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Characters / Magic: the Gathering Planeswalkers Post-Mending N-Z

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Planeswalkers: Planeswalkers who ignited Pre-Mending, Planeswalkers who ignited Post-Mending: A-M, N- Z
Planes and their peoples: Factions, Other Characters (Dominaria, Phyrexia, Rath and Mirrodin, Innistrad, Ravnica, Theros, Tarkir, Zendikar), Planes

The character sheet for Post-Mending Planeswalkers grew so large that it had to be split. For the rest, see here.


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    Narset 
https://static.tvtropes.org/pmwiki/pub/images/b75556b3359dce2605bc8f065fface1e.png
"Our own selves are the greatest obstacles to enlightenment."

Colors: Blue (primary), Red, White.
Race: Human.
Class: Monk
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.

Narset's ability to planeswalk was lost in the aftermath of March of the Machine. She remains on Tarkir, but has been officially cast out of the Ojutai, leaving her adrift.


  • Adventurer's 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.
  • 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.
  • Depower: Lost her spark in the aftermath of the invasion of New Phyrexia.
  • 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.
  • Older Than They Look: She's actually in her early fifties, but looks very youthful. Her art from Ikoria makes her look a bit older, however.
  • 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.

    Niko Aris 
https://static.tvtropes.org/pmwiki/pub/images/mtgniko_800x445.jpg

Colors: Blue (primary), White
Race: Human
Home Plane: Theros.

Early in Niko's life, an oracle foresaw a great future for Niko: they were destined to be a great athlete, an undefeated javelineer who would never miss a shot. Niko trained and competed for many years, but in all that time, they heard stories and songs of heroes who would fight to protect people and began to question the destiny prescribed to them. Eventually, Niko decided to challenge fate itself and, to the shock of many, purposefully lost a competition. This drew the ire of Klothys, the God of Fate, and when she rose from the Underworld she sent one of her Nyxborn to push Niko back onto the "correct" path. In this confrontation, Niko's spark ignited, flinging Niko beyond the borders of Theros for the first time.


  • Good Is Dumb: According to Word of God Niko has been written to be a Blue character more focused on perfection through athleticism than learning. They are not stupid outright, but their Naïve Newcomer status and heroic priorities make other characters get this impression from them.invoked
  • Magic Mirror: Niko's primary power is the ability to conjure mirror-like shards of magical energy, which can be thrown as projectiles. These can be used to cut or pierce like any other sharp object, but they can also temporarily imprison the first thing they strike, trapping the target inside the shard for anywhere from moments to a few minutes.
  • Mundane Utility: Niko's disappearing mirror shards can be used to play with a cat in the same way as a modern laser pointer.
  • Naïve Newcomer: They don't understand the nature of the planes, and are just along for the ride. At the end of the Kaldheim storyline, they overhear Kaya discussing the planes with Tyvar, and ask her if one of these planes happen to be Theros.
  • Out of Focus: During the Kaldheim storyline, Niko was mostly confined to Starnheim, whereas Kaya and Tyvar were adventuring in Immersturm and Bretagard. Because of this, Niko doesn't even appear in the main story until the final chapter, leading an army of valkyries.
  • Stronger Than They Look: Niko is an athlete, but you wouldn't guess given how scrawny they look at first glance.
  • Screw Destiny: Their defining character moment. Klothys had decreed that Niko would never lose a contest, but then Niko lost on purpose. Klothys was not happy.
  • To Be a Master: The Wizards story team indicated that Niko was designed in part as a "non-intellectual" Blue character, one who expressed Blue's value of self-improvement through physical training rather than study or innovation.

    Nissa Revane (UNMARKED SPOILERS) 
https://static.tvtropes.org/pmwiki/pub/images/nissa_revane_2288.jpg
"Life grows everywhere. My kin merely find those places where it grows strongest."
Click here to see her Compleated

Colors: Green (Primary), Black, Blue (formerly).
Race: Elf. Phyrexian (formerly)
Class: Scout
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.

Although her Phyresis was cured, Nissa's ability to planeswalk was lost in the aftermath of March of the Machine. She was initially stuck on Zhalfir, but was last seen exiting with Chandra into an unknown world though one of the new Omenpaths appearing thoughout the Multiverse.


