annihilation of his hometown on the plane of Fiora. Read more about him here.

"Where a lesser mind sees junk, I see infinite potential."

Colors: Red (primary), black.
Race: Goblin.
Home Plane: Fiora.

Introduced in the 2014 Commander packs, Daretti is a goblin Planeswalker hailing from the plane of Fiora. A master artificer from the Academy of Paliano, he was thought to have been killed, possibly by his fellow artificer Muzzio. The truth, however, is that one of his constructs exploded during an accident, which caused his spark to ignite.

    Davriel Cane

Colors: Black (primarily), blue.
Race: Human... probably.
Home Plane: Unknown.

Introduced in Children of the Nameless, Davriel Cane is a diabolist with an entity hosted within him. Thankfully, he mostly prefers to sleep and would rather avoid conflict if possible.

  • Anti-Hero: Is not very motivated to help others, but if something interrupts his peace he will help.
  • Byronic Hero: Has the aesthetics, all the sarcastic wit and internal conflicts that torment him.
  • Camp Gay: Maybe. He is certainly extremely flop, managing to hybridise the Byronic Hero stereotype with the high class fop who loves hats and tea (helped further by the voice acting in Magic Arena). He might be gay because he made his deal with Miss Highwater knowing fully well she'd never be able to seduce him and even lampshades this, suggesting he's not into women.
  • Casting a Shadow: His card in War of the Spark refers to him as a Shadowmage and portrays him wielding some kind of darkness-based magic. It's unclear at the moment how this relates to his previously established powerset, though it may have something to do with his Entity.
  • Cool Mask: War Of The Spark shows him wearing one.
  • Dark Is Not Evil: He is specialized in demonic magic, but he has no interest in power. He just wants to sleep.
  • Deal with the Devil: Has an entire staff of demons with whom he has various contracts, with his soul going to whichever can call their contract due first. Of course, he's taken care to make sure that none of the demons will ever be able to complete their contract, and Word of Brandon is that he would be flabbergasted at just how stupid Liliana's contracts were by comparison.
    • Crunchgnar, his demon bodyguard, gets Davriel's soul if Davriel makes it to age sixty-five without dying. That contract is full of very specific wording to define exactly how long a year is and exactly when Crunchgar will be able to claim him, all of which is just window dressing. Davriel has already died once (we don't know the exact details), so there is no way Crunchgnar can collect.
    • The imp Brerig gets Davriel's soul if he answers a riddle: "What am I thinking of right now?" (the "right now" being the time the contract was signed). Brerig gets five guesses a day and Davriel can't change the answer, but it's still so blatantly unfair that all the other demons are pretty sure that Brerig just wants a master and doesn't actually care about taking souls. Turns out that the answer was a random rock Davriel had seen on the roadside of an entirely different plane.
    • Miss Highwater, a succubus whom he uses as a housekeeper and secretary, gets his soul if she ever manages to seduce him. Unlike with the others, there are apparently no tricks of wording here. Davriel is simply confident in his ability to resist her wiles.
  • Eldritch Abomination: The Entity that lives within him, which is apparently the soul of a destroyed plane.
  • Evil Lawyer Joke: He was a lawyer on his home plane and now routinely makes deals with literal demons.
  • Heroic Neutral: Davriel generally can't be bothered to enter most conflicts one way or the other, but when pressed, he'll generally side with the heroes.
  • Jerk with a Heart of Gold: When push comes to shove he doesn't really see fit to use the power at his disposal, but otherwise he is pretty selfish and rude.
  • Lazy Bum: Far from being a man with multiversal ambitions, Davriel seems to mosstly want to faff about in his manor.
  • Lovecraftian Superpower: His powers stemming from the aforementioned Entity seem to have a decidedly unnatural cast to them.
  • Power Parasite: His only actual power (without tapping the Entity) is the ability to steal other people's magic tricks. He can usually hold onto a stolen power for a few months unless he uses it, at which point it will fade within a few days or a few uses.

    Domri Rade
"Roots, ruins, and room to fight. All the comforts of home."

Colors: Red, green.
Race: Human.
Home Plane: Ravnica.

Introduced in Gatecrash, Domri Rade is a Planeswalker aligned with the Gruul clans, specializing in summoning creatures and unleashing them unto his foes. Read more about him here.

  • An Axe to Grind: One so large you have to wonder how the lil' guy even picks it up.
  • The Artful Dodger
  • Asskicking Equals Authority: Averted—despite his Gruul allegiance, Domri is physically weak and not good in a fight. He summons beasts to fight for him instead, which is how he usurps Borborygmos.
  • Blithe Spirit
    "Roots, ruins, and room to fight. All the comforts of home."
  • Buried Alive: The ritual that ignited his spark consisted of this.
  • The Beastmaster: True to the Gruul spirit, beasts are his friends and companions.
  • Character Death: He is killed by an Eternal during the War of the Spark.
  • Devour the Dragon: On the receiving side by Bolas. Domri had his spark harvested by an Eternal.
  • Kid Hero: He's the youngest Planeswalker so far — he doesn't look to be other than about 17, and his spark ignited during a Gruul Rite of Passage where he was Buried Alive.
  • Omnicidal Maniac: Domri's leadership of the Gruul leads them on a massive destruction spree across Ravnica, destroying whole neighborhoods without thought or care. All in service to Nicol Bolas. Even when Bolas begins harvesting planeswalker sparks and obliterating the plane with his Eternal army, Domri opts to pile on the destruction. This doesn't end well for him.
  • Pint-Sized Powerhouse: Domri is so small, he doesn't extend beyond the picture frame of his first card like most others do.
  • The Quincy Punk: This character archetype is the guiding principle of his character design, complete with a Cockney accent in Arena.
  • Rebellious Spirit: Even before joining the Gruul, Domri admired them for their defiance towards the oppressive authorities that controlled his daily life.
  • Satisfied Street Rat: Being Gruul, he wouldn't have his rough-and-tumble life any other way.
  • Street Urchin: His background before joining the Gruul.
  • Too Dumb to Live: Domri tries to join up with Bolas after the dragon unleashes his genocidal extradimensional invasion force, purely on the basis that they will destroy the guild system. It does not seem to occur that he might not stop there and has no interest in making allies. His spark is the first harvested.
  • Took a Level in Badass: Went from being a scrawny kid to the slightly-less scrawny leader of the Gruul.
  • 0% Approval Rating: The fact that he bows so easily to Bolas's power doesn't sit so well with his fellow Clansmen, who promptly desert him. Apparently tension was high for a while before then, too.

    Dovin Baan
The mortal corpus, even the mind, is merely a series of sophisticated mechanisms. It is simplicity itself to observe a mechanism in action, and draw appropriate conclusions.

Colors: White, blue.
Race: Vedalken.
Home Plane: Kaladesh.

Dovin Baan is a planeswalker hailing from Kaladesh. A stoic, vigilant Vedalken, he works for the Consulate as Senior Inspector, working as Quality Assurance to ensure all inventions pass quality standards. Read more about him here

As of Ravnica Allegiance, he returns to Ravnica in time to assume control over the Azorius, leading them on behalf of Nicol Bolas.

  • Ambiguous Disorder: One can find his attitude to humor very akin to symptoms of the autistic spectrum.
  • Anti-Villain: Was The Dragon of the Kaladesh storyline - and very much the most sympathetic member of the Consulate when put besides Tezzeret and Baral. Less so in War of the Spark, where he serves Nicol Bolas even in spite of the horrible things he's doing.
  • Awesomeness by Analysis: He has an innate talent, heightened by magic, that allows him to clearly see the flaws in any system or machine.
  • The Bad Guys Are Cops: Dovin usurps Isperia as head of the Azorius after she is murdered, putting the guild firmly under Nicol Bolas's control.
  • The Dragon: To Tezzeret and the Consulate, and later Nicol Bolas.
  • Everyone Has Standards: Feels that Baral's treatment of the Nalaars was reprehensible, as the Nalaars' crimes of smuggling aether were not capital offenses. Hence, he arrests Baral to be tried under Kaladesh law after they reclaim the Aether Hub.
  • Facepalm: His reaction when Jace and Gideon can't agree on who leads the Gatewatch.
  • Getting Crap Past the Radar: During the Kaladesh storyline Chandra will occasionally start hurling insults which the narration leaves undisclosed, but Baan's response gives a hint as to what she is saying:
  • The Government: Unlike most planeswalkers, he retains strong ties to the rulers of his homeplane. He acts as an agent in the name of the Consulate in the Multiverse, even trying to recruit the Gatewatch.
  • Harmony Versus Discipline: Fairly on the side of discipline, believing animistic notions about a plane to be nonsense.
  • Insufferable Genius: His talent, as he says, is perfection. His openness about it makes him pretty difficult to like.
  • Laser-Guided Karma: His power involves seeing the flaws in everything. At the end of War of the Spark, he's blinded by Lazav.
  • Light Is Not Good: A White-aligned antagonist.
  • My Country, Right or Wrong: Dovin's first loyalty is to the government of Kaladesh, which he sees as the sole garant of stability and prosperity. This leads him to support Tezzeret and work against the Gatewatch.
  • The Paralyzer: His card's first ability can reduce a creature's attack power and seal its activated abilities. His emblem is even more oppressive; end up on the wrong side of it, and you can't untap more than two permanents a turn.explanation 
  • Officer and a Gentleman: Dovin is impeccably polite to everyone, takes time to learn about the culture of another plane before visiting and will not refuse customary manners, even if he deems them unnecessary.
  • Only Sane Man: As given in Uncharted Realms, so far he seems to be the only one of the Consulate to not blindly follow Tezzeret's orders (though he does still follow them) and during the seizing of all the inventions at the fair was more concerned with maintaining order and safety than taking away those inventions. Inverted in War of the Spark, where he is the only truly evil guildmaster.
  • The Perfectionist: Played with. While his profile states that he understands perfection is ultimately impossible, he generally conducts himself impeccably and often frowns upon relatively minor flaws. For example, in his first appearance, he corrects a painting that is just slightly off.
  • Pragmatic Villainy: During the coup in which the Consulate seizes the inventions of the participators of the Inventor's Fair, Dovin thinks to himself that the clumsiness and rashness, as well as the threatening automatons, will only lead the people to blame the Consulate instead of the Renegades.
  • Sherlock Scan: He is well-noted as being a very eagle-eyed observer. On the same day of being guided for an office tour around Jace's office, he realizes someone (actually Liliana) has misarranged a specific number of books in the library. In addition, seeing just a single casual action by Jace immediately makes him correctly surmise that Jace was bullied as a kid, something that Jace himself literally can no longer remember.
  • Sliding Scale of Free Will vs. Fate: Dovin believes that a person is characterized by their experiences for the rest of their life, even if they do no longer recall them or appear to have recanted previous behaviours. These behaviour patterns will always be a part of them and thus, no one can truly change what they are.
    "The nature of mortals is not so malleable as some would naively suppose. A person of religious inclination will always find something greater than themselves to place their faith in. A criminal will forever remain a criminal."
  • Spanner in the Works: Kaladesh is put on the Gatewatch's radar because Dovin tries to recruit them as security for the inventors' fair, not knowing that his employer, Tezzeret (or Tezzeret's employer, Nicol Bolas), has a bad history with Jace and Liliana, or that Chandra is the daughter of Kaladeshi renegades.
  • The Starscream: It is heavily implied that he seeks to betray Nicol Bolas, imprisoning him in Ravnica alongside all other planeswalkers. We never find this out courtesy of a Chandra-disguised Lazav.
  • Well-Intentioned Extremist: He supports the Consulate (and, by extension, Tezzeret), because he believes that they are the only ones that can maintain and even expand Kaladesh's technological level. In War of the Spark its heavily implied he wants to rid the multiverse of all planeswalkers because they meddle in it too much. Pity this involves giving Nicol Bolas exactly what he wants...

    Elspeth Tirel
"Finally, I understand. Home isn't where you rest. It's what you fight for."

Colors: White.
Race: Human.
Home Plane: Unknown (original), Bant (adoptive).

Elspeth Tirel is a knight-themed planeswalker. Born on a plane dominated by Phyrexia, she escaped after her spark ignited and roamed the worlds looking for a home. When she found Bant, she believed she'd found her true home; after Alara's Conflux, however, she felt that she no longer belonged, and left to roam the multiverse once more. She later found a home on Theros, becoming the sun god Heliod's champion and making a name for herself as a hero. However, after defeating the Planeswalker-turned-god Xenagos, she was killed by Heliod out of paranoia and jealousy - yet within Theros's Underworld, her story continues beyond death. Read more about her here.

  • Action Girl: As is standard for a female planeswalker.
  • Adventurers Club: Elspeth was an acquaintance of Tamiyo, sharing stories with her on Kamigawa.
  • Back from the Dead: She manages to escape the Underworld to stop Heliod's war between the Gods in Beyond Death. After defeating the Sun God, Erebos is so grateful he allows her to stay in the world of the living, effectively meaning she's been fully resurrected.
  • Badass Boast: Weaponizes one in Beyond Death. After each of her battles, she proclaims that Heliod's spear is a fake and she wields the real thing. Due to the Clap Your Hands If You Believe nature of Theros, when she finally confronts Heliod himself, enough people believe her boast that Heliod's spear shatters in his grasp and leaves Elspeth victorious.
  • Bargain with Heaven: On Theros, with Heliod. Didn't work out that well for her.
  • Beneath the Mask: In two senses. When on Bant, she pretended to be a normal soldier, hiding both her nature as a Planeswalker and her magical skills. She also pretended to be perfectly fine even though her childhood was severely traumatic.
  • Blade on a Stick: As the Sun's Champion during the events of Theros, Heliod transforms her Sword into a spear named Godsend. In Beyond Death, she instead takes up Shadowspear.
  • Blinded by the Light: As seen on Soul Parry, where Elspeth turns aside the attacks of two Nim zombies with a flash of bright white light.
  • Bling of War: That's some pretty impressive armor.
  • Boobs-and-Butt Pose: Her "Sun's Champion" iteration shows her in this pose...but since she wears full armor and a cloak...
  • Broken Bird: Having your home destroyed and being raised in a concentration camp would do that.
  • Changed My Mind, Kid: In the Scarred comic. She has a Heroic BSoD after a particularly horrifying encounter with some Phyrexians; after a pep talk with a Vulshok shaman who admonishes her for her cowardice, she returns to rescue Venser and Koth from one of Jin-Gitaxias's experiments.
  • Character Death: She was killed off at the end of the Theros block's storyline, being betrayed by her own god Heliod out of jealousy and paranoia that he could overpower her (she did kill Xenagos after his apotheosis, after all). However, her soul continues to linger in the Underworld, with Beyond Death depicting her unrest - and perhaps her return.
  • The Chosen One: She was chosen to be Heliod's champion on Theros.
  • Cool Sword: Her usual Weapon of Choice. It was later transformed into the Godsend, a very cool sword indeed... despite actually being a polearm.
  • Cosmic Plaything: The multiverse just seems to have it in for her in general. First her Dark and Troubled Past, then watching Bant be invaded by Grixis, then everything to do with New Phyrexia. Then she goes to Theros, things seem to be looking up, but then Xenagos manages to scapegoat her for his ascension while making her kill Daxos, and even when she finally defeats Xenagos, Heliod kills her out of pure spite. And on top of that, even though she attempts to sacrifice herself for Daxos, he is brought back as a Returned living out a Fate Worse than Death.
  • Cowardly Lion: "I may seem powerful. I may seem resolved. But I am governed by fear. Fear that my soul will be torn open, and all that is good within me will bleed away. Fear that even the angels won't be enough to protect us."
  • The Cynic/The Fatalist/The Idealist: Simultaneously manages to be all three at the same time.
    • She thinks her version of paradise, Bant, will fall to the undead of Grixis, even as the fight isn't yet lost and Ajani tries to convince her to help him.
  • Dark and Troubled Past: She was raised in a Phyrexian death camp. She was only thirteen when her spark ignited and she escaped.
  • Death by Irony: She is killed by the weapon she used as the Sun's Champion, wielded by the sun god himself.
  • Despair Event Horizon: Elspeth falls dangerously close to it in Part II of Scarred.
  • Desperately Looking for a Purpose in Life: She's basically a person of faith, and badly needs something to believe in. At first she had Bant, but it was destroyed. Then she briefly had the Mirran Resistance, but it was also destroyed. Then she became Heliod's champion. The poor girl just can't win.
  • Face Your Fears: She has a temporary Heroic BSoD on Mirrodin when she comes face-to-face with the Phyrexians, but manages to overcome it through this trope.
  • A Father to His Men: She is very dedicated to soldiers under her command and takes their well-being very seriously.
  • The Fettered: Time and again, it's her responsibility towards others that pulls her back from the edge of despair and gives her the power to keep going.
  • Fighting for a Homeland: After her spark ignited, she spent several years looking for a place she could be at peace. Eventually she found Bant, only to have it snatched away from her.
  • The Hero Dies: Heliod impales her with her own weapon.
  • Heroic Sacrifice: She attempts to sacrifice herself to resurrect Daxos, but it is ultimately a Senseless Sacrifice — Heliod would have killed her regardless, and Erebos cheats her by reviving Daxos as a Returned.
  • Hoist by His Own Petard: Heliod kills her with the Godsend, the same spear she used to defeat Polukranos and Xenagos.
  • Heartbroken Badass: In a sense. She was deeply devoted to her adopted homeland of Bant, and when it broke, a part of her did too. Played straighter in the Godsend novels, where she finds a lover in Daxos, only for Xenagos to use fear magic to manipulate her into killing him. One of her motives to cast down Xenagos is to avenge Daxos, and she undergoes an ordeal from Erebos in a vain attempt to revive him.
  • Heroic Self-Deprecation: She has very low self-esteem at the best of times.
  • Honor Before Reason: At first, she refuses to use her magic to defend Bant from the zombie invaders of Grixis, fighting hand-to-hand instead.
  • Hope Spot: On Theros, she finds a friend in Daxos, becomes a hero, slays the divine hydra, Polukranos, and breaks the siege of Akros. She even starts to think that maybe Theros can be her home. Then Xenagos manipulates her into killing Daxos, makes her a scapegoat for his ascension, and even when she finally slays him, Heliod kills her out of petty jealousy.
  • Hurting Hero: She has a long, long history of tragedy in her path, but keeps on trying to do good things.
  • I Just Want to Be Normal:
    • On Bant, Elspeth decides to abandon her planeswalking and become an ordinary knight. She refuses to reveal her powerful magical abilities for fear that it would set her apart from the others.
    • Her role on Theros paints her as a reluctant hero once again, with Heliod calling on her to fight the monsters that are threatening humanity.
  • Impaled with Extreme Prejudice: Courtesy of Heliod.
  • Kill the God: Battles Xenagos, God of Revels during the events of Journey into Nyx. As seen on the card "Deicide", she plunges the Godsend into his chest and successfully strikes him down.
    Elspeth: It is done.
  • Knight Errant: The sub-title of one of her planeswalker cards. Unlike other Knight Errants, she wants to find a home and settle there. Too bad said home doesn't last...
  • Knight in Shining Armor: She matches a lot of the classic stereotypes. However ...
  • Knight in Sour Armor: She hides her fragile idealism under a suit of pessimistic armor.
  • Lady of War: Leads her armies into battle.
  • Light 'em Up: Can emit a blinding light, and even created a light shield to protect herself against Heliod, the god of the sun.
  • Like a Badass out of Hell: She manages to fight her way out of the Theran underworld during Theros: Beyond Death.
  • The Lost Lenore: She is Ajani's Lenore, her death being a sore point for him.
  • Magic Knight: She's skilled with both her sword/spear and white magic.
  • Meaningful Name: "Elspeth" is the Scottish form of Elizabeth, which means "oath of God". As such, her name becomes quite fitting once she becomes Heliod's champion.
  • Mission from God: Tasked by Heliod to slay Xenagos. She succeeds, but Heliod literally stabs her in the back.
  • Mook Maker: All her incarnations so far can make 1/1 Soldiers of varying quantity.
  • Never Be Hurt Again: After growing up in a Phyrexian concentration camp, Bant was the first place she ever felt safe.
  • Nigh-Invulnerability: One of her ultimate spells shields her allies from any form of conventional damage.
  • The Paladin: The most stereotypical knight-like of the planeswalkers until Huatli came long, and definitely a very noble person.
  • Pyrrhic Victory: Faced her fears, saved the world, got killed by Heliod for her trouble.
  • La Résistance: During her time on Mirrodin.
  • Roaring Rampage of Revenge: Her motivation for fighting Xenagos after he ascends is to avenge Daxos.
  • The Scapegoat: Xenagos completed his final ritual to become one of Theros' gods during a victory celebration after the breaking of the siege of Akros — a battle which Elspeth commanded. She got the blame for the ensuing upheaval and was exiled to the wilderness.
  • Senseless Sacrifice: Her sacrifice to bring Daxos back. Heliod would have killed her regardless, and Erebos cheats her by reviving Daxos as a Returned.
  • Shell-Shocked Veteran: Implied with some of her reactions to the Phyrexians, the ones who killed her family.
  • Straw Nihilist: While she is well meaning, her post-traumatic stress disorder has left her so utterly cynical and pessimistic that she can't bring herself to save Bant, her adopted home. She gets better when fighting against the Phyrexians, the ones who caused her PTSD.
  • Survivor's Guilt: When her spark ascended, she managed to escape her Phyrexian captors - but was forced to leave her family behind.
  • Took a Level in Badass: Elspeth Tirel in New Phyrexia: one step away from a Despair Event Horizon. Elspeth Tirel in Theros: kills a nigh-invulnerable god-hydra upon her arrival to the plane because no one else was there who would. Not bad, Elspeth. Not bad.
  • White Mask of Doom: Has one of these after dying on Theros and having to go down to Nyx. Her mask is seen as having her nose and mouth, while her "eyes" are in the same shape and layout of the two white gems in her trademark sword/spear. However, she has not donned it.
  • You Can't Go Home Again: After the events of Alara, and the ensuing Conflux, the idyllic image she has of Bant is permanently marred. While the five mini-planes are now back as one singular plane, she feels she can't go back to her adopted home on Bant.