  • 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.
  • Better with Non-Human Company: She's much more comfortable being around plants than people, even when the plants are sentient.
  • 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 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.
  • 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.
  • Depower: Loses her spark as a result of the process to purify her from New Phyrexia's influence.
  • 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.
  • Early-Installment Weirdness: Nissa's first card had three abilities, all of which referenced Elves. All her future cards reference Lands at least once, and several do nothing else. This coincides with her being thematically refluffed from a elf supremacist into the main cast member most in tune with the planes themselves.
  • Face–Heel Turn: Nissa was one of eleven Planeswalkers who attempted to destroy New Phyrexia. They failed, and five of them were compleated by Phyrexian oil, Nissa among them.
  • 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.
  • 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.)
  • Hates Being Touched: Chandra notes that she twitches if someone brushes by her, and Gideon eventually realizes that his friendly habit of clapping her on the shoulder only makes her uncomfortable.
  • 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.
  • The Hunter Becomes the Hunted: In Hard as Anger. Bright as Joy, Nissa and Lukka attempt to launch a surprise attack on Vorinclex at the urging of the Wanderer. It goes belly up when Lukka willingly lets himself become compleated and tasked by Glissa to bring Nissa back alive.
  • 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.
  • Magic Staff: Not exactly. While she does occasionally use her staff to channel magic, she prefers to use the sword inside for close quarters.
  • Might Makes Right: Her initial belief due to her Joraga upbringing.
  • Moral Myopia: Early on, because of her Joraga tribal beliefs.
  • Multiarmed And Dangerous: Her compleated form sports multiple sets of root like tendrils across her body, but she is shown to have a second set of arms, one of which looks to be the staff she carried with her.
  • 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.
  • Official Couple: After many ups and downs, she and Chandra become a couple in the first chapter of the Aftermath story.
  • Older Than They Look: Elves Live Longer, so she's in her sixties. She was actually born just before the Mending, but her spark didn't ignite until afterwards.
  • Opposites Attract: She is extremely different from her hot headed (literally) lover Chandra.
  • Please, Don't Leave Me: After the events of March of the Machines, she's developed a fear of abandonment, in particular with regards to her lover Chandra, one of the few people who can still Planeswalk. By the end of Aftermath, Chandra has agreed to slow down to make sure she can keep Nissa in her life.
  • 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.
  • 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.

    Oko 
https://static.tvtropes.org/pmwiki/pub/images/300px_oko2_9.png

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.

Oko is confirmed to be one of the handful of planeswalkers to have retained a spark as of Outlaws of Thunder Junction.


  • Abusive Parents: In the Outlaws of Thunder Junction story he and Kellan finally meet each other. Kellan being his own son doesn't stop Oko from manipulating and later abandoning him when the heist goes wrong. Kellan wants nothing to do with Oko after this.
  • Arc Villain: 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.
  • Forced Transformation: Part of what makes his Thief of Crowns card so reviled among the playerbase is the ability to transform a creature or artifact into an elk every turn while gaining loyalty.
  • 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.
  • Missing Dad: He is the father of Kellan, one of the main characters of the Wilds of Eldraine lore and the Omenpath arc as a whole.
  • 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 Trickster: 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.
  • Unwitting Pawn: Jace (disguised as Ashiok) and Vraska played him and the rest of the heist crew like a fiddle in the Outlaws of Thunder Junction story. They got what they wanted and left the crew with nothing.
  • Walking Shirtless Scene: Has yet to wear anything covering his chest.

    Quintorius Kand 
https://static.tvtropes.org/pmwiki/pub/images/quintorius_loremaster_7.jpg
“Every life has a story to tell. I won’t let them be forgotten.”

Colors: Red, White
Race: Loxodon
Class: Cleric
Home Plane: Arcavios

A loxodon student of Lorehold College of Strixhaven, Quintorius (his friends call him Quint) was originally a military student who simply lacked the killer instinct for combat, so he switched to archeology.

Quintorius is an enthusiastic and curious scholar whose planeswalkers spark ignited while he was helping defend the campus from the Phyrexian invasion during March of the Machine. Following the defeat of New Phyrexia, Quintorius retained his spark, traveling to Ixalan to aid in the exploration of its underground.


  • Advertised Extra: Downplayed; he features prominently in the art on the March of the Machine bundle alongside Teferi and Thalia, but never meets either of them. He does play a major part in the story of that set, however.
  • Adventure Archaeologist: Like most Lorehold scholars, Quint won't let any danger get between him and knowledge.
  • Badass Bookworm: Quint has a temperament more suited to research and exploration than combat, but he's more than capable of defending himself in a world of magic and monsters.
  • Early-Bird Cameo: He was first featured as a side character in Strixhaven: School of Mages before becoming one of the few remaining planeswalkers in the multiverse. He's one of the only post-Mending planeswalkers (alongside Narset and Samut) to have a legendary creature card before being printed as a planeswalker.
  • The Klutz: His clumsiness ended up getting him expelled from a military academy on Arcavios.
  • Power Floats: As his spark ignites, he's suspended in midair by the force of the Invocation of the Founders.
  • Soul Power: Quint is trained in the art of conjuring the spirits of deceased historical figures (which is standard practice in Lorehold College).

    Ral Zarek 
https://static.tvtropes.org/pmwiki/pub/images/ral_zarek_922.jpg
"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.
  • 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. Except for his and Tomik, as seen in the Pride Across the Multiverse Secret Lair drop, where the art for "Savor the Moment" features their wedding.
  • 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.
  • Hair-Trigger Temper: At the end of "The Secretist, Part 3", when he throws a tremendous hissy fit over losing.
  • Happily Married: Savor the Moment shows that he was finally able to marry his formerly-secret boyfriend Tomik, and everything worked out for them.
  • 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.
  • Single-Stroke Battle: How his fight with the compleated Vraska went. One well placed shot to the gut with his new invention was enough to take her out.
  • 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.
  • Straight Gay: He is in a relationship with Tomik and Gathering Storm shows all his previous lovers were male. He looks as masculine as his rival Jace Beleren.
  • 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.

    Ramaz 
https://static.tvtropes.org/pmwiki/pub/images/ramaz.jpg

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.


  • 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 
https://static.tvtropes.org/pmwiki/pub/images/kld_saheeli_rai_gallery_0_1.jpg
"Our creations are more than mere things. They have life in them, little bits of ourselves."

Colors: Blue, Red.
Race: Human.
Home Plane: Kaladesh.
Class: Artificer

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.

Saheeli's ability to planeswalk was lost after March of the Machine. Initially stranded worlds apart from her lover Huatli, Saheeli made the long and grueling journey throught the Omenpaths to Ixalan to reunite with her love.


  • 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.
  • Lipstick Lesbian: Note for a Stranger reveals she's into women, yet is pretty traditionally feminine by not-Indian standards herself.
  • 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, giving Nicol Bolas' undead legions and later the praetors of New Phyrexia access to other planes.
  • Official Couple: She and Huatli are dating as of the Pride Across the Multiverse event.
  • 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.
  • Ultimate Blacksmith: One of the greatest artificers in the multiverse. In the Dominaria United storyline, she's able to recreate the Golgothian Sylex from scratch, making her an artificer on the level of Urza, if not greater.

    Samut 
https://static.tvtropes.org/pmwiki/pub/images/samut.jpg
"I'll fight no more just for the honor of dying. The afterlife will have to wait."

Colors: Red, Green, White (formerly).
Race: Human.
Class: Warrior, Cleric
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.

Samut's ability to planeswalk was lost in the aftermath of March of the Machine. She remains on Amonkhet, and it really doesn't seem to have affected her priorities at all.


  • 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.
  • Depower: Loses her spark following the invasion of New Phyrexia.
  • 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, her spark Ignited because Hazoret thanking her for having protected her made Samut incredibly happy.
  • 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 
https://static.tvtropes.org/pmwiki/pub/images/b61909a2748c8d1ecb67b50d1388407b.jpg
"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.
Class: Shaman
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.

Sarkhan's ability to planeswalk was lost in the aftermath of March of the Machine. He remains on Tarkir, where the Invasion has finally forced some degree of cooperation between dragons and humanoids.


  • 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. The Tarkir storyline justifies it by saying it means "great Khan" in the languages of Tarkir
  • 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 colors, with only white mana thus far unrepresented note . 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.
  • Depower: Loses his spark following the invasion of New Phyrexia.
  • 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.
  • Locked into Strangeness: After saving Ugin, he returns to the present with a lock of hair turned white.
  • 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 spear.
  • 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.invoked
  • 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.

    Tamiyo (UNMARKED SPOILERS) 
https://static.tvtropes.org/pmwiki/pub/images/tamiyo_3829.jpg
"The pain of exploring is less than the pain of not knowing."
Click here to see her compleated form

Colors: Blue (primary), Green, White.
Race: Moonfolk, Phyrexian
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.

As of Neon Dynasty, she has become the first planeswalker to be compleated by Phyrexia.