Colors: Green, white, blue.
Race: Human.
Home Plane: Unknown.

A planeswalker introduced in Commander 2018. She conjures spectral masks to mimic the powers of others. Little is known of her otherwise.

  • Bald Woman
  • Mask Power: Her main magical gimmick.
  • Out of Focus: Unlike Saheeli and Windgrace (who were established characters) and Aminatou (who got a fairly detailed backstory writeup), Estrid has been given almost no backstory and hasn't appeared in the storyline proper at all.

    Garruk Wildspeaker
"The predator knows the true way of the world. Life is conflict. Only the strong survive."

Colors: Green, black (formerly).
Race: Human.
Home Plane: Unnamed.

Garruk Wildspeaker is a Beast Master planeswalker who wields green magic. He's a powerful hunter who lives in harmony with nature and aspires to be a true predator. His skirmish with Liliana on Innistrad left him defeated and cursed by the Chain Veil, which corrupted him with black magic. Now he seeks to hunt the ultimate game of the multiverse—Planeswalkers. Read more about him here.

  • An Axe to Grind: His favored weapon is a huge waraxe with a crescent-shaped blade.
  • Axe-Crazy: Literally. While cursed, he puts that axe to good use. Less so after being cured by Rowan and Will.
  • Barbarian Hero: He's a classic "primitive hunter" archetype.
  • Battle Trophy: He took Lord Raklan's helmet as his own after avenging his father. He also takes Vronos's mask as one after killing him.
  • The Beast Master: He readily commands and leads animals, thanks to a combination of honed skills and magical abilities.
  • Because You Were Nice to Me: After being saved by the Kenriths he decides to look after them.
  • The Big Guy: He's at least a full head taller than the other human Planeswalkers. Duels of the Planeswalkers puts his height at 8 feet.
  • Challenge Seeker: He searches the multiverse for the biggest, baddest monsters to fight in order to prove himself. After being cursed by Liliana and the Chain Veil, his new prey is Planeswalkers.
  • Child Soldiers: Defied. His father sent him into the wilderness so that he wouldn't be one...
  • Cool Helmet: A trophy of the feudal lord that drove him from his father and later killed him.
  • The Corruption: Suffers from one after being defeated by the Veil-enhanced Liliana.
  • Dark Is Evil: After being infected by the veil's curse. He was already a cuckoo social darwinist Planeswalker hunter, but the veil made him an angry cuckoo Planeswalker hunter. Though at least without the social darwinism, since he doesn't care anymore. He has later been cured by Rowan and Will. Time will tell if he retains his Black mana alignment.
  • Defeat Means Friendship: After defeating the wild beasts he fights, he forms bonds with them so he can summon them in battle later, making him a Fluffy Tamer.
  • The Determinator: During his time on Innistrad. Despite suffering under the curse's effects, he continues to follow Liliana's tracks.
  • Egomaniac Hunter: As Garruk, Apex Predator.
  • Enemy Within: The curse slowly consuming him from the inside.
  • Evil Makeover: His color scheme becomes more muted as the curse takes hold, until by Magic 2015 he's nothing but black, grey, and purple. Also, spikes.
  • Face–Heel Turn: By Magic 2015, he's succumbed to Liliana's curse and has become overtly malevolent, hunting down other Planeswalkers for sport. Even after being freed of the curse's influence, he refuses Jace's help and readily admits that he's stopped being disturbed by killing — in fact, he's coming to like it. He weakly defends himself by saying that so long as others aren't sent after him, no one else has to die. The story ends with him killing a retreating Planeswalker, even though he acknowledges that it wasn't necessary, using the same weak defense as before.
  • Final Boss: Of Duels of the Planeswalkers 2015. And you have to beat him twice in a row; the second being a One-Winged Angel form.
  • Fluffy Tamer: No matter how terrible the monster, Garruk can tame it and will treat it as his loyal friend when he does.
  • Forced into Evil: Liliana's curse slowly warps his mind, leading him to do things he otherwise never would have done. He seems to have embraced it after the curse is suppressed.
  • Fully-Embraced Fiend: He's given in to the curse, and seems to have abandoned his quest to hunt down Liliana.
  • Genocide Backfire: In Garruk's backstory, the feudal lord who ruled his town tried to recruit Child Soldiers to fight his war. The young Garruk escaped into the forest, where he trained himself as a Beast Master. Years later, when he grew strong enough, he returned and killed the tyrant from his childhood.
  • Heel–Face Turn: He is saved by the Kenriths from the curse and turns good.
  • He Who Fights Monsters: He started out hunting Liliana to make her remove the curse on him, but eventually started hunting other Planeswalkers for sport.
  • Hell-Bent for Leather: As Garruk Relentless.
  • Hero Killer: As Garruk, Apex Predator.
  • Heroic Willpower: The only thing keeping him from succumbing to Liliana's curse. Eventually, he gives in.
  • Humans Are the Real Monsters: Several of his quotes reveal he has a very low opinion of humanity and civilization in general.
  • Hunter of His Own Kind: Garruk is now killing other Planeswalkers for sport.
  • Hunting the Most Dangerous Game: In the original blurbs that were released when the original post-Mending 'walkers were being spoiled, Garruk was said to enjoy the thrill of hunting fellow Planeswalkers. He was putting this to practice with Liliana, but after his corruption by the Veil, he's hunting down any walker he can find.
  • Hypocrite: One of Garruk's chief problems with civilized society is how much they lie to one another and how rarely they face consequences. He is not above lying himself in any way, though considering he's Not Good with People, he probably considers it justified.
  • Implacable Man: He will find Liliana. And if you're his prey, he will find you.
  • Insult Backfire: In one comic, he recalls that people call him a monster. He comes to the conclusion, "They're wrong. I am a thousand of them."
  • Large and in Charge: Despite being an ostensibly ordinary human, Garruk is huge. He is also a natural leader (to animals).
  • Make My Monster Grow: He does this to his summons when they're not dangerous enough.
  • Might Makes Right: So he believes; that's how it is in nature.
  • Mike Nelson, Destroyer of Worlds: The long-dead Onakke of Shandalar intend to goad Garruk into wiping Shandalar clean in his rampage, so they can return to life to dominate the plane.
  • Mook Maker: All three of his printed cards make tokens in varying levels of effectiveness.
  • More Than Mind Control: This seems to be the method of the veil's curse. It heightened Garruk's worst traits, playing on his innate violent nature.
  • Nature Hero: In the first portrayals. In Magic 2013, the curse of the Veil's worn him down to pure violent intent.
  • Noble Savage: One of his core beliefs. Later on, he becomes... not so noble.
  • Not Good with People: If you can't fight it or scare it, he's at a bit of a loss.
  • One-Man Army: Thanks to the Garruk The Slayer oversized promo, Garruk is the only planeswalker able to fight completely by himself, without the help of a deck.
  • One-Winged Angel: When you beat him on Zendikar, he taps into the power granted to him thanks to the veil's curse, causing him to grow larger, and grow Spikes of Villainy all over him. In-game, his second deck is all kinds of overpowered; a common play for him, through use of ramping and full clips of Gates and Dual Lands, is to put a Spiritmonger on the board by turn three.
  • Papa Wolf: His father is implied to be this. Garruk himself also counts, as he doesn't take too kindly to people harming his animal buddies.
  • Power Degeneration: The curse. He can tap into its power, but every time he does it gets stronger and he gets weaker.
  • Raised by Wolves: Semi. As a child, he was drafted into the military, so his father hid him in the woods. Using his Beast Master powers, he was then adopted into a family of Baloths, which are giant green horned monsters the size of monster trucks.
  • Resist the Beast: What he does throughout Innistrad. Eventually, he stops fighting.
  • Restraining Bolt: As a result of the Veil's curse.
  • Roaring Rampage of Revenge: Garruk is coming for Liliana. He also spent several years working to avenge his father's death by killing Lord Raklan.
  • Scarily Competent Tracker: He somehow managed to track Liliana through the Blind Eternities. How is that even possible?
  • Serial Killer: As Garruk, Apex Predator.
  • Slowly Slipping Into Evil: As a result of Liliana's curse affecting his mind, heightening his worst qualities.
  • The Social Darwinist: His Magic 2013 portrayal.
  • Spikes of Villainy: He seems to have sprouted a few lately...

    Gideon Jura
"I will keep watch."

Colors: White.
Race: Human.
Home Plane: Theros.

Gideon Jura is a Planeswalker originally from Therosnote  who wields White Magic. Unlike most Planeswalkers, Gideon doesn’t hesitate to enter combat. He also practices hieromancy, the magic of holy justice. Currently resides on Ravnica and is allied with the Boros Legion. As of Battle for Zendikar, he has returned to Zendikar to face the Eldrazi. Read more about him here.

  • Achilles' Heel: Seeing as his power is to become invincible, inevitably the limitations of the ability have been explored. He still requires rest, as shown when he collapsed from exhaustion trying to help both Zendikar and Ravnica nonstop. He still needs to breath, shown when Ob Nixilis drowns him. He doesn't gain any enhanced strength or grounding ability, meaning sufficiently big and strong creatures have overpowered him or shrugged off his attacks, even if they can't kill him directly; Nicol Bolas, for example, essentially used Gideon for handball practice, dribbling him against a wall just for laughs. And because the magic that makes him invincible is, well, magic, Anti-Magic can let someone ignore it. And his invulnerability has an upper limit, and a powerful enough attack (such as what Bolas did to him) can eventually break through it.
  • Action Hero: Far and away the most likely of the Gatewatch to leap into combat against overwhelming odds and beat them up. Whereas most Planeswalker cards are support units who help their controller with spells of their own, Gideon's Planeswalker cards can turn into creatures, representing Gideon taking the field himself.
  • Bad Powers, Good People: Gideon becomes the heir to Blackblade, a soul-drinking weapon forged from thousands of human sacrifices and used for various acts of evil centuries ago. Being The Fettered, Gideon is initially loathe to use this weapon even if it's the only way to kill Belzenlok or Nicol Bolas, but he eventually relents and wields Blackblade during War of the Spark, turning it into a symbol of hope for the other Planeswalkers.
  • Belligerent Sexual Tension: With Chandra. After forming the Gatewatch and working together closely on Kaladesh, it becomes a lot less belligerent. Also a little with Liliana, but edging closer to Foe Yay and mostly on Liliana's side; she describes him in ways that makes him sound like the biggest hunk ever, but while they're technically allies, they would be enemies under any other circumstance.
  • Black Swords Are Better: During the events of Dominaria, he takes up the soul-drinking Blackblade.
  • Boisterous Bruiser: He's as warm and amiable as he is big and muscular. With his habit of clapping his hand firmly on people's shoulders to show his affection, he tends to come off as a Lovable Jock among friends and comrades. Not everyone is comfortable with how friendly and extroverted he is, however. Liliana finds his good-guy schtick obnoxious, and Nissa, an extreme introvert whose primary social experiences are literally with plants, finds his boisterousness to be a bit much.
  • Canon Immigrant: Gideon was originally created by author Laura Resnick as an original character for The Purifying Fire. The creative team liked him enough to give him his own card.
  • Child Soldiers: Subverted. He was enrolled in the Akroan army as a child and planned to become a hoplite, but was expelled for reasons unknown.
  • Chronic Hero Syndrome: He temporarily puts his quest to help save Zendikar from the Eldrazi on hold in order to help stop warfare between the guilds of Ravnica, knowing that innocent lives would be lost in such a conflict (although he has an ulterior motive to find help on Zendikar at the same time). He also comes up with the idea to form the Gatewatch, a do-gooder society that does nothing but heroics.
  • Defeat Means Friendship: If the intro to Duels Of The Planeswalkers 2012 is any indication, he's rather good at this. On either end.
  • Did You Just Flip Off Cthulhu??: In "Brazen" he calls out Bontu, Amonkhet's Physical God of Black Mana to her face after seeing what goes on in the Trial of Ambition. Being a God of ambition, however, she's actually impressed more than angry.
  • Died Happily Ever After: His spirit reunites with his Irregular friends at the conclusion of War of the Spark. The card "Heartwarming Redemption" even refers to him as Kytheon.
  • Discard and Draw: After losing his sural on Amonkhet, he takes up the Blackblade.
  • Epic Hail: As Ally of Zendikar, he can summon 2/2 Knight Ally tokens.
  • Everybody Hates Hades: Though it's overall averted in the narrative, when we get views into Gideon's thoughts, he seems to see Erebos as being dedicated solely to making him miserable.
  • Expy: With his revised backstory as a native of the Classical Mythology-inspired Theros, Gideon can be seen as an expy of Achilles, being a god-chosen hero with the ability to turn invulnerablenote  and a group of True Companions whose deaths haunt him akin to Achilles' deceased friend Patroclus.
  • Fire-Forged Friends: All the founding members of the Gatewatch are like this, and Return To Dominaria allowed he and Liliana to settle at least some of their differences.
  • Five-Man Band: A founding member of the Gatewatch, an alliance of planeswalkers dedicated to protecting the Multiverse from threats that no one else can handle, like the Eldrazi.
  • The Fettered: Almost everything he does is to protect innocent lives. However...
  • Good Is Not Soft: He does it by bashing the guilty's faces in.
  • He Who Fights Monsters: The intro to Duels Of The Planeswalkers 2012 has him ruminating that he became a massive asshole, "blinded by my own self-righteousness," to the point where he is labelled a tyrant. Said intro has been declared non-canon, however.
  • Heel–Face Turn: He quits The Order after learning that they murdered Chandra's village for hiding her identity as a pyromancer.
  • Heroic Sacrifice: Gideon pays with his life instead of Liliana's to save her from the contract when Bolas tries to use it against her.
  • Heroic Vow:
    Oath Of Gideon: "For justice and peace, I will keep watch."
  • Hoist by His Own Petard: He's given a spear by Heliod to destroy Erebos's titan champion. When he gets proud and throws it at Erebos, it's sent immediately back, infinitely harder, which does nothing to Kytheon's invulnerability magic but annihilates his friends. This ignites his spark.
  • Honor Before Reason: He tries to help the Boros maintain law and order on Ravnica, even though it really isn't his problem and he really does have much more important things to worry about.
  • Hope Bringer: To the Zendikari refugees during the war with the Eldrazi. His courage and determination inspires the refugees to keep fighting for the hope of taking back their home, and leads to him being named Commander-General of the forces at Sky Rock.
  • Hunk: He's so easy on the eyes that Liliana makes it a point to almost exclusively refer to him by some variant of "beefcake."
  • Ideal Hero: Bless his heart, he tries so hard to be this. He would be a straight example were it not for his Leeroy Jenkins tendencies.
  • Knight Templar: Until he learned the evil of his ways and was redeemed. Specifically, his utter and absolute conviction that the Order of Heliud was doing the right thing echoed the problems of White taken to excess, a rigidly binary right-and-wrong view that cannot accept different ways and means of doing things. He didn't understand how far out of balance things had become until the Purifying Fire rebelled against the use to which it was being put.
  • Know When to Fold 'Em: After defending Fort Keff from an enormous number of Eldrazi spawn, he realizes he's over his head when he sees Emrakul on the horizon. He high-tails it for Ravnica to find help. Again at the Fall of Sea Gate. Failed at this during his origin story, when he tried to attack Erebos himself, with predictably devastating results.
  • The Leader: For the Gatewatch, although he thinks that he shares this position with Jace. Jace is the one who comes up with overarching plans and long-term strategy, whereas Gideon is the one who routinely leads the group in combat and decides some of the finer details on how to reach objectives.
  • Magic Knight: His mechanical schtick is turning himself into a creature and attacking the enemy directly, so much so that the designers took advantage of it when making his defeat.
  • Morality Pet: Managed to be one of the few people Liliana Vess (sort of) cares for.
  • Mr. Fanservice: Gideon is said to have been an Eating the Eye Candy subject for Chandra before Kaladesh. Repeatedly.
  • My God, What Have I Done?: His friends, "Kytheon's Irregulars", die because they can't miraculously become invulnerable like Kytheon can.
  • Nay-Theist: At some point, he realized that gods of Theros are jackasses and lost his faith. He found a deity worth worshipping upon meeting Oketra on Amonkhet. Then Nicol Bolas killed her.
  • Nigh-Invulnerability: Can grant himself this via magic for a limited amount of time.
  • Not So Different: With Liliana. Both were arrogant and wild youths who believed they were special. In both cases, people close to them suffered because of that arrogance. In Liliana's case, her belief that her "cure" could save Josu doomed him to centuries of undeath and led to the extinction of her family. In Gideon's case, his belief that he could slay a god got his friends killed. For both of them, the trauma of these failures was so great it awakened their Planeswalker sparks. And while they ended up taking very different paths, both of them are ultimately still running away from their past.
  • Not So Invincible After All: In Hour of Devastation, Nicol Bolas easily pokes through Gideon's shield and stabs his shoulder with a single talon.
  • One-Man Army: He takes on a swarm of the Eldrazi spawn single-handed. And wins. Subverted however, as Gideon's constant back-and-forth heroism on Zendikar and Ravnica at the same time wrecks him, and he eventually realizes that even with his combat prowess, he cannot do more than delay the Eldrazi.
  • Passion Is Evil: Was taught to divorce his magic from emotions, which is why he doesn't particularly see eye to eye with Chandra, whose magic is entirely based on emotions, something he considers rather destructive and unsavoury. Suffice to say, him joining the Boros, even if temporarily and purely out of necessity, was quite the surprise. Considering his reckless arrogance as a teenager was what got his Irregulars killed on Theros, it's easy to see why he tried to keep his emotions out of the equation.
  • Prisons Are Gymnasiums: Kytheon spent the majority of his 4 years in prison working with his fellow prisoners at the "Waterfall of Akros", a six-spoked captstan connected a massive oak axle used to constantly hoist barrels of fresh water from a river at the bottom a cliff all the way to the top, where the polis itself is situated.
  • Race Lift: The Funko Pop figure of Gideon is noticeably darker than his prior depictions. When asked about this, Doug Beyer responded that Gideon was supposed to look more "Mediterranean" rather than "straight-up white" originally. This eventually came full-circle after the revision of Gideon's past, which has him hail from the Greek-themed Theros instead of a plane like Bant.
  • Retcon: Initially, Gideon was said to have come from Bant, something reinforced by the opening movie of Duels of the Planeswalkers 2012. Magic Origins introduced a revised version of Gideon's story, where he was born on Theros under the name Kytheon Iora, with Bant instead being the location of his first planeswalk.
  • Ship Tease: With Chandra, and a lot of it. Gideon is obviously in love with Chandra, but whether she returns the sentiment in a romantic way is unclear, although it's apparent she finds him attractive.
    • In Dominaria, he has this with Liliana of all people, and seems to be having more success influencing her for the better than Jace ever did. When she appears to have deserted the Gatewatch at the end of the storyline, Gideon finds it hard to believe (and he's right, 'cause she's actually been coerced by Bolas).
  • Small Steps Hero: He can't help himself from trying to save people on Ravnica, even though he's already trying to save people on Zendikar.
  • Sympathy for the Devil: He may not get along with his blatantly villainous teammate Liliana, but in Dominaria he tries to express sympathy for what happened to her family. Liliana finds this even more aggravating than Gideon's do-gooder antics.
  • The Chosen One: After defending the Temple of Triumph, Kytheon is selected by Heliod to destroy a titan sent by Erebos. He does, but his own hubris thanks to his own weapon turned against him ends up killing his friends and igniting his spark.
  • This Is My Name on Foreign: Back when he lived on Theros, he went by the name Kytheon Iora. When he arrives on Bant after his first planeswalk, the knight he stumbles across asks him his name. Thanks to her mishearing (and/or his Theran accent), she refers to him as "Gideon". For unknown reasons, he chooses to retain the mistranslation of his name (and due to game mechanics regarding Planeswalker types, it's almost certainly permanent).
  • To Be Lawful or Good: His adventures with the free-spirited Chandra Nalaar cause him to question the righteousness of the organization he's been working for. He ultimately falls firmly on the side of good.
  • Two-Timer Date: The consequence of being a Small Steps Hero. Gideon finds himself bouncing back and forth between helping survivors fight against the Eldrazi threat on Zendikar and assisting the Boros Legion in keeping the peace on Ravnica with almost no time to rest in between. His battered and bloodied body finally gives out from exhaustion after five days of working nonstop.
  • Unresolved Sexual Tension: With Chandra. He likes her, but he doesn't like her chaotic, self-serving nature. However, once he starts working with her more closely on Kaladesh, he begins to appreciate that side of her well.
  • Vigilante Man: Kytheon and his Irregulars, who worked outside of the law to protect the Foreign Quarter of Akros from all manner of thugs, criminals, and other threats.
  • Walking Shirtless Scene: Liliana remarks that she has to ask him to wear a shirt about every other day, although it's understood that he now lives in Jace's house to explain his relative casualness.
  • Well-Intentioned Extremist: Introduced as one of these as a member of the Order of Heliud during The Purifying Fire, but with Chandra's help snaps out of it.
  • Whip It Good: More specifically, his Weapon of Choice is a whiplike Urumi, referred to as a sural.
  • Wrecked Weapon: His sural was lost during the fiasco on Amonkhet, so on Dominaria he makes do with his fists before taking up the Blackblade. Eventually, the Blackblade gets broken as well.
  • You Are in Command Now: After the commander of a band of Zendikari survivors he is helping dies, he is appointed as the successor, to mixed reactions from the survivors.