  • 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.
  • Adventurer's 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..."
  • Badass Bookworm: To the point she uses the scrolls themselves as weapons.
  • Body Horror: Downplayed. At the end of Neon Dynasty she has been compleated by Phyrexia. Her limbs are grotesque and chromium metal, her lower leg bones exposed, spines cover most of her body and her eyes become Prophet Eyes, but compared to other Phyrexians she doesn't look very different from before otherwise.
  • Brainwashed and Crazy: After compleation, she now sees Phyrexia as her own family.
  • 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.
  • Dead Man's Switch: She wrote a story of her own life and sealed it away in an iron-bound scroll in the event of her death, in order to preserve her knowledge and self if/when the time came. Her compleated self releases the seal right before The Wanderer kills her, letting the copy of her past self comfort Nashi in the aftermath.
  • Devilish Hair Horns: After compleation her hair bangs get decidedly pointier in contrast to their previous round shape, making her look very demonic.
  • Face–Heel Turn: Compleated by Phyrexia at the end of the Kamigawa: Neon Dynasty story.
  • Facial Markings: Like the rest of her race, she has purple markings on her pale white face.
  • Fantastic Science: Categorizes and studies supernatural phenomena.
  • Fate Worse than Death: The first planeswalker to be made Phyrexian.
  • Fighting from the Inside: Part of her old self is still present after she's compleated, knowing full well that Phyrexia is wrong and missing her family. Eventually, this manifests itself when she's sent to compleate Kamigawa, making her hesitate just long enough for The Wanderer to strike her down.
  • 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) named Nashi 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.
  • Killed Off for Real: Her compleated self is cut down by The Wanderer during Phyrexia's invasion of Kamigawa... but her story isn't exactly gone forever.
  • 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.
  • Mad Scientist's Beautiful Daughter: Downplayed. In a sense, she was fathered in her new life as Phyrexian by Jin-Gitaxias, and she still retains her overall beautiful looks while assisting him in his work, but her appearance is steadily in the uncanny valley.
  • 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 about 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.
  • Uncanny Valley Girl: After the compleation, she keeps her graceful looks and protective personality. At the same time, however, she has metallic limbs and considers Phyrexians her new family.
  • Villain Song: One With Phyrexia from Neon Dynasty Official Soundtrack is both tragic and menancing song about her infection being Fate Worse than Death and how much bigger threat it makes the Phyrexians than ever before.
Oh Yawgmoth's children whisper
Now she is their sister
All her knowledge, all her wisdom serving them
Unholy metal gleaming
The Praetor will be scheming
Searching for Planeswalkers to infect

    Teyo Verada 
https://static.tvtropes.org/pmwiki/pub/images/teyo_verada.png

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.

    Tezzeret 
https://static.tvtropes.org/pmwiki/pub/images/tezzeret_9152.jpg
"I appreciate the depravity of noble designs turned to devious ends."

Colors: Blue (primary), Black.
Race: Etherium-enhanced 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. Following the defeat of Nicol Bolas during War of the Spark, he switches sides and begins working with the Praetors of New Phyrexia to help them achieve their ultimate goal, compleating a Planeswalker. 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 was a much better scavenger than he was, 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.
  • The Cake Is a Lie: Tezzeret has a recurring problem with this. Starting with the Seekers, pretty much every employer he's had has betrayed him and never had any intention of giving him his promised reward. When he comes to believe Elesh Norn also has no intention of giving him the darksteel she promised in return for his service, he vows to destroy her.
  • 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.
  • Double Agent: He doesn't much like Phyrexia despite working with them, so he is perfectly willing to work with the rebellious Urabrask.
  • 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.
  • Evil Versus Oblivion: He's working with Phyrexia because he wants something in particular from them, but he's not on board with them wiping out all non-Phyrexian life.
    Tezzeret: I can't rightly use what Norn has promised me if life as we know it ceases to exist, or if I'm transformed. But I still need it all the same.
  • 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.
  • Living on Borrowed Time: The Planar Bridge fused to him is slowly killing him. The whole reason he is working with New Phyrexia is because he was promised a new body made of indestructible darksteel that would allow him to survive what the Planar Bridge is doing to him.
  • 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.
  • My God, What Have I Done?: It's telling that the otherwise heartless and remorseless Tezzeret feels even slightly bad about the role he played in New Phyrexia's rise.
    Tezzeret's Reckoning flavor text: He had his darksteel body. His service was finally complete. Why was he not elated? Tezzeret looked at the Phyrexian empire he'd helped create and felt—for the span of half a breath—something almost like regret.
  • Never Given a Name: Tezzeret was never named by his parents...
  • Names to Run Away from Really Fast: ...so 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.
  • Playing Both Sides: Is simultaneously manipulating New Phyrexia under Elesh Norn and Urabrask's rebellious faction and the planeswalkers now aligned with it.
  • 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 creating magitek golems to do his bidding.
  • 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, and 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.
  • The Starscream: While Tezzeret is usually found in the service of a Big Bad or another, he is only loyal to himself and is never happy about working for other people. He once seized control of the Infinite Consortium from his boss Nicol Bolas, and while Bolas managed to reassert his authority over him, he bristled against his control the entire time and was very pleased when Bolas was defeated. He similarly shows no loyalty towards New Phyrexia, manipulating them and their enemies at the same time to undermine them as much as possible and get what he wants.
  • 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.
  • Villainous Underdog: Tezzeret came from less than nothing and worked his way up to become a force to be reckoned with. Unfortunately for the multiverse, that upbringing has made him a firm believer in Might Makes Right - and there is no line he will not cross to ensure that he never, ever ends up on the wrong end of that equation again.
  • 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.
  • Working for a Body Upgrade: He's working for New Phyrexia in exchange for darksteel with which he can upgrade his body to withstand the Planar Bridge.
  • 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.

    Tibalt (UNMARKED SPOILERS) 
https://static.tvtropes.org/pmwiki/pub/images/tibalt_9736.jpg
"Pained defiance or shameful surrender — every reaction is a pleasant surprise."
Click here to see him Compleated

Colors: Red (primary), Black.
Race: Half-Human Half-Devil. Phyrexian
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 a 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.