"What lies on the other side of the sun?"

Colors: Green, white, red (formerly).
Race: Human.
Home Plane: Ixalan.

A planeswalker from Ixalan, Huatli found herself unable to leave the plane when her spark ignited due to Ixalan's unique binding power and has no idea what a planeswalker is. For now, she champions the Sun Empire, and hopes to find the city of Orazca to earn the once-in-a-generation title of Warrior-Poet.

  • Action Girl: Is a knight riding on dinosaurs. What more do you want?
  • Adorkable: When not in serious warrior mode, Huatli demonstrates an almost childlike enthusiasm about new experiences. This is especially apparent when she arrives on Kaladesh.
  • The Beast Master: Can magically call and influence entire herds of dinosaurs.
  • Dramatic Irony: When her Spark ignited, she almost planeswalked, but the bindings of Ixalan pulled her back immediately afterward. Since she had no time to adjust to the experience, unlike most Planeswalkers, she made the reasonable assumption that the beautiful, golden city she saw (Ghirapur in Kaladesh) was the Golden City of Orazca. Angrath tries to set her straight, but has a hard time convincing her that other worlds exist.
  • Enemy Mine: Is in this situation with the merfolk Tishana. While she does make an attempt to be reasonable, ultimately she is highly prejudiced against her and can't wait to get rid of her. Tishana ditches her first, though later they reconcile and make their way to Orazca.
  • Everything Is Better With Dinosaurs: Produces dinosaur tokens and canonically rides on a raptor to battle.
  • Fantastic Racism: Against the merfolk, vampires and non-human planeswalkers. Granted, nearly all of those examples are evil from her point of view, but she takes it a bit too viscerally. She is slowly overcoming this after the ordeal in Orazca, instead now scorning her emperor for still trying to antagonize the River Heralds and the Legion of Dusk after everything that has happened.
  • Hypocrite: She waxes poetics about the Sun Empire not killing their enemies, yet she is guilty of at least ten verified casualties by feeding people to dinosaurs.
    • She has also devoted herself to remembering and passing on the Sun Empire's history, while at the same time helping to destroy the other factions. Angrath, of all people, calls her out on this.
  • Jeanne d'Archétype: Is described as based off Joan d'Arc by Word of God.
  • Magic Knight: A trained warrior with magical skills that range from summoning dinosaurs to amplifying her voice for public speeches.
  • The Muse: After planeswalking to Kaladesh, Huatli encounters a jubilant Saheeli Rai. Saheeli and Huatli share a mutual Squee! over the wonders of their planes. When Huatli describes a dinosaur, Saheeli demands she follow her back to Saheeli's workshop so she can take detailed notes and build an artifact dinosaur.
  • The Power of the Sun: Dinosaurs in Ixalan are connected to sunlight and she chooses them as steeds. Whatever steed she picks has eyes that "glows with the flames of the sun".
  • Technical Pacifist: According to the Sun Empire the greatest warriors don't kill - but feeding their enemies to hungry dinosaurs is encouraged.
  • Warrior Poet: One of her titles, actually. Quotes on flavor text definitely show her as a wistful sort of poet.

    Jace Beleren
"The things I once imagined would be my greatest achievements were only the first steps toward a future I can only begin to fathom."

Colors: Blue.
Race: Human.
Home Plane: Vryn.

Jace Beleren is a planeswalker hailing from the plane of Vryn who specializes in mental magic: telepathy, illusion, that sort of thing. Jace is a founding member of the Gatewatch, and is the lead character in the stories of the sets Return to Ravnica and Shadows Over Innistrad. Jace also plays a role as a central chracter in the novel Agents of Artifice, and the story of Battle for Zendikar. Read more about him here.

  • Abstract Apotheosis: He becomes the new "Living Guildpact" at the end of the Return to Ravnica cycle. While the title sounds impressive, the job mostly involves acting as a mediator for various disputes, many of which are petty squabbles among the various denizens of Ravnica. And paperwork. Lots of it. Until it turns out it also gives him access to some impressive hieromancy powers. To the point of smacking down the oldwalker Azor all but effortlessly. He later loses this status as part of Niv-Mizzet's resurrection in War of the Spark, and Niv-Mizzet becomes the Living Guildpact instead.
  • The Ace: A subversion. Jace is the face of the game, is the central character in a disproportionate number of stories in the universe, and many of his actual cards are blatantly overpowered (Jace, the Mind Scupltor and Jace, Vryn's Prodigy come to mind). However, within the fiction, he's often depicted as relatively weak and oftentimes bumbling.
  • A Mind Is a Terrible Thing to Read:
    • He becomes subject to this during Hour of Devastation. He really didn't need to know beforehand what Liliana had in mind for Razaketh.
    • He is unintentionally on the other end of it late in the Ixalan story. He is in direct telepathic contact with Vraska as his memories start to come back in force, flooding her mind with an overwhelming tide of memories and images that he is helpless to stop.
  • Amnesiac Dissonance: With virtually all of his memories gone in the Ixalan block, Jace is a lot more innocent, straightforward, and overall just plain friendly. This surprises his former nemesis Vraska, who can't bring herself to kill him and instead takes him in as part of her crew, eventually growing affectionate to him.
  • Amnesiac Hero: Jace's memories prior to traveling to Ravnica were lost as part of a telepathic battle with a powerful Sphinx named Alhammaret on his home plane of Vryn. Happens to him again after a close encounter of the Bolas kind and he wakes up on Ixalan with no clue who he is except for all the illusions his subconcious mind keeps conjuring. Somehow, falling down a waterfall manages to restore not only the memories wiped out by Bolas, but the ones wiped out by Alhammaret as well.
  • Anime Hair: Seen in Jace's Ingenuity, as well as in the art for Jace, Memory Adept. Ironically, minimized in the intentionally anime-inspired Japanese Duel Decks version, which has his hood up.
  • Anti-Magic: Yawn
  • Audience Surrogate: Jace was designed to be a stand-in for what R&D considered the archetypal Magic player: an 18-to-30-year-old male, socially withdrawn but creative and intelligent. Even his color, blue, is polled as the most popular among that demographic. This is further supported by the fact that default player avatar in Stainless Steel games looks like a Palette Swap of him. The community even gave him a Fan Nickname Homeless Jace.
  • Battle of Wits: Jace's favorite strategy.
  • Benevolent Mage Ruler: Becomes one on Ravnica as the Living Guildpact, arbiter of the many disputes between the guilds.
  • Brought Down to Normal: In War of the Spark the resurrection of Niv-Mizzet makes the dragon the Living Guildpact instead of Jace.
  • Byronic Hero: He has some of the typical traits initially, but has been growing out of them in his later appearances.
  • Charm Person: This is one of the most basic aspects of his psychic powers.
  • Curiosity Is a Crapshoot: His Constantly Curious nature usually solves problems, but there's been a number of times where he's caused even more problems in the process by digging up information he really shouldn't have. A good example of how his curosity can backfire on him is in the recent Zendikar Rising story where his attempts to understand how the lithoform core works ends up damaging his friendship with Nissa.
  • Cowardly Lion: A bit, especially when he stands up against Tezzeret because of his repeated abuse and lust for power. This eventually leads Jace to wipe Tezzeret's mind.
  • Dark and Troubled Past: Jace has been through a lot in his life. He started his life being bullied ceaselessly for being "the weird kid", due to being unable to control his telepathy. He was then taken in by a sphinx named Alhammarret, who taught him to control his powers... but also exploited him as a pawn to gather intel he could use to prolong the war effort for his own financial gain, repeatedly wiping Jace's memories of this — and of his ability to walk the planes — until Jace both caught on and was able to gain the strength to challenge his former mentor. During the struggle, he destroyed Alhammarret's mind but also wiped out most of his own memories, instinctively shifting planes and stranding himself in Ravnica. This then led to further misadventures, such as when he became involved in a planeswalker thieves guild run by Nicol Bolas, which he ended up breaking away from after being tortured by Tezzeret.
  • Destructive Romance:
    • Downplayed, but Jace's romance with Liliana Vess is subtly shown to be very unhealthy for him, given her extremely self-centered nature and amorality. Jace himself spends a lot of time vacillating between yearning for Liliana and being disgusted by her. It's telling that when she gets a glimpse of one of Jace's memories of his interactions with Liliana, Vraska — a gorgon planeswalker who is herself a Poetic Serial Killer who views herself as The Scourge of God — is appalled by Liliana's treatment of him, with her thoughts on the subject boiling down to "what a bitch".
    • Subverted at the end of the Ixalan storyline, as Jace finally calls it off with Liliana for good and decides to explore a relationship with Vraska instead.
  • Did We Just Have Tea with Cthulhu?: Almost literally. While Jace is going mad from Emrakul's influence, he awakens in a tower in his mind, where he eventually meets Emrakul, in her angel form, Emeria, where the two... proceed to sit down, play a game of chess (Emrakul loses), and Jace futilely grasping for answers from Emrakul, who seems to be more interested in the act of communicating with Jace than to actually discuss anything Jace could understand. Jace even thought of the meeting as "Invite Emrakul for a cup of tea."
  • Did You Just Flip Off Cthulhu?: His reaction to Niv-Mizzet literally coming up to his face and announcing that he would like to declare war on Selesnya? A stoic no. While Niv is forced to comply and flies away shortly after, it's highly suggested he was merely testing Jace's ability with the declaration, since he set off the whole maze run in order to avoid full-scale war.
  • Enemy Mine: When he's not fighting Chandra, he's teaming up with her. He also needed to team up with Ral Zarek sometime after becoming the Living Guildpact in order to prevent the knowledge of Planeswalkers and the multiverse from reaching Niv-Mizzet and the rest of the Izzet League, which would likely have grave consequences to Ravnica.
  • Facial Markings: According to Word of God, they're a byproduct of him using magic, and are on more than just his face.
    • That said, in the Ixalan storyline, it's shown he does have extensive tattoos, which he received from a Gruul artist in his teens when he was operating on Ravnica. One particularly prominent marking is actually a subconscious reference to the collar worn by his former mentor, Alhammarret.
  • Fake Memories: He doles out either this, or Mind Rape or flat-out Laser-Guided Amnesia quite regularly in his earlier appearances, but lately seems to be doing only temporary mental manipulation.
  • Fatal Attractor: Downplayed, but, Jace's taste in women tends to go past "bad girls" and into "outright crazy". After the Ixalan storyline, his current Love Interest is a Gorgeous Gorgon Serial Killer-cum-Vigilante... and she's a step up from his previous love interest; an incredibly self-centered necromancer who sold her soul to demons for eternal youth, now wants to kill those demons so she doesn't have to pay back the debt, killed one demon by possessing a mob of 20 zombie crocodiles and eating him alive, experiencing it as if eating him herself and reveling in it, and has outright told him that she's already accepted his inevitable death and so won't really mourn him when he's dead.
  • Five-Man Band: A founding member of the Gatewatch, an alliance of planeswalkers dedicated to protecting the Multiverse from threats that no one else can handle, like the Eldrazi.
    • The Lancer/The Smart Guy: The brainiest of the five. Although as Gideon noted, he is something of a co-leader as well.
  • Gameplay and Story Integration: His particular powerset happens to convert very well to the card game.
  • Guile Hero: He's not physically strong, and his magic isn't suited for straight-up power duels. Instead, he relies on illusions, mental manipulation, fast-talking, and perfectly ordinary trickery to stay ahead.
  • Heroic Vow:
    Oath of Jace: "For the sake of the Multiverse, I will keep watch."
  • Horrifying the Horror: Despite the fact that most people seem to treat him like a foolish teenager, several explicitly powerful characters are quite frightened of his actual abilities.
    • Liliana Vess, centuries-old necromancer, is actually scared of him in Liliana´s Indignation. He tried to, as she describes it, "pry open her mind like a jam jar". He was also obviously losing his mind — and when a telepath loses his mind, he doesn't go alone.
    • Vraska, a powerful planeswalker who is a gorgon who can kill with a gaze, a skilled assassin, and a pirate captain, is similarly scared of what Jace is capable of, particularly when she meets him while he is amnesiac and realizes he has no clue what his actual abilities are.
  • Insufferable Genius: Through telepathic shenanigans, he manages to meet a copy of himself within the recesses of his mind. He finds the experience deeply frustrating.
    The copy tapped his foot in a way Jace recognized all too well. I don't know that I can ever interact with another human again. I'm too annoying to be with.
  • In the Hood: About half of his artwork depicts him this way. Prior to cards showing Jace with his hood down, there was a lot of speculation as to what the character actually looked like under the hood.
  • Interspecies Romance: Jace has an obvious mutual attraction to Vraska, a gorgon. Also previously with Emmara Tandris, an elf, who ironically was also from Ravnica — that one ended when he had to mind-wipe her memories of learning about the existence of other worlds.
  • Irony: After the ends of the "Return to Dominaria" fiction serial, Jace denounces Liliana as having betrayed them and tells the rest of the Gatewatch that she's abandoned them now that she's got no further use for them. The reality is that when Liliana killed the last of her demons, her debt fell to Bolas, and she can't rebel against him or she'll immediately die of old age. She didn't betray them; she was forced to leave them.
  • Laser-Guided Amnesia: One of his powers. It works on himself, which is why he remembers nothing of his home plane of Vryn.
  • Levitating Lotus Position: Easy Pose while being ingenious, as befits the exercise of psychic powers.
  • Living MacGuffin: After the events of the Return to Ravnica block, the maze is fully solved and Jace becomes the living embodiment of the Guildpact, the entity which forbids the guilds from instigating open war with one another.
  • Master of Illusion: Jace's specialty, after Mind Rape, is creating super-realistic illusions.
  • Mayfly–December Romance: With Liliana Vess, for whom he still has feelings (against his better judgement), though it has recently been portrayed in a realistically negative manner.
  • Memory Gambit: Several times:
    • He pulls one during Return to Ravnica, ultimately resulting in Jace ascending to become the Living Guildpact.
    • He also does this in his Origins story to the Sphinx Alhammarret, which allows Jace to kill him and planeswalk away.
    • Jace's arc in Ixalan ends this way as well. Jace erases Vraska's memories of himself at her request, leaving her with only a keyword (her title of "Captain") that will restore her memories.
  • Me's a Crowd: One common combat tactic for Jace in the fiction is spamming illusory doubles of himself to disorientate and confuse foes.
  • Mind Manipulation: Quite effective at it provided he has the time and concentration to do so.
  • Mind Rape:
    • Several of his cards have had some form of this, but it shines the brightest on Jace, the Mind Sculptor's fourth ability. He also subjects Tezzeret to this in Agents of Artifice.
    • He finds himself on the receiving end of a nearly fatal example courtesy of Nicol Bolas near the end of the Hour of Devastation storyline. When he finally wakes up in Ixalan, most of his memory, up to his name, is completely gone.
    • He dishes this out in the form of a Logic Bomb to his "mentor" Alhammarret, though it's not until deep into the Ixalan story that he realizes that his attack was so thorough it left the sphinx without any memories whatsoever. His last picture of Vryn is of Alhammarret crying like a newborn baby.
  • Must Have Caffeine:
    • Jace's love of coffee has become a recurring theme as stories began to be published weekly on the main website. Vraska even manages to secure a date with him by inviting him to get coffee (once he restores her memory and they destroy Nicol Bolas together, of course).
  • Nice Job Breaking It, Hero!: Often (he's too curious for his own good), but his bumbling in Zendikar with Chandra and Sarkhan stands out. It took him a bit too long to realise Bolas had a claw in it.
  • No-Sell: Biggest example is his fight with Chandra.
  • No Social Skills: Jace is very awkward and bumbling when it comes to social interaction and he tends to prioritize his curosity over his friends concerns.
  • Note to Self: Left one reminding himself that Alhammarret was erasing his memory of being a Planeswalker.
  • Protectorate: Toward Ravnica.
  • Offscreen Romance: While Jace's history with Liliana is well documented, the resumption of a romantic relationship between them is only teased in the stories. However, when the story moves to Amonkhet, it's revealed that Jace and Liliana have been hooking up the entire time the Gatewatch has been around.
  • Overshadowed by Controversy: Jace as a character is often labeled as overpowered within the story, but he largely isn't - he has almost no martial prowess and is often shown to only win fights through deception or illusions (and indeed, is often shown to just run away when he can). However, a lot of the basis for the claim he is overpowered seems to stem from the fact that his second card, Jace, the Mind Sculptor, was obviously overpowered in the game itself (and is the only Planeswalker to have been banned in a constructed format).
  • Psychic Link:
    • In order to plot out a way to defeat the Eldrazi in the Battle for Zendikar story, Jace engages in one with Nissa Revane.
    • At her request, his mind connects with Tamiyo during Shadows Over Innistrad for them to understand each other better.
    • Decidedly not at her request, he used such a link to ask Emrakul, a mind-wrecking, reality-warping Eldritch Abomination what she calls herself.
    • Creating these to facilitate combat communication and teamwork between the Gatewatch is his standard tactic.
  • Power Incontinence: When his memories start returning during the Ixalan storyline, they come back so hard and fast that his mind cannot contain them, and he starts projecting them into other nearby minds. Vraska finds this experience both frightening and uncomfortable.
  • Reasonable Authority Figure: As the Living Guildpact, despite the fact that the job largely involves being a bureaucrat.
  • Red Oni, Blue Oni: To Chandra's Red Oni.
  • Reluctant Ruler: He didn't ask to become the most powerful man on Ravnica, and isn't terribly comfortable in the role.
  • Socially Awkward Hero: Jace isn't the best at social situations even among friends but he's still a hero.
  • Sympathy for the Devil: Towards Baltrice.
  • Telepathy: It's one of his many psychic powers.
  • That Man Is Dead: After three months of Amnesiac Dissonance as a member of Vraska's crew, becoming much more open and courageous braving the seas of Ixalan, when he regains his memories he does not consider himself the Jace of the past. With his growth as a person, he calls his past self a coward - and proudly calls his current self a pirate serving Captain Vraska.
    His expression was unguarded, eyes still red from emotion, a lighthearted tilt to his lips. Unapologetically human. He grinned. "I used to be a coward."
    He let "Not anymore" hang unspoken in the air between them, and Vraska caught his smile as he turned to ascend the golden staircase toward Orazca, one strong step after another.
  • The Friend Nobody Likes: Many characters seem to find Jace's intelligence and perceived smugness annoying, although more introverted characters like Nissa do seem to like him. It turns out this aspect of his personality is simply a coping mechanism and he's much friendlier and nicer when his memories of his previous life are eventually restored.
  • Took a Level in Badass/Kindness: Jace goes through some serious character development during the Ixalan block storyline.
  • What the Hell, Hero?: Ugin chastises Jace for his actions after the defeat of the Eldrazi Titans on Zendikar, but it's left unstated whether Jace actually did something wrong.
  • Why Did It Have to Be Snakes?: After regaining his memories of Alhammarret, Jace becomes noticeably wary of sphinxes.
  • With Great Power Comes Great Responsibility: Jace takes his duties as the Living Guildpact very seriously.
  • Wolverine Publicity: Has become more front-and-center since Magic Origins came out (see Audience Surrogate above). Indeed, the new typeface Wizards of the Coast uses for card text is called Beleren font. Despite this, he hasn't received more cards than any of the other members of the Gatewatch since the introduction of that group, and none of his cards since then have been particularly powerful in constructed formats.
  • "World of Cardboard" Speech: He gives one to Vraska after rediscovering his telepathic powers, and realizing both how fragile and impossible to repair minds are and how easily he can destroy them if he isn't careful. Somewhat ironically, only days later he both erases her memory and sets up several mental traps in her mind to protect her from Nicol Bolas.
  • Would Hit a Girl: In The Secretist, he beats the crap out of a Rakdos bloodwitch in her own bar, though with a name like "bloodwitch" one can guess why a more diplomatic approach wasn't in the offing. In the fiction for the Jace vs. Vraska Duel Deck, Jace is forced to fight for his life against Vraska, a gorgon serial killer.
  • Unhappy Medium: Before he learned to control it, Jace's innate mind magic made his life pretty miserable.
  • Unwitting Pawn: During his apprenticeship with Alhammarret, the sphinx used him to gather war intel and then sell it to continue fueling the war. He was this again as part of Nicol Bolas's plan to release the Eldrazi on Zendikar.