  • Artificial Hybrid: He was originally human, but later cast a spell that allow him and a group of devils to undergo a Fusion Dance, resulting in him becoming a literal fusion of human and devil.
  • Ax-Crazy: He's basically a superpowered serial killer, and it only got worse after his compleation.
  • Badass in a Nice Suit: He wears a bright green suit and is a monstrous, half-devil serial killer who started the Doomskar in Kaldheim.
  • Beware My Stinger Tail: His compleated form has his two tails turned into scorpion stingers, each dripping with Phyrexian Oil.
  • Big Red Devil: The resulting appearance of his Fusion Dance with devils.
  • Blade Below the Shoulder: After his compleation, his entire left arm is a blade.
  • Cool Sword: Despite favoring knives and hooks as weapons, Tibalt does later use the Sword of the Realms in his arsenal after stealing it.
  • Demon of Human Origin: Was an ordinary human before his desperate spell turned him into a human-devil hybrid.
  • 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 the world while Tibalt gave in to his sadism.
  • Expy: He's rather obviously a Tiefling in all but name.
  • 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.
  • Fusion Dance: In his backstory, he cast a spell that fuses his own being with a group of devils, resulting in him becoming a half-human, half-devil hybrid, which in turn, also ignited his planeswalker spark.
  • God Guise: Tricks and imprisons Valki the God of Lies of Kaldheim and impersonates him to cause chaos in the Realms.
  • Heroes Prefer Swords: Very much inverted. He doesn't even really like swords, preferring knives and hooks. Though after stealing the Sword of the Realms for his schemes in Kaldheim, he admits the sword is very useful.
  • High Hopes, Zero Talent: His lack of success as a skaberen is what drove him to focus on inflicting pain on others.
  • Hooks and Crooks: In addition to his knives, he also favors hooks for weapons in his pursuit to kill and torture.
  • It Amused Me: Personal whim is Tibalt's sole motivation for wahtever he does.
  • Karmic Death: After a lifetime of spreading misery, he's killed by Tyvar, whose plane he almost destroyed partially For the Evulz. For bonus points, not only is Tyvar the one person who proved completely immune to his usual tricks, but he also kills him by stabbing him through the heart with one of his own tails.
  • Mad Scientist: An unusual example, since he is Red rather than Blue. Then again, he is only in it For the Evulz.
  • Mind Rape: A more minor example compared to other Planeswalkers like Jace or Ashiok, but Tibalt is capable of using magic that prays on the doubts of his victims, effectively bringing out all their past despairs to torment them. Unfortunately for him, Boisterous Bruisers as Tyvar can No-Sell it.
  • Our Demons Are Different: Innistrad devils are red-aligned, wingless, and are basically internet trolls. Tibalt is all of those after his Fusion Dance, though he is presumably more intelligent than a regular devil.
  • Poison and Cure Gambit: Is the victim of this in the Kaldheim set courtesy of Vorinclex. If he doesn't want the seed Vorinclex planted in him to kill him, he has to wreak havoc on Kaldheim as a distraction. Though Tibalt claims he was going to wreak havoc anyway For the Evulz.
  • Psycho Knife Nut: He's an Ax-Crazy Sadist with a strong perchance for knives.
  • Psychotic Smirk: He can be seen with this on the two different versions of his card.
  • Sadist: He lives for the suffering of others and always learns new ways to torment and torture his victims.
  • Saved by Canon: Tibalt appears in Chandra's comic after the events of War of the Spark.
  • Sickening "Crunch!": How his death during All Will Be One is confirmed to the audience; Tyvar stabs him through the heart with his own bladed tail and tosses him off a bridge. The last thing that's described in the scene before it cuts away is the sound of his body crunching when it hits the ground.
  • Smug Snake: The guy is incredibly full of himself. It's especially apparent in the third Kaldheim story -which is narrated from his point of view- where he sees an easy victory against Kaya and Tyvar as a foregone conclusion.
  • 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.
  • Torture Technician: His specialty.
  • Uncertain Doom: At the conclusion of the Assault on New Phyrexia story, a compleated Tibalt is bested by Tyvar, the latter stabbing the former with both his tails before throwing him off the bridge they were fighting on. It was later confirmed by Word of God that he was indeed killed.

    Tyvar Kell 
https://static.tvtropes.org/pmwiki/pub/images/tyvarkell.jpg
Colors: Green (primary), Black.
Race: Elf.
Class: Warrior
Home Plane: Kaldheim.

Tyvar Kell is a wood elf planeswalker from the realm of Skemfar on the plane of Kaldheim, and younger brother of the Elf-King Halvar.

Tyvar's ability to planeswalk was lost in the aftermath of March of the Machine. He remains in Skemfar on Kaldheim, where he seems to be preparing his pepple for a full-scale war against the Skoti pantheon.