    Jiang Yanggu
The Wildcrafter

Colors: Green.
Race: Human.
Home Plane: The Plane of Mountains and Seas.

A nature mage from The Plane of Mountains and Seas. He is always accompanied by his sentient dog, Mowu, who can travel the planes with him due to the unique nature of his spark.

The Enigmatic Mentor

Colors: Blue.
Race: Human.
Home Plane: Unknown.

A planeswalker who appears to specialize in teaching other mages. Though she has her own card in War of the Spark, she only has a brief appearance in one of the side stories.

  • Badass Cape: Her outfit includes a white cape.
  • Badass Teacher: She teaches other mages, and is fully capable of throwing down with Bolas's army of Eternals. The art also shows her wearing a robe that incorporates mail armor and metal plates.
  • Baleful Polymorph: Polymorphy and shapeshifting are part of her magical repertoire, which she uses to turn an Eternal into a frog.
  • Elemental Hair: Inverted. Her hair is red, but she's a blue-aligned planeswalker.
  • Glowing Gem: She has a blue gem of some sort on her collar, possibly a Power Crystal since her card art shows it clearly glowing
  • In the Hood: Her card in War of the Spark shows her wearing a hood
  • Magic Knight: She may not carry a sword, but a close look at her outfit shows that she's wearing a full-body suit of mail with several metal plates attacked.
  • Magic Staff: She carries a wooden staff with a crook at the top two chunks pieces of metal in it. A closer look shows that the wood appears to have grown around the metal.
  • Mentor Archetype: She is always referred to and shown to be a teacher first and foremost.
  • Mind Control: She's seen taking control of an Eternal with her magic.
  • Occult Blue Eyes: And they appear to be glowing slightly, too!
  • Robe and Wizard Hat: She wears an armored robe.

"As long as tyrants die, the chance for freedom lives."

Colors: White, black.
Race: Human.
Home Plane: Tolvada, a hereto-unvisited plane that drives its inhabitants mad.

A planeswalker introduced in the second Conspiracy block. She has the unique ability to phase in and out of a ghostly state at will, which she uses as an exorcist-for-hire with a very hands-on style. She is hired by Marchessa to assassinate King Brago, allowing the older lady to become queen.

Following the events of Conspiracy Kaya planeswalks to Ravnica just in time to assassinate the Orzhov Ghost Council, take their place as head of the Syndicate, and release the indebted spirits for the Ravnica Allegiance set. Unfortunately for her, her employer is Nicol Bolas, who has grander plans for the plane beyond the Orzhov guild...

  • Action Girl: Her personal take on exorcism involves close combat with ghosts.
  • Anti-Villain: In Ravnica Allegiance, she's technically allied with Bolas since he's hired her out to kill the Obzedat, but she's motivated to do this by her own sense of justice and desire to help the Orzhov's indebted ghosts. She's unaware of her employer's greater plans, making her an Unwitting Pawn rather than a full-on antagonist. And when Bolas reveals his true colors in War of the Spark, Kaya takes the fight to his Dreadhorde and ultimately joins up with the Gatewatch.
  • The Coup: Kaya's opening move in Planeswalking to Ravnica? Free Teysa Karlov and assassinate the Obzedat. Now she rules as Guildmaster while Teysa manages the day-to-day affairs with no complaint.
  • Crazy-Prepared: When you plan on diving through walls and floors in a tense situation, it's a good idea to memorize the floor plan.
  • Dark Is Not Evil: While far from the first Black-aligned Planeswalker who can be considered a "good guy", Kaya's definitely less nasty and more amiable than most of them, being a Lovable Rogue with a tangible sense of justice. Even in Bolas's service she's an Unwitting Pawn who's driven to do genuine good by way of overhauling the Orzhov, and as of War of the Spark she's the only Black-aligned member of the Gatewatch.
  • Everyone Has Standards: In general, Kaya considers ghosts a nuisance to the living and doesn't care why she's hired to get rid of them. But commit matricide and then hire her to exorcise your mother? She'll be glad to arrange a "family reunion" instead.
  • Heroic Vow: As a member of the Gatewatch
    Card version: So everyone gets what they truly deserve, I will keep watch.
    War of the Spark novel version: I have crossed the Multiverse, helping the dead, um...move on, in service of the living. But what I've witnessed here on Ravnica these last few months—these last few hours—has changed everything I thought I knew. Never again. For the living and the dead, I will keep watch.
  • Intangible Man: She can make herself immaterial, which also lets her grapple with ghosts.
  • Knife Nut: Favors a pair of daggers.
  • Mechanically Unusual Class: Like Sarkhan the Mad, her first card has no abilities that add loyalty counters when activated. But for a mere two life, she can take a short trip to the exile zone and come back on your next turn with her loyalty completely refilled. Then her second ability can steal that life back from your opponents.
  • Only in It for the Money: Subverted. She likes to act like she only cares about money, but more often than not her sense of justice wins out over her sense of personal gain. It does help when both of these desires align, though.
  • Partial Transformation: She never phases her whole body at once, since that comes a bit too close to death for her liking. note 
  • Psychopomp: Hires herself out to move ghosts on, whether by persuasion or force.
  • Screw the Rules, I Make Them!: Kaya's first act after assassinating the Obzedat? Free the legion of indebted ghosts they'd collected over the centuries. Potentially the only army able to stand against Nicol Bolas's Eternals. Kaya looks very happy with herself in the art. Teysa? Not so much.
  • Supernatural Is Purple: She has a flickering violet aura while phased.

    The Kenrith Twins
The Royal Scions

Colors: Blue (Will), red (Rowan).
Race: Human.
Home Plane: Eldraine.

A pair of twin planeswalkers (red-aligned Rowan and blue-aligned Will) who show up in the Battlebond set as a gladiator team in the arena of Valor's Reach on Kylem. They hail from the plane of Eldraine.

  • Action Girl: Rowan.
  • An Ice Person: Will's specialty is ice magic and his card shows him wielding what appears to be a sword made of ice.
  • Authority Equals Asskicking: They are the eldest children of the plane of Eldraine’s High King.
  • Brother–Sister Team: They're brother and sister and they team up to kick some serious podex.
  • Child by Rape: The twins' biological mother was an evil witch who seduced the High King of Eldraine with a Love Potion to conceive a child she could then kill as a sacrifice in an eternal youth spell. Learning the details caused Rowan to spark, which also sparked Will because of their shared planeswalker spark.
  • Colour-Coded for Your Convenience: Will dresses in blue while Rowan wears red, which are the colors they're associated with.
  • The Dividual: They share a single Planeswalker spark, and have to travel between planes together. Their card in Throne of Eldraine is the first-ever planeswalker card to have two planeswalker types and feature both of them in the art. It's implied this is because the Queen of Eldraine brought the baby twins back to life with her life-linked sword when she rescued her husband, after their biological mother had killed them for the eternal youth spell.
  • Half-Identical Twins: They are twin siblings of opposite sex but share a great resemblance to one another.
  • Happily Adopted: By the Queen of Eldraine, who treats them the same as her biological children.
  • Polar Opposite Twins: Will is dreamy, tends to wander off, and seeks knowledge; Rowan is headstrong and seeks adventure and glory.
  • Psychic Link: Or rather, Soul Link. The two of them somehow share a single planeswalker spark between them, which will transport both of them whenever either of them uses it.
  • Shock and Awe: Rowan is shown to be creating sparks with her magic in her card art.
  • Sibling Yin-Yang: He's a blue-aligned ice mage. She's a red-aligned electromancer.
  • Tag Team Twins: The Kenrith twins fight alongside each other on Kylem where two-on two-combat is prevalent. This is represented on their cards by having the partner keyword and abilities that synergize well with the other twin's abilities or by being depicted together on a single card.

"Every sea is different, but all of them are connected."

Colors: Green, blue.
Race: Merfolk.
Home Plane: Zendikar.

Introduced in Duels of the Planeswalkers 2012, Kioranote  is a merfolk planeswalker who commands the powers of the depths. Kiora venerates the huge creatures of the sea—krakens, leviathans, and other denizens of the inky depths—because for her they are evidence that even the most persistent forces can be endured: time, water, predation, and darkness. Kiora is a blue- and green-aligned Planeswalker. She seems calm and wise, but her dreams are bizarre beyond imagining. Kiora hails from the plane of Zendikar, and seeks the biggest, most badass sea monsters to seize as weapons against the rampaging Eldrazi there. Read more about her here.

  • A God Am I: By Journey Into Nyx she took to boasting that she'd show the gods what true power is and impersonating Thassa to gain influence over the tritons, which led to an inevitable feud between her and Thassa, with consequences impinging on Elspeth's quest. This feud ends (for now) with Thassa kicking Kiora's ass, but Kiora escaping with Thassa's bident.
  • Badass Boast/Blasphemous Boast: Thassa doesn't take it too kindly.
    "I will match Thassa drop for drop and show a god what true power is."
    "You do not reign here. Not now, not ever."
  • The Beast Master: Specifically of Kraken and Leviathan-type beasts.
  • Berserk Button: Even a reflexive peek into her mind by Jace causes her to attempt to impale him on her bident and ditch the assembly altogether.
  • Break the Haughty: She ends up eating a rather large helping of Humble Pie when Kozilek personally shows her that, even with Thassa's bident, she's not as all-powerful as she believes herself to be.
  • Cool Big Sis: Turi has a sister that will literally fight gods to keep her safe.
  • Cult: She used to be a devout member of Cosi's cult. Then Cosi turned out to be the world-eating Eldrazi Kozilek, which gave her a new mission in life.
  • Despair Event Horizon: After Kozilek takes control of her allies, slays Lorthos and Kiora plummets into the bloodied ocean between Kozilek's tentacles and the remains of the once most powerful force on Zendikar, Kiora is overcome by despair.
  • Did You Just Punch Out Cthulhu?: She gives a goddess a hell of a battle and still gets away with her precious weapon even when she loses.
  • Does Not Like Shoes: Comes from being a merfolk; they are not very good for swimming.
  • Do Not Taunt Cthulhu: Kiora's overconfidence bites her in the ass hard when she finally confronts Kozilek, finding herself completely beneath the titan's notice as it effortlessly dispatches Lorthos, the Tidemaker, the oldest and mightiest of Zendikar's sea monsters.
  • Early-Bird Cameo: She appeared in Duels of the Planeswalkers three years before her first card in Born of the Gods.
  • Even Evil Has Standards: Kiora is not evil, just something of an extremist and a trickster; even so, she is disgusted when Thassa kills some of her own merfolk worshippers to teach them a lesson of respect and fear.
  • Fantastic Racism: Sees landbound races as inferior because they lack her connection to the oceans, although she's sincerely hopeful for Ajani and Elspeth.
  • Fighting for a Homeland: Her primary goal is to find a way to reclaim her native plane from the Eldrazi.
  • Giant Wall of Watery Doom: The first thing she does on arriving in Theros is create one to get the attention of any nearby krakens.
  • God Guise: The tritons (merfolk) of Theros see her as an avatar of the merfolk goddess, Thassa. Kiora does little to dispel this notion because it amuses her, but it bites her in the ass by displeasing Thassa, who hunts her down.
  • I Shall Return: An enduring promise to her little sister Turi. Kiora keeps bringing her treasures and trinkets from other worlds, but the most important thing she'll ever bring Turi is herself, alive and well.
  • Jerkass:
    • On the official Magic the Gathering Facebook page, Wizards mentioned that Kiora is "VERY mean".
    • Varied when traveling with Ajani and Elspeth. While Kiora really doesn't care about them or their quest, and hopes that they make good decoys for the very angry Thassa, she's nothing but non-hostile to the two, wishing them good luck and waving goodbye sincerely.
    • Kiora is bad at teamwork in general, splitting Gideon's group in different directions within minutes of joining them.
  • Kill It with Water: As a merfolk planeswalker with an affinity for Blue and Green mana, naturally, Kiora's go-to attack spells are based on attacking with water.
  • Kleptomaniac Hero: Makes off with Dekella, Thassa's bident. She doesn't even sugar-coat it when she tells her sister she "stole [Dekella] from a real god".
  • Knight Templar: She's out to stop the Eldrazi, and doesn't really care if she happens to drown some humans on the way.
  • Kraken and Leviathan: These are a few of her favorite things. She can either give you a 9/9 Kraken turn by turn, or three 8/8 Octopi in one shot, which then proceed to pummel whatever is in their way.
  • Leeroy Jenkins: During her battle with Thassa, Kiora throws herself to gain control over the mighty kraken Arixmethes without knowing if she will be able to do it and neglecting the rest of areas of the battle in the process. She eventually cannot, and the failed move enables Thassa to disrupt Kiora's forces and gain the upper hand.
    • She also goes on a direct warpath towards Ulamog within a day of returning to Zendikar.
    • Her immediate reaction to hearing that Ulamog is directly headed towards the ill-prepared assembly at Sea Gate is delight that at least they won't have to look for him. This is a big contrast to Gideon's line of thinking.
  • Making a Splash: She's as attuned to the destructive powers of water as Chandra is to fire.
  • Our Mermaids Are Different: A planeswalking, two-legged one from Zendikar.
  • Pride: She seems to have become distracted by her desire to prove herself more powerful than the freaking god of the ocean. In fact, she gets her ass kicked by her precisely for this reason.
  • Retcon: Her last name was originally Atua, but Wizards of the Coast removed it once they realized it was offensive to the Maori people. Now she officially is just Kiora.
  • Sea Monster: Her favorite creatures. She wants as many and as big of them as possible in order to wage war against the Eldrazi on equal terms.
  • Seashell Bra: Part of her armor.
  • Shout-Out: The wave behind her seems to be a mirrored "Great Wave off Kanagawa".
  • Spiteful Spit: Takes a moment to spit in the face of a statue of Emeria.
  • Summon Bigger Fish: Quite literally how she wants to defeat the Eldrazi.
  • Swallowed Whole: When straying too far from safe waters, Kiora led a giant sea serpent away from her sister. It ate her whole, at which point her spark ignited.
  • Well-Intentioned Extremist: She wants to save her plane from the Eldrazi that are destroying it, but to do this, she runs around the multiverse stealing the most powerful magical items that she cans.

    Koth of the Hammer
"If there can be no victory, then I will fight forever."

Colors: Red.
Race: Human.
Home Plane: Mirrodin (now New Phyrexia).

Koth is a Vulshok planeswalker from the metallic plane of Mirrodin. His specialty is geomancy, spells that move mountains, shatter stone, and melt iron. His earth magic has a special strength in it that allows him to purify metal, which reflects Koth’s own inner desire to bring peace and harmony to his people. Read more about him here.

  • The Aloner: What he's ended up as following the Scars block, deciding to take on the Phyrexians alone without help from Elspeth. Unusually, this is a self-inflicted punishment, since he forced Elspeth to leave.
  • Awesome Mc Coolname: For all intents and purposes, "Of the Hammer" is actually Koth's surname. Vulshok take their monikers from their respective tribes, his being the Hammer tribe.
  • Barbarian Hero: This is his archetype as a Vulshok.
  • Defiant to the End: He stands defiantly against an approaching army of Phyrexians, refusing to flinch or show fear despite knowing the torturous fate he will face at their hands.
  • The Determinator: His quote from Darksteel Plate: "If there can be no victory, then I will fight forever."
  • Dishing Out Dirt: His magical specialty is geomancy, a kind of magic that can quite literally move mountains.
  • Do Not Go Gentle: His plan for the dying Mirrodin, against Phyrexia.
  • Extra-ore-dinary: Before the war against the Phyrexians, his job was the purify the metal used by the other Vulshok tribes.
  • Faking the Dead: He's confirmed to be alive and hiding from Elesh Norn in this article on the Planeswalkers.
  • Fighting for a Homeland: He hopes to eventually help his people achieve internal peace and harmony.
  • Good Is Not Nice: Encased Venser's head in rock to coerce him to come to Mirrodin, and did the same to Elspeth's legs (behind enemy lines, horrors battering down the door, with a spellbomb about to go off not five feet away) to coerce her to planeswalk away.
  • Heroic Resolve: Willingly put his own life in danger to try and simultaneously force Elspeth to flee to safety and to complete a vital mission to strike against the Phyrexians.
  • Heroic Sacrifice: Supposedly is either dead or still fighting the Phyrexians alone by the time the Theros block rolls around, having forced Elspeth away from the plane in order to spare her from death at the hands of the Phyrexians.
  • Hopeless War: Against the Phyrexians. The war is lost, but he keeps fighting anyway.
  • Hot-Blooded: Setting aside the obvious puns, Koth is a downplayed version of this trope that manifests in immense determination and Tranquil Fury over what the Phyrexians have done to his home plane.
  • I Work Alone: He'll work with others if he needs to, but prefers to work alone.
  • Last of His Kind: He may well be the last living Mirran.
  • Magma Man: A natural extension of his control over earth and metal.
  • Proud Warrior Race Guy: As A Vulshok, he is very proud of his combat abilities.
  • Recursive Acronym: The acronym for "Koth of the Hammer" is... KOTH.
  • Red Oni, Blue Oni: Koth is the Red Oni to Venser's Blue Oni in the Scars of Mirrodin novel.
  • La Résistance: He's an important figure in the Mirran Resistance against New Phyrexia.
  • The Magnificent: The Hammer in his name refers to his tribe.
  • The Penance: Koth has carved the Phyrexian emblem into his right wrist so that he will never forget what they've done to his home world.
  • The Stoic: Surprisingly for a Red-aligned character, Koth's powerful emotions tend to manifest mainly in the form of stoic determination.

Revenge is a path inevitably walked alone.

Colors: Red.
Race: Human.
Home Plane: Ikoria.

A planeswalker hailing from the monster-overrun plane of Ikoria, Lukka had it pretty good at first. A member of the Coppercoats, the Elite Army tasked with defending the few bastions of humanity from becoming a monster's snack, he also was engaged to the daughter of The Generalissimo. All looked good...