  • Battle Trophy: He has a necklace with trophies from his many quests. The most impressive is undoubtedly a Hedron, which marks him as a planeswalker (not to mention proving that he survived the Death World of Zendikar).
  • Beat Them at Their Own Game: When facing off against a Compleated Tibalt, Tyvar pulls an inversion of one of Phyrexia's usual tactics by spreading the metal he's currently made of onto his opponent, in that case the Phyresis-resistant Glimmervoid. This not only immobilizes Tibalt, it also saves Elspeth from being weighed down by the half-devil's magic.
  • Boisterous Bruiser: He loves to brag and loves a good fight, to the point where his second card actually has the subtitle of Jubilent Brawler.
  • Blade Below the Shoulder: Over his right bracer, he's wearing a gauntlet with a blade attached.
  • Dark Is Not Evil: He is partially black-aligned, and is a friendly and bombastic challenge-seeking hero.
  • Depower: Loses his spark following the invasion of New Phyrexia.
  • Disappointed in You: When the Doomskar starts and Kaya wants to planeshift away, Tyvar asks if that's what a planeswalker does? Flee somewhere else when the world goes against them? In that case he wants nothing to do with it. This winds up being a Dare to Be Badass moment, and motivates Kaya to help him try to prevent the Doomskar.
  • Glory Seeker: He dreams of being the greatest and most famous warrior in all the ten realms of Kaldheim.
  • Heroic Build: Compared to practically every other elf in the Multiverse, Tyvar is freaking ripped.
  • Hidden Depths: Tyvar is a braggart and obsessed with glory, but during his travels with Kaya he reveals himself to be a surprisingly nuanced character. He doesn't want to be a planeswalker because that would mean he had to start from scratch earning glory in each plane, and, more tellingly, expresses disappointment in Kaya when she suggests that they planeswalk away. Unsurprisingly, he winds up becoming a Planeswalker as a result of his adventures.
  • Innocently Insensitive: When he returns from New Phyrexia as one of the few survivors of the failed strike team, he describes the fates of the others in terms of a Heroic Sacrifice. Chandra and Liliana, fresh off of being informed of the Compleation of their friends and loved ones, just tell him to shut up.
  • It's Personal: He considers the Phyrexian Invasion Tree a deep personal insult to himself and all of Kaldheim, since it's a scion of Kaldheim's world tree.
  • Know-Nothing Know-It-All: Downplayed and justified. When he catches Kaya looking at the Hedron in his necklace, he starts braging about his journey to realms beyond even the world tree, until Kaya cuts him off. Since he had never met planeswalkers before Kaya, he was perfectly justified in assuming that she didn't know about Zendikar.
  • Material Mimicry: He can turn his body into substances around him, though they have to be natural in origin.
  • Noodle Incident: A planeswalker spark igniting is a rather impressive affair, usually resulting from immense trauma or bliss. We don't know what ignited Tyvar's spark, but it apparently happened entirely without him noticing, and on his first walk to Zendikar he simply assumed he had discovered an eleventh, unknown realm of Kaldheim.
  • Stock Shōnen Hero: He's a deuteragonist in the Kaldheim story, but otherwise fits the bill. Loves his friends, dumb as a brick and built like one too. He also acts as this as part of the strike team in All Will Be One and happens to be the only member of the team who scores anything close to a victory by killing Tibalt.
  • Too Dumb to Fool: He’s immune to magic that feeds off a person’s doubts and insecurities because he’s too arrogant and foolhardy to have any.
  • Transmutation: His specialty, being able to transmute his own body and the environment around him into other nearby natural materials.
    • Manifests somewhat in his passive planeswalker ability, wherein all elves you control can be tapped for black mana, basically turning them all into swamps.

    Venser 
https://static.tvtropes.org/pmwiki/pub/images/venser_9745.jpg
"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."
Click here to see him as a Phyrexian Zombie

Colors: Blue (primary), White (formerly), Black
Race: Human. Phyrexian Zombie (after death).
Class: Wizard
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.
  • And Then John Was a Zombie: After his sacrifice, his corpse was harvested by New Phyrexia and Sheoldred rebuilt him as her corpse puppet.
  • 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.
  • Flashy Teleportation: With a "Tpff!" sound. He actually relies upon a mechanical "channel" for his teleporting ability.
  • 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 made up of himself, Elspeth and Koth. 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!"
  • Ur-Example: The first of the new breed of Planeswalkers.

    Vivien Reid 
https://static.tvtropes.org/pmwiki/pub/images/vivien_reid_anna_steinbauer_v1_current.jpg

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.
  • 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.
  • Must Make Amends: She was the one who convinced Lukka to help the Gatewatch's mission into New Phyrexia to atone for his previous mistakes. When that goes awry, Vivien takes it upon herself to hunt down and kill the now-compleated Lukka when he returns to Ikoria.
  • 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.
  • 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.

    Vraska (UNMARKED SPOILERS) 
https://static.tvtropes.org/pmwiki/pub/images/vraska_6597.jpg
"The continual rise of the downtrodden is as inevitable as vines usurping a forest."
Click here to see her Compleated

Colors: Black, Green.
Race: Gorgon. Phyrexian (formerly)
Class: Assassin
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.

Vraska's ability to planeswalk was lost in the aftermath of March of the Machine. She finds herself on Thunder Junction, working as an outlaw in Oko's crew.


  • 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.
  • 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.
  • 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.
      Vraska: Alhammaret deserved to perish. But not like this.
  • Eye Scream: During her stint as a Phyrexian, commanding her soldiers to gouge people's eyes out en masse became one of her tactics. She can't compleat those she turns to stone with her gaze, so ripping people's eyes out was an implicit threat that she would compleat them.
  • 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 it's 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...until Phyrexia: All Will Be One where her time fighting in Sheoldred's colisseum has already begun to compleat her, which she uses to lure Jace in and infect him as well. As of Outlaws of Thunder Junction, she works on Oko's crew to break into the Fomori vault... but secretly has been working with Jace, disguised as Ashiok, in order to retrieve a creature within known as "Loot", who is apparently a living map of the Multiverse.
  • HP to One: Her card from the Ixalan set has this as its final ability, while the ultimate on another version, post-compleation, similarly leaves the target one hit from death by ramping them up to 9 poison counters.
  • 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.
  • 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, bestowing 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. She's also featured in a number of "Destroy/Exile target creature or planeswalker" spells such as Vraska's Contempt or Annihilating Glare.
  • 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: Vraska adopts this lifestyle on Ixalan, 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 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.
  • Professional Killer: Runs an agency full of assassins, and will also sell her skills as a killer for money if the cause seems right.
  • The Scourge of God: She sees her targets as something akin to this, with her 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.
  • Superdickery: 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.
  • Uncertain Doom: Vraska was beaten by Ral Zarek on Ravnica and left for dead. However, his forces were not able to locate her body in the days following the attack by New Phyrexia.
  • 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.

    Vronos 
https://static.tvtropes.org/pmwiki/pub/images/vronos_5182.jpg
"I swore an oath to you [Avacyn], even unto death. I hold to it still. Name your charge."

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

Vronos is 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. 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.
  • 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 
https://static.tvtropes.org/pmwiki/pub/images/the_wanderer.jpg
"The Multiverse is infinite, but I've visited a few hundred at least."
Click here to see her unmasked
Colors: White.
Race: Human.
Home Plane: Kamigawa.

A mysterious White-aligned Planeswalker who always hides her face. She's an incredibly deadly and efficient fighter but her past was kept secret until Kamigawa: Neon Dynasty, two years after her introduction as one of the many planeswalkers brought to Ravnica by Bolas's beacon during War of the Spark. She's the young emperor of Kamigawa, who began planeswalking uncontrollably after an incident involving Tezzeret.

The Emperor's ability to planeswalk was lost in the aftermath of March of the Machine. Unlike most planeswalkers impacted in this way, she was actually overjoyed, relishing the ability to actually meaningfully interact with Kamigawa and its people.