Until resident Eco-Terrorist Vivien Reid crashes onto the plane post-War of the Spark, at the same time as Lukka forms an eludha (a mystical bonding of souls) with a giant winged tiger. As this is forbidden on a Kaiju Death World like Ikoria, he is summarily stripped of his status and exiled. Forced to fare on his own, with only Vivien to guide him, Lukka finds himself in a clash of worlds as he struggles to accept his new reality.

  • The Beastmaster: The eludha gives him the ability to command a winged tiger. Even after she is killed by General Kudro, Lukka retains the ability to control beasts on other planes.
  • Bond Creature: The unnamed tiger. Her execution begins his fall from grace.
  • Facial Markings: Lukka paints white stripes across his face after forming his eludha, a practice noted to be common on Ikoria among new bonders trying to identify with their partner animal. They also appear as a Skunk Stripe in his hair.
  • Good-Looking Privates: Vivien finds him quite handsome, and he's at heart a military man.
  • Shout-Out: His outfit, weapons and occupation are likely a subtle nod to Attack on Titan.
  • Soldier vs. Warrior: Slides from the former to the latter over the course of his character arc.
  • Supersoldier: Unusually for a red-aligned character, Lukka is the commander of the Coppercoats, a crack squad of humans who are tasked with defending humanity, and a role normally held by white-aligned characters.
  • Villain Protagonist: Becomes one in the climax, as the Ozolith's hold on him grants him great power but unbalances his emotions. Lukka kills General Kudro and leads a stampede of monsters against the largest bastion of civilization on Ikoria, in an misguided attempt to save humanity. Only the combined efforts of Vivien and his ex-fiancée Jirina manage to stop him, igniting his spark in the process.
  • Well-Intentioned Extremist: Ultimately Lukka is this: someone who wishes to see humanity saved from the monsters, no matter the cost. Even if he has to raze Ikoria's largest city in the process.

    Mu Yanling
"From a sea of infinite possibilities, our choices create the future."

Colors: Blue.
Race: Human.
Home Plane: The Plane of Mountains and Seas.

A hydromancer planeswalker from The Plane of Mountains and Seas. Yanling is currently on a journey to find her lost mentor and friend Li Shan.

"Our own selves are the greatest obstacles to enlightenment."

Colors: Blue (primary), red, white.
Race: Human.
Home Plane: Tarkir.

She was first introduced as the Khan of the Jeskai clan in the original Tarkir timeline. In the rewritten timeline, she instead is a student under the elder dragon Ojutai who eventually attained the rank of master, the greatest honor attainable by Ojutai's students. Feeling uneasy at the notion that there was nothing left to learn from the dragon, she began to seek out the forgotten archives of the monasteries, despite it being forbidden under Ojutai's rule. Upon learning the true history of Tarkir, the clans, the Khans, and Ugin, her Planeswalker spark ignited, opening up a myriad of possibilities and sources of knowledge to her. Ojutai then appeared to her for the last time, not to punish her, but rather compliment her for her dedication to the quest of knowledge. Narset felt vindicated by this, and now seeks to learn all the secrets of Tarkir, choosing not to leave her home plane until she has.

After the events of War of the Spark, Narset makes a brief cameo on the monster-laden Death World of Ikoria, continuing her search for the truth about her home plane.

  • Adventurers Club: Despite staying mainly on Tarkir, Narset has apparently reached Kamigawa and has been accepted into Tamiyo's small circle of storytellers. Her favorite stories are about dragons.
  • Ambiguous Disorder: Narset's childhood difficulty with sensory overload and her obsessive pursuit of knowledge hint at her having some form of neurodevelopmental disorder. Senior creative designer Doug Beyer confirmed that she could be accurately described as having an autism spectrum condition.
  • Ascended Extra: She began as just a character in the Clans of Tarkir tie-in fiction, killed off before Sarkhan Vol traveled back in time. Fans like her so much she was brought back in the Dragonlords timeline and made a Planeswalker to boot.
  • Awesomeness by Analysis: She kills an orc assassin in the original timeline by hitting it in the chest in just the right place and time to cause it a heart attack.
  • Back from the Dead: Despite being killed off in the original timeline, she is still alive in the timeline altered by Sarkhan's visit to the past.
  • Badass Bookworm: Her hunger for knowledge borders on the pathological.
  • Bare-Fisted Monk: As is expected of a Jeskai/Ojutai monk.
  • Battle Ballgown: She wears one of these in the new timeline.
  • Because You Were Nice to Me: The reason Sarkhan likes her so much.
  • Beware the Nice Ones: She is a friendly woman who loves to learn things. But she's also a powerful warrior who will kill without hesitation if she needs to.
  • Bling of War: Her Battle Ballgown is gold-plated.
  • Broken Pedestal: Ojutai, in a way, after her finding and reading through the Jeskai archives in the new timeline. However, she still respects him as her mentor.
  • Empowered Badass Normal: When her spark ignited.
  • Enlightenment Superpowers: Her study of the Jeskai Way lets her leap down mountainsides unharmed and split boulders in half with her bare hands.
  • The Heretic: She learned the concealed truth that the Dragonlords had not always ruled, which led to the Ojutai Dragonlord deeming her a heretic; if her planeswalker spark hadn't ignited, she would have been executed.
  • Heroic Sacrifice: She held off the orc Zurgo long enough for Sarkhan to reach Ugin's Nexus in the original timeline. It did not go well for her.
  • Hyper-Awareness: Before her spark ignited, to the point of sensory overload.
  • Kung-Fu Wizard: She studied both martial arts and more traditional magic techniques.
  • Karmic Jackpot: the Narset from the old timeline give up her life to help Sarkhan save Tarkir, the new Narset recived a spark, that could be her good Karma returning in the new timeline
  • Magical Martial Arts: As a member of the Jeskai Way in the first timeline and the Ojutai Clan in the second, she practices a mystical martial arts style that lets her perform superhuman feats.
  • Mysterious Waif: She is this to Sarkhan.
  • Reasonable Authority Figure: She was this to the Jeskai clan.
  • Rebellious Princess: The Jeskai council of elders elected her as Khan in the hopes that she would be a malleable puppet ruler. That plan backfired tremendously.
  • Red Oni, Blue Oni: She's the blue to Sarkhan's red.
  • Royals Who Actually Do Something: As a khan, she fought alongside her people in their endless wars. As a master in the Ojutai Clan, she would be a leader of her people under the Dragonlord if she hadn't been declared a heretic, and now she's a planeswalker.
  • The Quest: First she was on a quest with Sarkhan to find Ugin's Nexus. Now she is on an eternal quest for knowledge.
  • "Well Done, Son!" Guy: She feels this way about Dragonlord Ojutai.

    Nissa Revane
"Life grows everywhere. My kin merely find those places where it grows strongest."

Colors: Green (Primary), black, blue (formerly).
Race: Elf.
Home Plane: Zendikar.

Nissa Revane is a elven Planeswalker who wields powerful elemental magic. Her compassion and fierce determination to defend her embattled home of Zendikar drive her to seek aid from other planes across the Multiverse. Read more about her here.

She becomes temporarily blue-aligned during the events of Amonkhet.

  • Ambadassador: Acts as the ambassador of the Joraga elves to the outside world.
  • "Ass" in Ambassador: Formerly, since she's neither an ambassador nor an ass now.
  • Astral Projection: During sleep or meditation her mind is quite literally prone to wandering, communing with the plane she's currently on and the life that inhabits it.
  • The Atoner: For her part in awakening the Eldrazi titans and nearly destroying her home plane.
  • The Beautiful Elite: Joraga elves are proud of their high status. In her past, this aspect of her actually saved her when she first planeswalked to Lorwyn, whose elves are happy to kill ugly things on sight but leave her alive.
  • Black Magic: Formerly. Combined it with Green Thumb to great effect.
    • Revisited in Zendikar Rising, as seen by her card Nissa of Shadowed Boughs. Her ultimate ability is a form of [[Necromancer necromancy]].
  • Break the Haughty: The rise of the Eldrazi and ongoing destruction of her homeworld have this effect on her. Knowing it's all her fault probably has something to do with it.
  • Character Check: In her original story, she's an elf-centred bigot, especially for the Joraga clan of Zendikar elves, but in her current characterization and her Origins story (which happened years before that original story) she's more sympathetic to non-elves, saving some boggarts (goblins) on Lorwyn after she first Planeswalks, as well as all the people she's rescuing on Zendikar who aren't elves in the present.
  • The Chick: She's this for the Five-Man Band of the Gatewatch due to being rather reserved, but her nature powers are definitely not something to mess with.
  • Dangerous Forbidden Technique: In her first appearance, she used Green empowering magic and a bit of Black-oriented magic, but she has since shifted towards elemental magic, to the point of being left powerless when Ashaya leaves her. Against Ob Nixilis, however, she reveals she still has those powers, but has since abandoned them in fear of becoming the reckless, Holier Than Thou elf that unleashed the Eldrazi in the first place.
  • Did You Just Punch Out Cthulhu?: In Oath of the Gatewatch, Nissa rearranges the Leylines on Zendikar to bind Ulamog and Kozilek, and render them mortal for Chandra to deliver the deathblow. That being said, she did end up losing her sight for a while, just as Chandra lost feeling in her legs.
  • Dishing Out Dirt: She's rather into land animation.
  • Fantastic Racism: Deconstructed; the Joraga are elven supremacists... and absolutely nobody likes them. Even other elves think the Joraga are jerks.
  • Familiar: Ashaya, a large earth elemental that's unique in that it doesn't return to the land once its task is complete, instead always remaining at Nissa's side.
  • Fantastic Racist: She hates vampires. This has some serious consequences later when she assumed Sorin, being a vampire, was up to something out of hand and sabotages his efforts to reseal the Eldrazi, loosing them on Zendikar instead. Thankfully, she grows out of it by Worldwaker, and tries to do right by everyone now.
  • Fish out of Water: She is very uncomfortable with the city life in Ravnica, devolving into an introvert as a result.
  • Five-Man Band: A founding member of the Gatewatch, an alliance of planeswalkers dedicated to protecting the Multiverse from threats that no one else can handle, like the Eldrazi.
  • Gaia's Vengeance: One of her first major feats involved summoning a trio of MASSIVE elementals from the land itself to pummel an Eldrazi spawn into a quivering, shapeless blob of flesh. Later on, animating lands to help defend nature become something of a specialty of hers. This backfires in Hour of Devastation when she attempts to tap into Amonkhet's leylines during the battle against Nicol Bolas. Nicol Bolas had already subjugated the plane decades ago, and it recognized him as its master. The dragon simply sends corrupted tendrils of energy through the leylines to overpower Nissa, forcing her to planeswalk away to safety.
  • Gameplay and Story Integration: The above plays out almost exactly how it would in a game of Magic. The Eldrazi Spawn (a Pathrazer of Ulamog) attacks a human expedition, killing "several." In response, Nissa activates her ultimate, forging mana bonds with the 3 forests below her and turning them into 4/4 elementals. The Pathrazer requires 3 or more blockers so the elementals dogpile it, dealing 12 points of damage to its 9/9 body. The only real deviations are how "sacrificing permanents" for the annihilator penalty is handled, and the fact that Nissa fired off her ultimate at instant speed. (Planeswalker abilities are sorcery-speed only for balance reasons.)
  • Heroic Vow:
    Oath of Nissa: "For the life of every plane, I will keep watch".
  • Home Field Advantage: While her animist powers can be useful almost anywhere, she's particularly in tune with and powerful on her home plane of Zendikar.
  • In Harmony with Nature: To an even greater extent than the rest of her kin, thanks to being an Animist. She can commune with the "soul" of the land, experience its memories, and feel its pain. This powerful bond to the land is what makes her nature magic so potent.
  • Lady of Black Magic: A Joraga elf of the Proud Elite who wields great elemental magic. Formerly a practitioner of Black Magic, she had used it with Green magic to deadly effect.
  • Last of Her Kind: She is the last known living Animist on Zendikar. She also seems to be the last remaining elf of the Joraga tribe, following their extermination at the hands of the Eldrazi.
  • Lovecraftian Superpower: According to In The Teeth Of Akoum she can kill people by making their gut flora expand beyond control. Pity this has apparently been retconned, since it would likely have been useful when facing off against Nicol Bolas.
  • Magic Knight: A powerful nature mage, and no slouch with a swordstaff. Formerly a practitioner of full-on Black Magic, she combined it with Green magic to great effect.
  • Might Makes Right: Her initial belief due to her Joraga upbringing.
  • Moral Myopia: Early on, because of her Joraga tribal beliefs.
  • My God, What Have I Done?: It takes the apparent annihilation of her entire tribe for her to realize that she's ultimately responsible for all the death and destruction the Eldrazi have caused.
  • Nature Hero: As an elf aligned with Green Mana, her powers strongly relate to nature, and she is deeply concerned with its protection.
  • Nice Job Breaking It, Hero!: Due to her distrust of vampires, she sabotages Sorin's attempt to activate a device which turns out to be the final lock to the Eldrazi's prison.
  • Noble Bigot: Like all elves of the Joraga tribe, she considers the elves to be the rightful heirs of nature and believes they have the right to tell other races how to live. Unlike her compatriots, she's not above working with the mud races for the greater good, such as preventing the Eldritch Abomination apocalypse. She is also willing to learn from their respective talents and worldviews... unless they're vampires. As of "Worldwaker", she dropped the "bigot" part, unless it's Eldrazi, but the Eldrazi are reality-breaking, world-consuming horrors incapable of reason or even recognising the idea of "reason", so it's perfectly understandable.
  • Oblivious Guilt Slinging: She's the recipient of some of this during her most recent appearance. Her rescuer, a human druid, is reminiscing about his tribe before and after the Eldrazi, and all Nissa can think about is that It's All Her Fault.
  • The Proud Elite: A trait of the Joraga elves.
  • Took a Level in Kindness: In "Nissa, Worldwaker", she realises her Fantastic Racism is bullshit, and became a straight up heroine trying to save everyone from the Eldrazi.
  • Screw This, I'm Out of Here!: She leaves the Gatewatch because of her conflict with Liliana at the beginning of the Dominaria storyline.
  • Sensor Character: Her ability to sense life and sources of natural energy comes in handy multiple times.
  • Simple Staff: Not exactly. While she does occasionally use her staff to channel magic, she prefers to use the sword inside for close quarters.
  • Stealth Hi/Bye: During the Gatewatch's meeting with Dovin Baan, Liliana notices that Nissa has arrived and left very quietly.
  • Summon Magic: She has her own personal guards for this. Nissa is also very apt at summoning elementals, as her Sage Animist card puts down the single largest set combined power of all Planeswalker cards so far.
  • Unwitting Instigator of Doom: Sabotaging Sorin's ritual to reseal the Eldrazi is a very bad choice.
  • What Beautiful Eyes!: While in Kaladesh, when Oviya Pashiri brings her to the old lady's friend's place to gather some intel, said friend, an Aetherborn named Yahenni, promptly says that Nissa's eyes are gorgeous.
  • When Trees Attack: The basic premise of her Worldwaker form.
  • Why Did It Have to Be Snakes?: Actual snakes. Which is quite humorous given that snakes are among the least harmful things on her home plane.


Colors: Green, blue.
Race: Shapeshifter.
Home Plane: Unknown.

A Fey Planeswalker who debuted in Throne of Eldraine, Oko is a blue- and green-aligned shapeshifter who wanders the universe performing cruel "Pranks" on everyone he meets.

  • Big Bad: The main villain for the Eldraine storyline, and the second Green-aligned Big Bad planeswalker.
  • The Fair Folk: As a Fey who delights in causing mischief and messing with other people's lives thanks to his shapeshifting ability, Oko definitely fits into the trickster fae archetype associated with this trope.
  • Hijacking Cthulhu: His response to being hunted by Garruk? Capture him, turn him into a slave bodyguard, and rename him "Dog".
  • Hypocrite: Mentally enslaves Garruk despite having nearly been a victim of such violation himself on his home plane. He's aware of and a bit bothered by this, but justifies it to himself as serving a greater purpose.
  • Karma Houdini: He never suffers any repercussions for his actions in the Eldraine story. It's implied that the same is true for his "pranks" on other planes.
  • Knight Templar: Part of his motivation is to attack what he sees as "hypocrisy". Given his definition includes things like marriages, victories and maternal love, unable to appreciate that they are actually good and genuine, this runs into some severe Blue-and-Orange Morality.
  • Order Is Not Good: Ironically, despite being a plane ruled by Fey, Oko's homeworld is extremely orderly. Oko tried to point how the ruling class were suppressing the natural mischief of their race. In response, they tried to suppress his powers. The procedure is what caused his spark to ignite.
  • The Paranoiac: He doesn't trust anyone due to the rulers of his plane trying to take away his shapeshifting.
  • Shapeshifting: Oko can change shapes, an ability he uses as part of his pranks. He can also do this to others as well.
  • The Sociopath: A callous monster who has no issues of ruining lives and enslaving others for ideological tripe and sadism.
  • The Trickster: His favorite activity is performing cruel pranks across the multiverse, such as ruining weddings and taking strangers' moments of triumph for himself with his shapeshifting. He avoids all repercussions for this by simply planeswalking away.
  • Walking Shirtless Scene: Has yet to wear anything covering his chest.

    Ral Zarek
"I see countless worlds. What makes them think I can't find them in just one?"

Colors: Blue, red.
Race: Human.
Home Plane: Ravnica.

Hailing from the city-plane of Ravnica and a member of the Izzet League, Ral Zarek is a blue- and red-aligned Planeswalker who debuted in the Duels of the Planeswalkers 2012 expansion. He is trying to stay off the radar as much as possible, and not even Niv-Mizzet himself knows of his ability to planeswalk. Read more about him here.

In the Dragon's Maze trailer, he is voiced by Yuri Lowenthal.

  • Always Second Best: First to Niv-Mizzet, his guild-leader, then to Jace after he beat him in the Dragon's Maze.
  • A Mind Is a Terrible Thing to Read: Played for Laughs at one point when, to prove that Jace is going to discuss something telepathically, he opens the discussion by mouthing off Jace.
  • Angst? What Angst?: When he first planeswalked he killed two thugs who were about to rob him. He shows absolutely no remorse for that, despite the fact that these were his first two kills.
  • Bad Boss: Comes off as rather arrogant and somewhat uncaring about his followers in the Return to Ravnica novels.
  • Beneath the Mask: Tries to keep his ability to planeswalk hidden even from his own guild, and has so far been very successful.
  • Break the Haughty: He has a very hard time dealing with Niv Mizzet taking him off the Implicit Maze project, and he doesn't handle it well.
  • Can't Take Criticism: He's very irritable at the first sign of questioning.
  • Characterization Marches On: In the Return to Ravnica block Ral was portrayed as reckless, irritable, and overall very self-centered, even trying to overthrow Niv-Mizzet by taking the Implicit Maze's power for himself. In the Guilds of Ravnica block Ral is shown to be more noble, dutifully working under Niv to try and rally the guilds together against the looming threat of Nicol Bolas, in spite of the many debts he owes to the dragon. Justified due to the very differing circumstances he found himself in both stories - Return has him show his worst aspects when tempted with the prospect of power over all of Ravnica, while Guilds has him show his best aspects in the face of losing his home to Bolas.
  • Dating Catwoman: It's revealed in the War of the Spark: Ravnica novel, that Ral has a male lover on Ravnica by the name of Tomik Vrona. They've tried to keep it secret, but only because Tomik isn't from the Izzet League, being the right-hand man of the Orzhov Syndicate's Guildleader. The Gathering Storm shows that Ral's had multiple boyfriends in his past, but his relationship with each of them ended rather poorly.
  • Driven by Envy: He turned against the Izzet League out of resentment that another member of his guild was chosen to represent them as Maze-Runner, especially after he had spent so long trying to decipher the mysteries of the Implicit Maze himself.
  • Early-Bird Cameo: Ral Zarek first appeared in Duels of the Planeswalkers two years before he made his entrance into the game proper as a major player in the Return to Ravnica storyline.
  • Einstein Hair: He has a classic Mad Scientist hair-style of long, wildly spread hair. He's actually fond of it enough to make sure to re-frizz it if it's wet or flattened.
  • Enemy Mine: Does one of these with Jace after Project Lightning Bug begins to threaten to reveal the existence of Planeswalkers to Niv-Mizzet and as a result reveal countless other worlds of the multiverse to the guild. Ral realizes that Niv-Mizzet finding this out could result in both him and Jace, as well as any other Planeswalkers unfortunate enough to planeswalk to Ravnica during the experiment, to become unwilling test subjects to Izzet experiments, or something far more devastating to Ravnica as a whole, which is why he enlists Jace's help in order to prevent said event from happening.
  • Gadgeteer Genius: As an Izzet Leaguer, Ral Zarek specializes in creating magitek devices to do literally anything he can imagine.
  • Glory Hound: Ironically, despite his striving to keep his power as a Planeswalker secret, he yearns to be admired and respected by all.
  • Green-Eyed Monster: Envy is in fact one of his character traits.
  • Grumpy Bear: He tends to describe Hekara's chipper and hyperactive nature as an excruciating pain in the ass. It's hard to blame him, though, considering the circumstances.
  • Hair-Trigger Temper: At the end of "The Secretist, Part 3", when he throws a tremendous hissy fit over losing.
  • Inferiority Superiority Complex: Deep-rooted insecurity compels Ral Zarek to constantly strive to prove his superiority over others.
  • Insufferable Genius: He's a short-tempered, irascible, arrogant, demeaning and all around unlikable fellow... but even Niv-Mizzet, the Parun of the Izzet League, recognizes his brilliance.
  • It's All About Me: Ego is Ral Zarek's primary motivation in just about anything he does.
  • Lightning Can Do Anything: Thanks to his mastery of blue and red mana, lightning can do basically anything he wants it to do.
  • Mad Scientist: Standard fare for the Izzet, though Ral stands out for being "mad" by both definitions.
  • Manipulative Bastard: By his own confession, he finds it pretty hard to see anyone as more than a means to an end.
  • The Mole: At the end of Hour of Devastation, Nicol Bolas mentions Ral as one of his agents when conversing with Tezzeret. The Guilds of Ravnica block's story expands on this trope, but ultimately subverts it. As it turns out, Ral has been under Bolas's thumb since before his spark even ignited, the dragon presenting himself to Ral as a friendly old man who could help lift Ral out of poverty in exchange for secret missions and favors. By Guilds of Ravnica he recognizes how evil Bolas really is, though, and fights off Tezzeret when he comes to collect the many, many favors that Ral owes Bolas.
  • Psychopathic Manchild: He throws very violent temper tantrums when angered, and gets angry at the smallest things.
  • The Rival: For Jace, according to Doug Beyer.
  • Shock and Awe: He specializes in using electrical magic.
  • Small Name, Big Ego: To put things in perspective, Ral Zarek considers Niv-Mizzet to be "at best" his rival, and at worst just a nuisance he has to put up with.
  • Smug Smiler: Sports a wide and almost menacing smirking smile that is present in a large part of the drawings that feature him.
  • Trauma Conga Line: His spark ignition. Because of his secret missions for Bolas to earn money, his relationship with his lover Elias grew very strained. He gets stabbed on the job by a young boy, and before he can have it healed he returns home, only to find Elias in the embrace of another man. As soon as he sees this, his spark ignites.
  • Villainous Breakdown: At the end of Dragon's Maze, where he throws a lethal hissy fit over losing to Jace.


Colors: Green, blue, red.
Race: Human.
Home Plane: Unknown.

A shaman planeswalker who was introduced in Duels of the Planeswalkers 2014. He is an agent of Bolas who manipulated Chandra into stealing the Dragon Scroll from Kephalai, leading her to be present at the Eye of Ugin.

  • Blade on a Stick: His artwork depicts him holding a spear.
  • Expy: A shamanic human planeswalker who serves Bolas and isn't quite sane? That sounds like Sarkhan. The similarities become stronger when Sarkhan also starts using a spear and even comes to share the color alignment as Ramaz, although by that point Sarkhan has regained his sanity.
  • Final Boss: He is the last opponent fought during the campaign of Duels of the Planeswalkers 2014.
  • Mad Oracle: Implied. He is shown to be crazy and his deck in the game is called Prophetic Ramblings and contains several cards that have to do with prophecies and oracles.
  • Small Role, Big Impact: His involvement in the plot is limited to him manipulating Chandra into stealing the Dragon Scroll and being hunted and defeated by her after she realizes she had been used. However, without that, the Eldrazi wouldn't have been unsealed and the Gatewatch wouldn't have formed to combat them.
  • Toyless Toyline Character: He has no card of his own.
  • Villain: Exit, Stage Left: Planeswalks away immediatly following his defeat to Chandra on Kaldheim.
  • What Happened to the Mouse?: His whereabouts after being defeated by Chandra are unknown and he has made no further appearances since his debut.
  • Wild Hair: His hair and his beard are both long and unkempt.

    Saheeli Rai
"Our creations are more than mere things. They have life in them, little bits of ourselves."

Colors: Blue, red.
Race: Human.
Home Plane: Kaladesh.

Saheeli Rai is a planeswalker hailing from Kaladesh, Chandra's home plane. She is a very skilled artificer well-known for creating life-like replicas of living creatures. She is also a fierce competitor when it comes to metalcrafting contests, but otherwise a nice person. Read more about her here.

  • Adorkable: When Huatli went to Kaladesh and met Saheeli, she asked Huatli about her home plane. When it turned out that there aren't dinosaurs on Kaladesh and Huatli tells her about them, Saheeli is thrilled from the thought of making a dinosaur automaton and takes Huatli to interrogate her about them.
  • The Beastmaster: Her main forte is to create metallic beasts.
  • Extra-ore-dinary: She's noted to have strong control of metal, even being able to transmute metals from one type to another.
  • Gadgeteer Genius: Par for the course on Kaladesh, but she is above most others in the field of artifice.
  • Motherly Scientist: When Huatli planeshifts to Kaladesh and is overwhelmed by the sights, sounds and smells of the new world, Saheeli offers her food and shelter, showing her the ropes of this new world. She also takes notes on Huatli's description of dinosaurs, just in case she should decide to build an artificial one...
  • Nice Job Breaking It, Hero!: Allowing Rashmi to enter her planar gate into the Inventor's Fair allowed Tezzeret to take the device and upscale it, making it of use to Nicol Bolas to transport his legion of lazotep-armored undead Eternals from their home plane of Amonkhet.
  • Spirited Competitor: One of her favorite pastimes is to use her metallic beasts for gladiator-style duels. Outside these matches, however, she's known to be friendly.
  • To Be Lawful or Good: Prior to Chandra's return to Kaladesh, she finds herself faced with a dilemma when the inventor Rashmi manages to create a Planar Bridge; a functioning teleporter that can, suitably adjusted, allow for the transportation of items between planes and which could potentially be used to recreate planar portals and allow for non-planeswalkers to travel between worlds again, something lost in the wake of The Mending. Saheeli is thusly torn between doing the Lawful thing and stopping Rashmi's invention from being made public, thus preserving the status quo of planes remaining untouched by each other, and doing the Good thing and saving Rashmi from bankruptcy by helping her to submit her teleporter to the Inventor's Fair. She initially chooses to be Lawful, but Rashmi's dismay changes her mind and she ultimately chooses to be Good.

"I'll fight no more just for the honor of dying. The afterlife will have to wait."

Colors: Red, green, white (formerly).
Race: Human.
Home Plane: Amonkhet.

A planeswalker from Amonkhet. Former cropmate of Djeru who discovered the plane's dark secret and dedicated herself to saving the people of Amonkhet from the depredation of the God-Pharaoh. Her spark ignited as the plane faced destruction during Hour of Devastation.

  • Adventure Archaeologist: A rare non-Blue example. Samut is hellbent on searching the ancient ruins within Naktamun to discover the true history of her home plane.
  • Dangerous Forbidden Technique: The people of Naktamun consider the ancient martial arts she has studied to be this.
  • Dual Wielding: Holds two short swords on her card "Samut the Tested"
  • Freudian Excuse: The death of her childhood buddy Nakht pulled her in the opposite direction from Djeru, causing her to seek answers for the brutal nature of the world.
  • La Résistance: Leads one against the gods and oppressive society of Amonkhet.
  • Lightning Bruiser: Is one both in-game and in-story.
  • Traumatic Superpower Awakening: Inverted, as it's when she rescues Hazoret and things start going better for her that her Planeswalker spark ignites.
  • We Used to Be Friends: With Djeru, before they were driven apart by their incompatible views on Amonkhetu society, Samut wanting to overthrow it and Djeru to preserve and enforce it. The events of Hour Of Devastation finally bring them back together.
  • You Have to Believe Me!: The first time Samut seen in the story, she's running through the streets yelling at everyone about how their entire way of life is a lie. They don't find it very convincing, and after Samut barely manages to escape the authorities, she doesn't find it convincing in retrospect either.

    Sarkhan Vol
"Some were born to fight. Some were born to rule. I was never born at all."

Colors: Red (primary), green, blue, black (formerly).
Race: Human.
Home Plane: Tarkir.

The dragon shaman Planeswalker Sarkhan Vol was first introduced in Shards of Alara. At first, he wielded red and green magic, but under Nicol Bolas's tutelage (as well as Sanity Slippage), he's moved away from green in favor of black. He was originally from the war-torn plane of Tarkir, where dragons have long since become extinct. His purpose for returning is to find the remains of Ugin, which leads in 1,280 years into the past to save the Spirit Dragon. After completing his mission, he returns to the present only to find that no one recognizes or remembers him. Read more about him here.

  • A Day in the Limelight: He's the main protagonist of the "Khans of Tarkir" expansion.
  • Ambiguously Brown: Sarkhan has a Slavic name, but is distinctly Asian-looking.
  • Barbarian Hero: He's a Red & Green Mana character, both of which are asociated with this trope. He's also literally a shaman from an entire plane with a "barbarian" theme to it.
  • Because You Were Nice to Me: Seems to feel this way about Narset, the only person we've seen treat him kindly. After she's killed while guiding him to Ugin's Nexus, Sarkhan swears to use his time-travelling opportunity to not only make sure she lives, but that Tarkir is a better world for her. Hammered home when he returns to the present: Sarkhan is overjoyed to find a world ruled by dragons, thinking it perfect... until he finds out that Narset was branded a heretic and has apparently disappeared, at which point his perfect world comes crumbling down. He almost seems to consider this "worse" than a world without dragons, and turns to Ugin in the hopes that this new problem can be fixed. Then after meeting Ugin, he finally meets her, and his mood promptly improves.
  • The Berserker: His second card was the only Planeswalker card that doesn't have an ability to increase his loyalty, so fighting will kill him sooner or later. Kaya's introductory card also had no ability to increase her loyalty, though she had means of refreshing her own loyalty to its starting value.
  • Brainwashed and Crazy: Throwing his chips in with Bolas probably wasn't the brightest idea he's ever had.
  • Breath Weapon: As a dragon shaman, his offensive spells often manifest in this style. He can even do it out of his hands, no less, through a form of Voluntary Shapeshifting.
  • Broken Pedestal: Threw himself at Bolas's feet, thinking that he was the dragon he could spend his life venerating. Seeing that Bolas acted very un-dragonlike was what started Sarkhan's Sanity Slippage.
  • Character Development: Notable primarily because of its effects on his card design. Of all the planeswalkers in the game, Sarkhan has had the most colours, with only white mana thus far unrepresented. His pre-Bolas version was red and green; under the Elder Dragon's sway, he shifted to red and black; his first post-Bolas appearance in Khans of Tarkir was mono-red; and finally, comparatively sane, he goes back to red-green but throws in blue, essentially taking up the mantle of the Temur.
  • Chekhov's Gun: While on Zendikar, Sarkhan takes a piece of a Hedron from the Eye of Ugin. Said hedron turns into the Crucible of the Spirit Dragon.
  • The Dragon: He was Bolas's main agent during the Shards of Alara arc. Pun not intended.
  • Dragon Rider: Such is his authority under Bolas that he actually rides dragons into battle.
  • Driven to Madness: By Nicol Bolas's mindraping touch.
  • Earn Your Happy Ending: Listen to him on the Dragons of Tarkir trailer. Throughout his life on Tarkir, he was despondent that dragons were a long-gone memory. After going back and rewriting Tarkir's fate by saving Ugin's life, he briefly exposits what happened to him... and Sarkhan just sounds so damn happy...
    Sarkhan: This is our world, now, Ugin... this is our Tarkir! Where once the clans fought the dragons, now the dragons and the clans are one! I, too, have changed. I've thrown aside my own past. I am a curiosity, now — an orphan of time. But now...Tarkir is the world I've always longed for! NOW... I FLY WITH DRAGONS!
  • Hearing Voices: He carries a small hedron that he believes the spirit dragon Ugin speaks to him through. It remains to be seen if he's right. He is.
  • Hell-Bent for Leather: As Sarkhan the Mad.
  • The Lost Lenore: Still pines for "his" Narset (see Because You Were Nice to Me), who — in his eyes — was lost twice: once to being killed in combat, the second because the timeline she was from no longer exists. Planeswalker!Narset at least sympathized with Sarkhan's feelings.
  • Magic Staff: He initially carried a magical staff as his melee weapon, but he seems to have dumped it in favor of a Blade on a Stick.
  • Meaningful Name:
    • Sarkhan comes from the word "šarkan", which means dragon in the Slovak language. As a bonus, it is a popular name for guard dogs in Slavic countries, which is more or less how Bolas treats Sarkhan.
    • In Tarkir, "Sar" means high or sky, meaning he is literally higher than the Khans. This is what causes Yasova to distrust him, as well as the new Tarkir's inhabitants, as "khan" has been turned into a blasphemous word.
  • Mind Rape: Bolas has been doing this to him, and it's been taking its toll on his psyche.
  • Might Makes Right: The reason for his tribe's dragon worship. They're more powerful than every other form of life, thus making them the rightful rulers.
  • My Master, Right or Wrong: As a slave of Bolas. He came to question his loyalty, fortunately.
  • Nice Job Breaking It, Hero!: Zigzagged. On the one hand, preventing Ugin's death was ultimately to the multiverse's benefit. But on the other hand, preventing Ugin's death caused the rise of the Dragonlords and the extinction of the khanates of Tarkir.
  • Not Worth Killing: In the original Tarkir, Narset fell in combat to the monstrous Zurgo Helmsmasher. In the rewritten Tarkir, his clan is called to attention by the diminutive Zurgo Bellstriker. Sarkhan decides seeking Revenge on this Zurgo is a waste of time.
  • Old Soldier: Was once a general in the Mardu clan on Tarkir. When he ascended in the middle of a battle, his army was slaughtered.
  • Playing with Fire: As a dragon shaman whose affinity for red mana never wavered, he favors fiery magic as his go-to offensive option.
  • Power Dyes Your Hair: Initiating Ugin's millennium-long recuperation caused some minor magical backlash, a touch of which landed on his face and bleached a streak of his hair white.
  • Ret-Gone: Sarkhan was never born in Tarkir's new timeline. He has become, in his own words, "an orphan of time."
  • Sanity Slippage: After spending a long time isolated in the Eye of Ugin, he reappeared in Rise of the Eldrazi as Sarkhan the Mad.
  • Scaled Up: Several cards and some stories (such as this) demonstrate that Sarkhan is very capable of turning into a dragon. As Sarkhan the Mad, he does this to others instead.
  • Set Right What Once Went Wrong: This is the reason why Ugin's whispers led him through a mysterious gate that sent him 1,280 years into Tarkir's past: to prevent the Spirit Dragon's death at the hands of Nicol Bolas.
  • Stockholm Syndrome: One explanation for his devotion to an evil dragon who has badly mistreated him.
  • Temporal Paradox: Sarkhan saving Ugin causes him to vanish from the past, and when he returns to the present-day Tarkir, he finds out that there are no longer any records or memories of his existence.
  • Took a Level in Badass: Meta-wise, his latest card's final ability can summon all dragons from the player's deck, suggesting this of him. Also, with the new addition of blue, he's now spanned four colors — something not even Nicol Bolas can boast.note 
  • Trapped in Villainy: He spent a long period of time mentally dominated by Nicol Bolas, forcing him to obey the malevolent dragon's commands. Subverted in that he was ultimately freed when he time-traveled to prevent Bolas from assassinating his twin brother Ugin, allowing him to start over.
  • Übermensch: Sarkhan strives to live his life unbound by the chains of civilization, believing that listening to your heart and instincts is better than the 'arbitrary' rules of society. Unfortunately, this makes his moral compass a tad unreliable, and it gets worse when he serves Nicol Bolas. Then he rebels and recovers, to a degree.
  • Where It All Began: Ironically enough, he had to return home to Tarkir in order to take the next step of his journey: resurrecting Ugin.
  • Woobie, Destroyer of Worlds: The poor guy wasn't really in control of himself or his actions during the events in the Eye of Ugin.

    Tacenda Verlasen 

Colors: Red.
Race: Human.
Home Plane: Innistrad.

A possible planeswalker hailing from Innistrad, Tacenda is the protagonist of Children of the Nameless, a young girl who is infected with a curse that makes her blind during the day while her sister is blind at night. She is a song mage, and used her warding songs to protect her village, until one fateful night...

  • Broken Bird: A girl who has to live every day of her life blind and afraid, is sent out at night to guard her village and who loses both her parents and her twin sister. And that's at the beginning of her story
  • Cain and Abel: She is good while her sister Willia has been taken over by fear.
  • The Fatalist: She believes everyone has a role to perform in society and that fate governs the people. This contrast's with Davriel's belief that one should follow one's own path.
  • Light 'em Up: Her warding song makes lights go brighter and shadows disappear. Interestingly, according to Word of God she is actually Red-aligned, not White. And tragically ironic because she laments she can't see the sun.
  • Magic Music: Her songs have magical properties which include warding against threats to her village.
  • Musical Assassin: Her specialty.
  • Sibling Yin-Yang: With her twin sister Willia. The latter possessed strength and was training to be a cathar after having converted to the faith of the Church but is cursed with becoming blind during the night. Tacenda, on the other hand, cannot see while the sun is up but can sing songs that have magical properties and believes in the Bog like other residents of her village. Willia let her fear of the darkness consume her and turned against both her family and her village to gain the power of the Bog Entity while Tacenda tried her best to protect them and eventually returned their souls to their bodies.

"The pain of exploring is less than the pain of not knowing."

Colors: Blue (primary), green, white.
Race: Moonfolk.
Home Plane: Kamigawa.

A moonfolk Planeswalker hailing from Kamigawa, Tamiyo is a blue-aligned Planeswalker who believes that all planes hold mysteries that set them apart from each other. She came to Innistrad to research the interesting magical properties of its silver moon, and stayed after the return of Avacyn, studying the guardian angel's effects on the plane alongside the astronomer Jenrik. Read more about her here.

  • Above Good and Evil: Tamiyo makes it very clear to Jace that she doesn't want to kill Avacyn, understanding that the angel is driven mad but is ultimately what is protecting Innistrad, and is more wanting to know what is happening to her than fixing it. Jace eventually convinces her into trying.
    Tamiyo: I have recorded ten thousand stories about heroes, and a hero is merely a disaster with a point of view.
  • Adventurers Club: Tamiyo entertains a small circle of fellow planeswalkers on Kamigawa that meet, share stories over the happenings within the Multiverse, and leave again. She later uses this circle to spread word of the Gatewatch and their deeds on Zendikar and Innistrad.
  • Alien Non-Interference Clause: Tamiyo has a self-imposed one that she stands firmly by. She is devoted to understanding and chronicling the events that shape a world, for better or worse, and will never allow herself to become directly involved in and influence their outcome.
  • An Ice Person: A poem on one of her scrolls can be used to conjure ice and snow. Fittingly, it's about a man freezing to death.
  • Apocalyptic Log: In Shadows Over Innistrad, Jace comes into possession of Tamiyo's journal, which is filled with cryptic entries regarding what has happened on the plane since the destruction of the Helvault. Although it turns out Tamiyo is still very much alive by the time Jace finds her.
    "Entry 434: There's more to Avacyn's madness..."
  • Dangerous Forbidden Technique: Three of the scrolls she carries are stories so powerful that she's sworn never to use them, even if one of them could have saved Avacyn.
  • Facial Markings: Like the rest of her race, she has purple markings on her pale white face.
  • Fantastic Science: Categorizes and studies supernatural phenomena.
  • Happily Married: Despite being a planeswalker, Tamiyo still has a family back on Kamigawa that she visits regularly. Her husband Genku mostly cares for the children while she is away.
  • Heroic BSoD: She breaks down crying when recounting to Jace how Emrakul hijacked her and overwrote her scroll to facilitate Her self-made sealing.
  • Intrepid Reporter: Kind of. She was a field scholar before her spark ignited, and now she continues her work throughout the multiverse, sending reports back to Oboro on what she observes. She's described as very curious, seeing every plane as a treasure trove of knowledge to be explored.
  • Interspecies Adoption: Tamiyo adopted a young Nezumi (a rat-man) after his village was burned down by Tezzeret's Infinite Consortium and treats him like her own child.
  • Invisibility: One of her scrolls, telling the tale of a thieving trickster, can be used for a veiling spell.
  • Lunacy: Her academic obsession in Innistrad is studying its famous argent moon and its various effects. The connection to lycanthropy just fascinates the soratami.
    Tamiyo: I'm pleased this world has learned the moon affects more than the tides.
  • Neutral No Longer: She followed the Planar Beacon to Ravnica in War of the Spark and was content to just observe and document what was going on. Then she saw Eternalized Kefnet, and the full horror of the situation struck her and caused her to realize that neutrality was not an option.
  • Power Floats: She usually glides as opposed to walking.
  • Psychic Link: Engages one between her and Jace, so that they understand more abut each other and so she could offer him comfort in his increasingly delusional mind.
  • Spell Book: She can use a style of magic based on stories she's collected in her travels, recorded on a number of scrolls she carries with her. Reading the stories allows her to channel their themes for a number of purposes.
  • These Are Things Man Was Not Meant to Know: Being an ever-curious moonfolk going about to report the going-ons of other planes, her pursuit of knowledge comes with the burden of knowing things that are too dangerous to be spoken of, but too important to be forgotten.

    Teyo Verada

Colors: White.
Race: Human.
Home Plane: Gobakhan.

Originally from the plane of Gobakhan, Teyo Verada is a planeswalker who creates geometric shields of force. His spark ignited during the events of War of the Spark, resulting in his first planewalk trapping him on Ravnica during the Eternal invasion.

  • Barrier Warrior: His primary magic is creating translucent shields of force.
  • Buried Alive: His spark ignites when he's drowning in a pit of sand.
  • Deadly Dust Storm: The primary purpose of his order as demonstrated is defending travelers against his plane's frequent diamond storms.
  • Geometric Magic: His shields incorporate many geometric designs.
  • Inept Mage: Notes that he was the worst acolyte in the Order of the Shieldmage, though his abilities improve rapidly after his spark ignites, to the point where he can block a single blow from a God Eternal.
  • Light 'em Up: His constructs are explicitly Hard Light ones.
  • Naïve Newcomer: Plays this role during the events of War of the Spark, as immediately upon igniting he's enmeshed in the complex Ravnican political situation as it interacts with Nicol Bolas's endgame and a small legion of planewalkers with interconnected histories, and eventually just assumes a state of wonderment as he's constantly introduced to new factions, species and magics.
  • Stone Wall: He's able to hurl spheres of force, but this attack is very weak in contrast with his powerful defensive abilities, seemingly little more effective than throwing a cobblestone.

"I appreciate the depravity of noble designs turned to devious ends."

Colors: Blue (primary), black.
Race: Human.
Home Plane: Esper.

Originally from the Alaran shard of Esper, Tezzeret is an artificer planeswalker and an agent of Nicol Bolas. One of his recent tasks is to spy on the Phyrexians in Mirrodin / New Phyrexia. Some time later, he goes to Kaladesh and becomes a Consulate leader, using the Inventor's Fair to further his agenda, but is discovered by Liliana, who then brings the Gatewatch down on him. Read more about him here.

  • Abusive Parents: We don't learn much about his mother before her death other than she verbally abused his father, but his father was a violent, drunken lout who, upon discovering that his son is a much better scavenger than he is, abandoned work altogether, preferring to just shake down his son for his findings. Additionally...
  • Appropriated Appellation: His parents never gave him a name, so he used a nickname given to him by his peers instead.
  • Artificial Limbs: Like all inhabitants of Esper, parts of his body — in this case, his right arm, and later, his torso — have been replaced with etherium metal.
  • Bad Boss: A Running Gag has Tezzeret kill his messenger imps for interrupting his tasks. He was also pretty nasty to his employees when he was running the Infinite Consortium, as well as to the Inventors' Fair finalists on Kaladesh.
  • Body Horror: Aside from the obvious, as a child he kept his main stash of etherium shards hidden from his father by inserting them into his scalp, and the skin around his groin and inner thighs.
  • Conspicuous Trenchcoat: While he wears a cloak and hood to conceal his identity as the head judge of Kaladesh's Inventor's Fair, he ends up attracting someone else's attention.
    Liliana (speaking to Chandra): Conspicuously inconspicuous, don't you think?
  • Creative Sterility: Prefers to improve on other people's ideas and plans than make his own.
  • Despair Event Horizon: When he discovers the true nature of Etherium in Test of Metal.
  • The Dragon: To Bolas, funnily enough, given that Bolas is a literal Dragon. He's far from Bolas's only minion, of course, but he's the most important one we've seen so far.
  • Final Boss: Of Duels of the Planeswalkers.
  • Freak Out:
    Guard: If you'd kept your mouth shut, and your eyes down, you could have lived out your pathetic, unremarkable life. No one will care that you're gone. No one will even remember you existed.
    Tezzeret: No! NO! NOOOOOO!
  • Freudian Excuse: As a child, his mother was killed because an upper-class guild member ran her down in his carriage without bothering to stop. His father explained that such a man could do that because he's strong, but even he would still bow before someone stronger — like a mage. This single event was an epiphany to Tezzeret. It taught him that flesh is weak and inevitably destroyed, those with power can do as they please and will always take unconsciously from the weak, and that there is no-one more powerful than a mage. Later, as a street thug, he developed the habit of killing the mothers of those who wronged him, his own way of exerting dominance over them.
  • Gadgeteer Genius: Tezzeret's powers give him a particular knack for creating Mecha-Mooks or other magitek, enough that he actually manages to pass unnoticed on Kaladesh, an entire society of magitek inventors and artificers.
  • Hair-Trigger Temper: His profile describes him as short-tempered.
  • Hollywood Cyborg: Has metal embedded in his torso and a metal arm replacing his organic one.
  • Might Makes Right: His father taught him this is how the world works, and it shaped his whole life. Growing up, he desired to become strong enough to never be on the 'wrong' end of this philosophy ever again.
  • Never Given a Name: Tezzeret was never named by his parents...
  • Names to Run Away from Really Fast: he adopted a nickname he received from his gutter rat friends. He's named after an Esper colloquialism for a shank.
  • Not Himself: Bolas reprograms his personality in addition to rebuilding his body. Tezzeret's still smart enough and self-aware enough to realize it.
  • Only Known by Their Nickname: For a very good reason; he wasn't named as a child because he was just that poor, so the only identifying moniker he has is the nickname that his childhood friends bestowed on him.
  • Red Right Hand: He had fashioned an arm out of etherium, which he then "installed" himself. What makes it noticeable is that on Esper, most etherium limbs are an alloy with some other baser metal, as pure etherium is considered too weak and brittle, and only capable of conducting magical power. Tezzeret's arm is pure etherium crafted with techniques that not only make it structurally sound, but also capable of generating massive amounts of magical power. Nicol Bolas later takes it from him and, after Tezzeret agrees to work for him, fashions him a much cruder replacement.
  • Robot Master: Hailing from a world where all life is partially a magitek cyborg, Tezzeret naturally gravitates towards the use of creating magitek golems to do his bidding.
  • Science Hero: For certain values of "hero", anyway.
  • Self-Made Man: Born into a poverty beyond simply having nothing to his name (because he didn't even have a name), Tezzeret scrapped, saved, and murdered his way up in the world until finally he had enough of the local Phlebotinum and the know-how to make an arm out of the stuff, and then he played this trope a bit more literally.
  • Shoot the Messenger: He is very displeased at Bolas's repeated order for him to go to Mirrodin while he's busy that he ends up killing multiple messenger imps that Bolas sends to relay said order.
    Tezzeret: (after Bolas appears in person) What's the matter, run out of imps?
  • Smart People Build Robots: His card effects lets him turn your artifacts into 5/5 artifact creatures.
  • Son of a Whore: His mother was a prostitute.
  • Technopath: His special magical abilities allow him to communicate with machines and turn them into his servants.
  • Tyrant Takes the Helm: Through means yet to be explained, he has become a high-ranking Consulate officer, and after the Inventor's Fair, he uses the Consulate's authority to oppress the masses. Gatewatch's arrival and the La Résistance of Ghirapur eventually dethrone him, although he nevertheless has achieved his goal with regards to the Inventor's Fair.
  • The Unfettered: He does what he does to increase his own power, with no ties of loyalty or even a name to impede him.
  • Villain Protagonist: How he was portrayed in Test of Metal.
  • We Can Rebuild Him: What Bolas did to him after his fight with Jace.
  • Weak, but Skilled: By his own admission, he is not a particularly powerful mage. But he's damned clever.
  • Whatevermancy: As a child, he discovered he had a knack for rhabdomancy, the ability to find metal. His ability was weak, but it allowed him to find the small slivers of etherium in the castoffs of the well-to-do.
  • Wrong Context Magic: On Kaladesh, the inhabitants of the plane seemed a bit taken aback by the difference between Tezzeret's magically animated constructs and their own aether-powered automata.
  • Xanatos Speed Chess: Attempts this with Bolas in Test of Metal. He loses.

"Pained defiance or shameful surrender — every reaction is a pleasant surprise."

Colors: Red (primary), black.
Race: Half-devil.
Home Plane: Innistrad.

Hailing from Innistrad, Tibalt began his career as a skaberen — a blue-aligned Mad Scientist necromancer — but he lacked the talent for corpse reanimation. This incited feelings of rage, and thus he turned to experiments on living beings. Feeling empowered, he became a sadist, and the cruelty of his experiments attracted devils. Eventually, the cathars discovered his evil and tried to arrest him. In rage, he cast a spell that fused him with the devils, igniting his spark in the process as he felt the pain of everyone that he experimented on. Now half-human half-devil, he is free to do as he pleases in the multiverse. Read more about him here.

  • Ax-Crazy: He's basically a superpowered serial killer.
  • Demon of Human Origin: Was an ordinary human before his desperate spell turned him into a human-devil hybrid.
  • Dressed to Kill: He's not called "The Dapper Devil" for nothing.
  • Evil Counterpart: To Sorin. Both were normal humans on Innistrad before becoming Planeswalkers and became creatures that are stereotypically evil in the process. However, Sorin learned to control his blood lust to become a protector of worlds while Tibalt gave in to his sadism.
  • For the Evulz: His entire reason for being.
  • From Nobody to Nightmare: Went from a failed skaberen to a half-devil planeswalker who gleefully revels in his ability to indulge his sadistic lusts on an entire multiverse.
  • Half-Human Hybrid: As his moniker suggests, he's a literal fusion of human and devil.
  • High Hopes, Zero Talent: His lack of success as a skaberen is what drove him to focus on inflicting pain on others.
  • It Amused Me: Personal whim is Tibalt's sole motivation for wahtever he does.
  • Mad Scientist: An unusual example, since he is Red rather than Blue. Then again, he is only in it For the Evulz.
  • Our Demons Are Different: Innistrad devils are red-aligned, wingless, and are basically internet trolls Up to Eleven. Tibalt is all of those, though he is presumably more intelligent than a regular devil.
  • Psychotic Smirk: He can be seen with this on the two different versions of his card.
  • Saved by Canon: Tibalt appears in Chandra's comic after the events of War of the Spark.
  • The Sociopath: Tibalt revels in inflicting pain and sees all life as nothing but toys for his amusement.
  • Took a Level in Badass: He reappears in the Kaldheim set as one of the main antagonists, sporting a far more impressive card than his first two iterations.

"Two magi could trade spells all day and never crown a victor. The real battle is not one of power but of will. If your confidence breaks, so too shall you."

Colors: Blue (primary), white.
Race: Human.
Home Plane: Dominaria.

Venser is a planeswalker originally from Urborg on Dominaria. His specialty is teleportation magic and building his own unique and powerful artifacts. Venser is brilliant and able to think fast on his feet to find a way out of any sticky situation he encounters. He relies on his knowledge of artifice and teleportation to pave his way through the Multiverse, where he satisfies his boundless curiosity of all things mechanical. Read more about him here.

  • Action Survivor: Starts out way in over his head during the Time Spiral block, but learns quickly. By the end, he's more level-headed, skilled, and ready to face the challenges in front of him.
  • Anti-Hero: In his second appearence, he was depicted as an irritable Jerkass who had an addiction to blinkmoth serum. Though the irritable part is somewhat justified, as he was dragged there by Koth against his will.
  • Addictive Magic/Fantastic Drug: In the Scars of Mirrodin block, it's shown that he is addicted to blinkmoth serum. Given that blinkmoths are endemic to Mirrodin and he spent the better part of his life in his home plane of Dominaria, it's not clear how he became addicted in the first place and doesn't have any bearing to the plot whatsoever anyways.
  • Cool Helmet: Was the control rig for his ambulator. Funnily enough, he started out not liking it, but Jhoira convinced him of its merits.
  • Explosive Overclocking: He exploited this to kill the Weaver King, overloading two powerstones right in his face as he was trying to take over Venser's body.
  • Gadgeteer Genius: He can build, repair or alter just about anything.
  • Foil: To Tezzeret. Where Tezzeret has Creative Sterility, Venser can't stop building things. Where Tezzeret turned to black mana, Venser turned to white. Tezzeret sided with Phyrexians, Venser aided the Mirrans. Tezzeret lived. Venser died.
  • Heroic Sacrifice: Sacrifices himself to save Karn at the end of the Scars of Mirrodin block novel.
  • Heroic Willpower: Ignited his Planeswalker spark by working tirelessly to stop temporal distortions around Dominaria and by building new inventions.
  • Light 'em Up: Apparently can summon wisps of light to guide his path. By Scars of Mirrodin, he shows proficiency in White mana.
  • Love at First Sight: Quickly develops a boyish crush on Jhoira of the Ghitu, partly due to her level-headedness and partly due to her brains and beauty. He eventually grows out of it, though he still considers her a friend.
  • Magic Feather: As it turned out, the ambulator he was working on in Time Spiral was completely unnecessary; he had a special talent for teleportation magic.
  • Red Oni, Blue Oni: Blue Oni to Koth's Red Oni.
  • The Smart Guy: In the Scars of Mirrodin storyline, Venser is the logical, sciencey member of the lead trio. A telling moment is how in an early encounter with Phyrexian horrors, his instinct is to take samples and study them.
  • Space and Time Master: Following in Teferi's footsteps, he can send things into the future (that is, to the end of your turn), send creatures directly to the enemy (make them unblockable), and erase things from existence (his emblem).
  • Stock Sound Effects: The sound he makes when he teleports is "Tpff!"
  • Teleporters and Transporters: He actually relies upon a mechanical "channel" for his teleporting ability.
  • Ur-Example: The first of the new breed of Planeswalkers.

    Vivien Reid

Colors: Green.
Race: Human.
Home Plane: Skalla.

A planeswalker introduced in the Magic 2019 Core Set, Vivien is a ranger-druid from the plane of Skalla. She has a special bond with the animals of the forest, which manifests in her unique weapon, the Arkbow.

  • Abnormal Ammo: The arrows themselves are nothing special, but thanks to the Arkbow they act as conduits that summon the spirit form of any animal Vivien has slain with it.
  • Archer Archetype: Her signature weapon is the Arkbow, an enchanted bow which contains the essences of every creature that ever lived on Skalla.
  • Doomed Hometown: Little is known about her home plane, other than it was utterly destroyed by Nicol Bolas.
  • Eco-Terrorist: Vivien believes civilization to be a cancer on the multiverse, and acts to destroy it.
  • Fluffy Tamer: Her quotes show an enthusiasm for large, dangerous creatures.
    "Each tooth is the length of a horse, and new ones grow in every sixteen days. Let’s get a closer look!"
  • Forest Ranger: Her niche among the other mono-green Planeswalkers.
  • Heel Realization: At the climax of Ikoria: Sundered Bond, Vivien realizes that her supporting Lukka in his coup is harming the plane's ecosystem, due to his use of the Ozolith's unnatural magic. She thus turns on Lukka at the last second, stopping him.
  • Make My Monster Grow: Vivien can use her magic to make any animal grow to monstrous proportions, i.e. making a tiny spider the size of a bear.
  • Meaningful Name: The Arkbow is a bow that, much like the legend of Noah's Ark, carries all the animals of a destroyed world.
  • Nightmare Fetishist: Ikoria gives us a look at her more enthusiastic side as she wanders through a land of constantly mutating monsters, cooing over the biggest and scariest of the lot. She puts herself in danger to get a good count of Obosh, the Preypiercer's legs (it has 347), views a creature spontaneously developing the ability to spit webs as "delightful", and is sad she can't find a captain to go looking for the giant demon kraken that eats entire ships.
  • Not So Different: From Nicol Bolas, as she realizes during Unbowed. Sometimes you just feel the need to destroy a place.
  • Pay Evil unto Evil: In the Unbowed storyline, she devastates the vampire-ruled city of Luneau on Ixalan by unleashing hordes of angry, often super-charged animals, killing many of the vampire aristocracy, possibly even the king himself. As the inhabitants of Luneau were religiously fanatical vampire Conquistadors who spend the first two thirds of the story brutally torturing animals to death as "art", readers tend to cheer her on.
  • Unfinished Business: Though she's not undead, and even despises the unnatural hunger that characterizes vampires and zombies, the Unbowed saga characterizes her almost as a revenant - Skalla and all that lived there are dead, but Vivien drives on, and she will continue on until she destroys Nicol Bolas, any other conqueror, and all of civilization along with them.

"The continual rise of the downtrodden is as inevitable as vines usurping a forest."

Colors: Black, green.
Race: Gorgon.
Home Plane: Ravnica.

A planeswalker introduced in Return to Ravnica, Vraska is a gorgon from the Golgari guild who was almost murdered by the Boros under the dictate of the Azorius. Her spark ignited, and she now seeks to impose karmic deaths on those she sees as the criminals of Ravnica, mostly corrupt law officers. Read more about her here.

  • Affectionate Nickname: After Jace is recruited into the Belligerent's crew, Jace takes to calling Vraska "Captain" under almost every circumstance. Jace even chastises Azor, a powerful former-Planeswalker sphinx, to refer to her as "Captain" despite the fact that Azor is insane from a millennia of solitude and has no idea who either of them are. The nickname takes on a greater significance when Jace erases her memories of their relationship (at her request) and Jace uses the title as the key to later restore them.
  • A Mind Is a Terrible Thing to Read: When Jace attempts to read her thoughts, he finds that she is visualizing nothing but millions of ways to murder him, in graphic detail. He breaks the connection out of reflexive horror.
    • She herself becomes a victim of this trope in Ixalan: Jace is in telepathic contact with her as his memories start coming back, and she gets a front-row seat to every single one, knowing full well that he's going to remember that they used to be enemies.
  • Ambition Is Evil: Zigzagged with her return in the story "The Gorgon and the Guildpact", which sees her having graduated from a mere Vigilante Man to somebody wanting to manipulate the very guilds of Ravnica. It's initially presented as just Vraska being power-hungry, but later stories clarify that her motivation isn't so much power as a desire to shake up a system that she sees as unfair and oppressive. Plus, assassination is an accepted method of political advancement in the Golgari Swarm.
  • Anti-Villain: Has a rather tragic backstory being mistreated and almost killed by the Azorius and ultimately cares sincerely for the downtrodden and outcasts. In her initial appearance, it doesn't come off all that sympathetic since she's still a violent murderer, but after Ixalan is played heavily for sympathy.
  • Bad Boss: She apparently runs a network of assassins in the Undercity, and said assassins under her care would rather die than return in failure. Vraska also thinks nothing of killing her own minions to make a point.
  • Because You Were Nice to Me: Vraska falls for Jace during their time traveling together in Ixalan because of his sincere openmindedness towards her and his understanding of the things she's done, in comparison to the vast multitudes who have greeted her with suspicion, fear and disgust for her race.
  • Benevolent Boss: In contrast to her assassins, she treats her pirate crew on Ixalan quite well.
  • The Captain: During the Ixalan storyline, Vraska has found new employment as the leader of a pirate crew, searching for plunder, adventure, and the Immortal Sun.
  • Career Killer: Runs an agency full of assassins, and will also sell her skills as a killer for money if the cause seems right.
  • Character Development: Initially, Vraska is presented as just a sadistic assassin, albeit one with a personal vendetta against the Azorius and Boros. Subsequent fiction fleshed out her backstory, presenting her in a more sympathetic light and revealing her to have ultimately noble goals. Most notably, she went from her initial Bad Boss presentation to a Benevolent Boss during the Ixalan storyline.
  • Criminal Mind Games: Taunts Jace with a series of public killings, leaving clues to her location.
  • Disproportionate Retribution: She was almost killed during a riot in an Azorius prison... so she becomes a serial killer targeting high-profile Azorius bureaucrats. Seems legit.
  • The Dreaded: Even in Ravnica's Undercity, she is rarely seen in person and is feared due to her track record of kills.
  • Engineered Public Confession: Jace pulls this on her during The Gorgon and The Guildpact, transmitting her image in real-time to a summit meeting of guildmasters as she gloats about her despotic aims.
  • Everyone Has Standards: When she first discovers Jace on Ixalan, it's after he was completely annihilated by Nicol Bolas and planeswalked to Ixalan almost completely on accident (it later turns out it wasn't random at all), and it's clear the indeterminate amount of time he spent as a marooned castaway has affected his body and mannerisms. Vraska can only gawk at what Jace had become.
    Vraska: Jace, what the hell happened to you?
    • During her exposure to some of Jace's memories, she's sincerely upset over how frequently he has been abused and manipulated by others. She is particularly pained by Jace's torture at the hands of Tezzeret, and appalled at the callous way that Liliana Vess, Jace's former girlfriend, treats him.
    • Twice-over upon experiencing Jace's memory of his battle against his Evil Mentor Alhammaret. While Vraska does find Alhammaret reprehensible, even she thinks the mental beatdown Jace dished out to the sphinx was too much.
  • Fantastic Racism: Vraska is looked down upon in Ravnica for being part of the Golgari Swarm, and is looked down upon by the Golgari for being a gorgon. It's part of why she wants to bring down her own Guildleader and has greater ambitions of shaking up, if not deposing, the Guilds as a whole.
  • Femme Fatalons: Has some pretty wicked claws.
  • Hidden Depths: The Ixalan story brings her more noble qualities to the surface. She's a very charismatic and effective leader, as shown by the pirate crew she's assembled on the plane, and she ends up becoming very close friends with the amnesiac Jace.
  • Heel–Face Revolving Door: In her initial appearance in Return to Ravnica, she's played up as a villain who tries her best to get Jace killed. When she reappears on Ixalan, her backstory is played up for sympathy and its shown that she did bad things for the benefit of her guild (who are treated as criminals by the Azorius), and her budding relationship with Jace and his revelations about her "patron" cause her to join his side in fighting against Bolas for the sake of Ravnica. However, because Bolas is a very powerful telepath, Jace and Vraska agree that he will erase her memories of their relationship knowing it will cause her to become hostile towards him once again, but the mind-wipe was supposed to be temporary, after which she'd be on his side again. Her memories of Jace end up being restored early, but she continued to do Bolas's bidding out of fear of him and hatred of the Azorius, eventually leaving Ravnica before the war started. Finally, she went back and was on Jace's side for good.
  • HP to 1: Her card from the Ixalan set has this as its final ability.
  • Instant Expert: To prepare her for her mission in Ixalan, Bolas force-fed her sailing and navigational knowledge, Mind Rape-style.
  • Interspecies Romance: She becomes very attached to the human planeswalker Jace Beleren during their travels together in Ixalan. Before they part ways, they make plans for a date in Ravnica.
  • Karmic Death: Her specialty. In Ravnica, she particularly enjoyed killing her targets in ways poetically reminiscent of their crimes in life. For instance, a man who loved being in the spotlight was hanged in a public square.
  • Knight Templar: Her desire is to right the wrongs suffered by Ravnica's underclasses. She wants to do this through a hostile take-over of the Golgari Swarm, fueled by her supposed leader Jarad and his repressive policies towards the non-elven or human members of the Golgari Swarm.
  • Manchurian Agent: At the end of the Ixalan storyline, Vraska and Jace have become allies against Nicol Bolas, as neither wants him to conquer Ravnica. To be in a position to work against him, Vraska has Jace carefully remove her memories of their time together and their plans to oppose him, so he can restore them to her at the right moment.
  • Medusa: She is a gorgon. Apparently, her non-Planeswalker self was vulnerable to sunlight, and she can obviously petrify people. She also has serpentine hair, although Vraska has snake tails instead of the traditional serpent heads, and scaly skin.
  • Moral Sociopathy: As a serial killer, she's pretty much by definition as a sociopath, but she also adheres to a warped code of ethics that determine who she kills, and why.
  • One-Hit Kill: All her planeswalker cards have ultimates that dabbles in this, either by summoning Assassin who can kill any player in one hit, bestows said one-shotting ability to her entire army, or bringing an enemy's HP to 1 so that they die from any kind of damage.
  • Our Monsters Are Different: Like many gorgons in the planes, Vraska has prehensile snake tails sprouting from her head, instead of the traditional nest of writhing, biting, venomous snake's heads.
  • Pay Evil unto Evil: What she seems to think she's doing, anyway.
  • Pirate: It would appear that, as of the Ixalan storyline, Vraska has adopted this lifestyle on the titular plane, complete with all the associated regalia and mannerisms.
  • Poetic Serial Killer: She loves to arrange the bodies or execution methods of her victims to reference moral failings or their direct crimes, when she can.
  • Power Incontinence: Downplayed. She can freely choose when to activate her deadly gaze, but not whom it petrifies, so she has to be careful when there's an ally nearby if she plans on using her petrifying gaze.
  • Prehensile Hair: Like all Ravnican gorgons, she has long whip-like tendrils for hair. In the art for Night's Whisper, she can be seen using them to grab a victim's head.
  • Precision F-Strike: When Vraska finds Jace washed up on a local island, she takes to interrogating him. When he truthfully tells her he has no idea who she is or where she's from, she makes sure to call him an asshole, which is uncharacteristically strong language for what's usually a family friendly game and story.
  • The Scourge of God: She sees herself as something akin to this, bringing retribution upon criminals and monsters whom the law will not or cannot touch.
  • Ship Tease: Over the course of their adventuring together on Ixalan, Vraska becoomes extremely smitten with Jace, to the point of internally figuring out how to get a date with him and being absolutely crushed at the thought that he's going to renounce their relationship upon the restoration of his memories (he doesn't). Jace makes it pretty clear the sentiment is mutual and accepts the future promise of a date. Then he wipes her memories (at her request).
  • Stealth Expert: A given for her line of work, but she also uses silencing magic strong enough to cloak an entire ship. Which makes her quite an effective pirate.
  • Super Dickery: Ixalan ends on a cliffhanger where Jace's memories of Vraska return - and with them, the knowledge that they used to be enemies. Rivals previews depict Vraska as mono-black and doing some rather ruthless things in card art, implying that Jace will reject her and lead her to jump off the slippery slope. In the story proper, however, Jace forgives her and grows even closer to her, they end up working together to sabotage Nicol Bolas, and her ruthless acts are really Fake Memories created by Jace to deceive the dragon.
  • Taken for Granite: Has the ability to inflict this to others, as you would expect of a gorgon.
  • Vigilante Man: A very dark version of this. She specializes in hunting down the corrupt and the enforcers of what she sees as abusive and tyrannical regimes and personally killing them.
  • Villain Has a Point: She may be a villain (or, arguably, an Anti-Hero), but given her primary targets are the Azorius Senate and Boros Legion, well, it's not hard to sympathize with her viewpoint that they are full of corruption and need to be cleaned up.
    • Likewise, given that the Golgari Swarm is racist against gorgons and kraul (amongst others), and has a respected tradition of promotion through assassination, her desire to overthrow the oppressive, elf-supremacist Jarad is justified.
  • Villainous Friendship: Well, calling him a villain may be a bit much, but Vraska does seem genuinely fond of Mazirek, leader of the Kraul.
  • Weakened by the Light: Apparently. She was almost killed by an Azorius guard forcing her into the sunlight, which ignited her spark.
  • Well-Intentioned Extremist: In a very twisted way. She believes she's making Ravnica a better place by culling its corrupt elements. Given the Azorius Senate will sentence thousands of people to die just for being part of the Golgari Swarm, the Boros Legion will carry such orders out without hesitation, and the Orzhov Syndicate is literally a necromancy-practicing Corrupt Church run by The Mafia, she's not entirely wrong.

"I swore an oath to you [Avacyn], even unto death. I hold to it still. Name your charge."

Colors: Unknown.
Race: Human.
Home Plane: Innistrad.

Vronos is or was an Inquisitor from Innistrad, who hunted all sorts of undead horrors and werewolves for the sake of protecting innocents. When he was resting after his shift on a patrol, he was attacked by several werewolves, which tore up his face and ignited his spark. He inadvertently planeswalked to Esper on Alara, and there, while learning to control his planeswalking power, crafted a mask of etherium to hide his shredded face. On his return to Innistrad, the angel Avacyn gave him the task of subduing the now-cursed Garruk Wildspeaker. Who, as seen in the opening of DOTP'15, kills him and claims his mask as a trophy. Of course, players of the Duels of the Planeswalkers games don't know any of that about him, only knowing him as a generic avatar for their in-game profiles (as seen in the image to the right). Read all about him here.

  • A Death in the Limelight: His Uncharted Realms story, which gave us the majority of his backstory, also chronicled his death. We knew literally nothing about him besides the features of his mask before then.
  • Church Militant: He's a member of the Church of Avacyn, and has been trained to battle vampires, werewolves and zombies.
  • Cool Mask: His face was mangled by a werewolf attack, so he wears an intricate etherium mask to cover his scars.
  • Every Man Has His Price: Esper scholars were thrilled to be able to study a Planeswalker in a controlled setting. Vronos said he'd cooperate in exchange for knowledge...of the plane, etherium, how to master his powers, etc.
  • Facial Horror: His face was torn apart by child werewolves, and was replaced with etherium.
  • Glowing Eyes of Doom: The only thing you can see through his etherium mask.
  • Heroic Resolve: His flares up after he returns to Innistrad and is personally blessed by an understanding, forgiving Avacyn.
  • In the Hood: He always dresses in a large hood, to help cover his severe facial scars and the mask he used to hide them.
  • Killed Off for Real: He was killed by Garruk.
  • Mission from God: Avacyn sent him on a suicide mission to capture Garruk and bring him to her to be healed.
  • The Paladin: Despite his somewhat sinister title, Vronos is a heroic individual dedicated to protecting the innocent from monsters and madmen.
  • Power Upgrading Deformity: The same event that destroyed his face also ignited his spark, making him more powerful than he ever would have been otherwise.
  • Red Baron: Called the "Grey Fencer", though his fighting style led it to be a Non-Indicative Name.
  • Royal Rapier: Vronos was specifically trained with the rapier, matching the "gothic" theme of his home plane of Innistrad.
  • Scars Are Forever: Even when the missing flesh is filled in with etherium filigree. Also the reason he wears his Cool Mask. It's implied his face was torn apart, not just scarred.
  • Taught by Experience: Learned the intricacies of planeswalking by throwing himself almost randomly into the Blind Eternities.
  • The Chosen One: Hand-picked by Avacyn to strike down Garruk. He failed.
  • Toyless Toyline Character: Well, Cardless Card Game character, but still.
  • Weak, but Skilled: His fighting style. It's no match for Garruk and his brute force.
  • White Mask of Doom: The mask he wears is a bright white color, to match with his white clothing and make himself seem more intimidating to the monsters he fights.

    The Wanderer
"The Multiverse is infinite, but I've visited a few hundred at least."

Colors: White.
Race: Human.
Home Plane: Unknown.

A mysterious White-aligned Planeswalker who always hides her face. Her past and motives are unknown, but she's an incredibly deadly and efficient fighter.

  • Action Girl: She's a very skilled and efficient fighter.
  • BFS: Her sword is described as very large, and the art from her card in War of the Spark shows the hilt extends all the way behind her back when she's holding it with her arm fully extended.
  • Blessed with Suck: Word of God indicates that part of her apparent aloofness is due to the peculiar nature of her spark; namely, it's too easy for her to Planeswalk. It takes conscious, exhausting amounts of effort to remain on a single plane for any significant amount of time, so she mostly ends up pinballing around the Multiverse with little to no control over her destination.
  • Cool Mask: She wears a golden mask that obscures her entire face and keeps her eyes in shadow.
  • Iaijutsu Practitioner: Her fighting style is based heavily around this.
  • Lady of War: The best way to describe her in battle is serene, efficient, and deadly.
  • Master Swordsman: She's very good with a sword.
  • Mechanically Unusual Fighter: Her card is the only Planeswalker card not printed with a unique subtype, to conceal her name.
  • Mysterious Past: Little to nothing is known about her, and she doesn't seem interested in (or perhaps capable of) sharing.
  • Nice Hat: She wears a conical green hat with two feathers in it.
  • No Name Given: Only known by her title, and doesn't have a planeswalker subtype to indicate her name.
  • Noodle Incident: It's implied that she's encountered Tezzeret before and that he disfigured her face. She also met Sarkhan Vol at some point before they fought alongside one another in War of the Spark.
  • Ronin: Seems to be designed with this character archetype in mind.
  • Sword Lines: When she swings her sword, it leaves trails of white mana in the air.


Colors: Red, green.
Race: Dryad (Wrenn), treefolk (Six).
Home Plane: Unknown.

A dryad planeswalker from an unknown plane, Wrenn lives and fights inside of giant, symbiotic treefolk. She is currently on her sixth. Little is known about the pair, including if they still even exist in the present timeframe.

"The gods of Theros are born of the expectations and beliefs of mortals. If I have found godhood, what does that say about their true desires?"

Colors: Red, green.
Race: Satyr.
Home Plane: Theros.

Introduced in the Theros block, Xenagos is a planeswalker from the titular plane. He led a hedonistic lifestyle before ascending, and quickly realised how utterly insignificant he was in the big scheme of things. He returns to Theros, now burning with ambition and evil plans. Read more about him here.

  • Abstract Apotheosis: He becomes the spiritual embodiment of revelry.
  • A God Am I: He actually did became a god, so he's not as delusional as most examples.
  • Ambition Is Evil: Xenagos's frustration at learning how insignificant he was drove him to attempt to become first a god on Theros, and then to become the only god of Theros. To this end, he slaughtered countless mortals by unleashing summoned monsters and the Nyxborn, using the confusion to propel him into the ranks of the gods, whom he then turned on. Ultimately, Xenagos nearly destroyed all of Theros in his pursuit of power.
  • Anti-Villain: He is basically an angry, bitter person who seeks to disrupts what he sees as a farce.
  • Arc Villain: Of the Theros Block. The first green-aligned Big Bad in Magic's history, no less. However, while he's the main antagonist in terms of action, he's far out-shined by Heliod in terms of atrocities.
  • Ascend to a Higher Plane of Existence: As of Born of the Gods, Xenagos does indeed become a demigod of Theros.
  • Becoming the Mask: Xenagos is slowly becoming like the rest of the gods: a tyrant and an oppressor. More than a few of his former followers now openly fight against him for that. That said, there's a card ("Silence the Believers") that shows Xenagos with a look of horror on his face as a warrior slits the throat of one of his followers. There's another, "Revel of the Fallen God", which shows Xenagos' fellow satyrs in a state of panic now that he's gone. While he is far from the nicest guy around, he is shown to have some form of compassion for his satyr brethren.
  • Became Their Own Antithesis: Played with. After ascending to godhood, Xenagos goes from an anarchistic reveler to a tyrant and an oppressor, as mentioned in he flavor text for the "Satyr Hoplite" card. However, he'd always been a destructive and malevolent figure.
  • Broken Masquerade: Xenagos managed to ascend to godhood by obscuring his role in the chaos that devastated Theros. After his involvement was revealed, the other gods turned on him.
  • The Caligula: During his time as the Stranger King of the satyrs. He wasn't exactly the best leader, as demonstrated by the flavor text on Eidolon of the Great Revel:
    "Xenagos reveled while Theros burned."
  • Chekhov's Gun: He was struck by an arrow of Nylea which, while not killing him, left an arrowhead embedded in his chest. In a display of true hellenic hubris, Xenagos refused to have it removed, and he paid dearly for it: as at the end of the Godsend saga, Elspeth takes advantage of it to destroy him.
  • Cool Crown: His horns become larger and form an intimidating crown after his ascension.
  • Crown of Horns: Not literally, but his horns create the same visual effect.
  • Cynicism Catalyst: When his spark ignited, he realized how pointless his entire life had been, and how meaningless the gods of Theros really were.
  • Deader Than Dead: Because Xenagos was killed in Nyx, his soul didn't pass to the Underworld and thus he is completely gone.
  • Deity of Human Origin: Well, satyr origin.
  • Discard and Draw: Nope! Word of God confirms that even in his God form, Xenagos still has his Planeswalker spark.
  • Enfant Terrible: According to Thank the Gods, which reveals Xenagos was essentially born evil; he murdered his twin sister in the womb, and repeatedly tried to abuse or kill his mother, using his innate magical abilities to compel her to love and obey him despite everything he did.
  • Expy: Of Pan, who is a satyr with a penchant for the wilderness and sexual activities, and of Dionysus as the God of Revels.
  • The Fair Folk: He and his fellow satyrs pose as a fun-loving race, but are they (mostly) are in truth malicious towards humans.
  • For the Evulz: Engages in a lot of pointless cruelty, up to arranging the deaths of his own followers. In Godsend, the Theros novel, he has a man stoned to death by his satyrs just because the man told him a story he'd heard before and found boring.
  • Fauns and Satyrs: Holds the title of the first printed satyr Planeswalker.
  • Et Tu, Brute?: Basically feels betrayed and lied to by the gods, after learning how large the multiverse outside of Theros is.
  • Gone Horribly Right: His plan to become a god succeeds beyond his wildest dreams, making him exactly what he always despised most and almost destroying the world in the process.
  • The Hedonist: Before "wising up" after exploring the multiverse and growing jaded.
  • Impaled with Extreme Prejudice: Elspeth kills him by impaling him with the Godsend.
  • Improbable Weapon User: After his ascension, he has something of a cross between a lyre and an battleaxe for a weapon. Count as a Bizarre Instrument too.
  • Jerkass Has a Point: The gods do meddle in the affairs of mortals, for good or ill, are dependent on those whose fates they mess with, and are either ignorant of or actively suppressing the truth regarding the multiverse at large. It's not hard to see why exactly Xenagos sees them as a 14-man charlatan act.
  • Karmic Trickster: Against the gods themselves, no less.
  • Killed Off for Real: Courtesy of Elspeth.
  • Mook Maker: His second ability summons satyr tokens.
  • One-Winged Angel: Once he becomes the God of Revels, his appearance becomes notably more demonic and monstrous.
  • The Paragon: Seen as this by the other satyrs before his ascension, and for a while after it. It didn't last.
  • Physical God: He successfully became a full-on god, gaining dominion over Red and Green mana and the concept of revelry.
  • Powered by a Forsaken Child: The second part of Godsend reveals that he uses trapped Nyxborn to power himself after his ascension. In the end, Elspeth and Ajani free them.
  • Psychopathic Manchild: Showed signs of this even as a mortal, but really took it Up to Eleven after becoming a god.
  • Rage Against the Heavens: Though he wants to be part of it.
  • "The Reason You Suck" Speech: In the Born Of The Gods trailer.
    Xenagos: So much power. So much adoration. And what do the gods do with it? They meddle.
  • Rebellious Spirit: He finds the status quo on Theros so offensive that he really doesn't care if his plan completely destroys it.
  • Straw Nihilist: The gods are frauds! The entire Theran way of life is based on a lie!
  • Troubling Unchildlike Behavior: He was a rather psychotic child.
  • The Unfettered: He's out to expose the gods, and he'll see the whole world burn before he stops.
  • Visionary Villain: In his mind, at least, his ascension would have led to a better world by exposing the gods and their rules as pointless and needless, creating a paradise of endless revelry.
  • Well-Intentioned Extremist: In his own mind, he's trying to "fix" the world... it's just that a lot of people will have to die in order to do that.


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