  • 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.
  • Big Damn Heroes:
    • Mechanically, this is a specialty of hers: her Wandering Emperor iteration has Flash, which means you can play her anytime on your opponent's turn and use her Loyalty abilities on the turn she was summoned as though they were Instant cards. Your opponent's got a creature with Deathtouch? Put her on the field before or during the attack phase, and use her +1 Loyalty ability to not only give your prospective blocker a +1/+1 token, but to also give it First Strike until the end of the turn. You have nothing to stop your opponent's big beefy monster with Trample (maybe even Indestructible) from finishing you off? Summon her after the attack phase, and then use her -2 Loyalty ability to Banish it and take no damage whatsoever.
    • Within the story, her unique spark makes her very good at showing up exactly when needed and not a moment before, as demonstrated when she defeats Jin-Gitaxias in Neon Dynasty or compleated Tamiyo in March of the Machine.
  • 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. Neon Dynasty reveals that her first encounter with Tezzeret was what caused this, making her Spark unstable when she ignited.invoked
  • Cool Mask: She wears a golden mask that obscures her entire face and keeps her eyes in shadow.
  • Deader than Dead: Most of the cards associated with her, including both her Planeswalker cards, can exile creatures, which means they do not go to the graveyard and cannot be reanimated or otherwise reused in almost any way. Most exile effects are flavored as Banishing Rituals, so the fact that the Emperor can achieve the same effect with just her sword strikes is notable - these blows are so powerful, there is nothing left to bury once she's done.
  • The Faceless: At first, until Neon Dynasty.
  • Iaijutsu Practitioner: Her fighting style is based heavily around this. Her Wandering Emperor iteration reflects this by having flash and allowing you to use it's loyalty ablities at instant speed on the same turn she's summoned.
  • 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 cards are the only Planeswalker cards not printed with a unique subtype, to conceal her name.
  • Mysterious Past: Her past was kept a secret for two years after she was first revealed.
  • No Name Given: Only known by her title, and doesn't have a subtype to indicate her name like other planeswalkers. This was the case when she was emperor as well, per tradition.
  • Noodle Incident: It's implied in the War of the Spark novel 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 the titular war. The disfigurement was a lie, the encounter with Tezzeret caused her spark to ignite. She kept her face hidden because she's Kamigawa's Emperor.
  • Power Incontinence: Her unstable spark makes her planeswalk involuntarily.
  • Rōnin: Seems to be designed with this character archetype in mind.
  • Serrated Blade of Pain: Whenever she's not swinging it around, her sword can best be described as an oversized kris.
  • She Is the King: Despite her gender, she is the Emperor of Kamigawa, not the "Empress". The same was true of the other woman emperors before her, such as Michiko Konda (who didn't claim the title in her lifetime but was reckoned as Kamigawa's first emperor posthumously).
  • Sword Lines: When she swings her sword, it leaves trails of white mana in the air.
  • Takes One to Kill One: The tokens she creates have vigilance, but she herself struggles to deal with vigilance, a predominantly white-aligned ability, since such creatures do not tap and therefore are immune to her -2.
  • Took a Level in Badass: In her original iteration, The Wanderer was a 4-Mana, 5-Loyalty Planeswalker that had some good abilities, but was ultimately Awesome, but Impractical in that while she could prevent non-combat damage to you and all permanents you control, combat damage will still take effect, her -2 Loyalty ability could only exile creatures with at least 4 Toughness, and she had no way to regenerate lost Loyalty by herself.
    • Fast-forward to Kamigawa: Neon Dynasty and the improvements become clear in her Wandering Emperor iteration: she's still a 4-Mana Planeswalker, but in exchange for two Loyalty right off the bat, she gains Flash and can play her Loyalty abilities as though they had flash on the turn she was summoned, and her abilities now give her a good amount of staying power:
      • Her +1 Loyalty ability puts a +1/+1 counter on any creature and grants them First Strike until the end of the turn.
      • Her -1 Loyalty ability allows her to put a 2/2 Samurai creature token with Vigilance on the field.
      • Her signature -2 Loyalty ability no longer has a restriction on what creatures she can exile, provided of course they're tapped.
    • She takes another level in her The Eternal Wanderer iteration, especially now that she gains the effect wherein no more than one creature can attack her in combat.

    Wrenn 
https://static.tvtropes.org/pmwiki/pub/images/wrenn_and_six.jpg
Colors: Green (primary), Red.
Race: Dryad (Wrenn), Tree (her symbionts).
Home Plane: Unknown.

A dryad planeswalker from an unknown plane, Wrenn lives and fights inside of great trees that take humanoid form while she inhabits them. She is currently on her seventh. She sparked during a great forest fire on her home plane, and ended up with the problem of the spark itself burning her, which can only be allayed so long as she has a tree to constantly inhabit. This includes bringing them along while planeswalking.


  • An Arm and a Leg: She loses her legs while the Phyrexians are tearing Seven apart, leaving Chandra and the Mirrans having to pass her forward like a football to get her to Realmbreaker.
  • Ascended Extra: Wrenn was introduced as a new Gruul Planeswalker in a Modern Horizons set with no connection to the story. She later got more expansion as a character when she met up with Teferi on Innistrad during Midnight Hunt, but was only in one story article before planeswalking away and spent most of that time serving as a mentor to Teferi. Then she ends up becoming one of the most important characters during the endgame of the Phyrexia arc, being the only person capable of dealing with the corrupted World Tree, Realmbreaker, that serves as the vehicle for New Phyrexia's multiversal invasion.
  • Barbie Doll Anatomy: Wrenn lacks breasts and nipples, instead only having a skeletal ribcage for a chest, which is pretty convenient since she's naked from the waist up. It's entirely possible that she lost the tissue in question to the forest fire that sparked her.
  • Bookends: Applied with Six. Wrenn has a fondness for the trees of Innistrad; Five, Six, and Seven were all Innistradi. She bonds with Six on Innistrad, and when their bond is finished, she returns him to his home.
  • Glowing Eyes of Doom: Wrenn and Six’s card art shows Wrenn's eyes glowing orange.
  • Heroic Resolve: She's completely exposed to Phyrexian compleation when she bonds with Realmbreaker, but resists through sheer willpower long enough to find and strengthen the one part of the World Tree that hasn't been corrupted yet. Together they use Wrenn's inherent fire to completely repel the oil as they drag Zhalfir into New Phyrexia.
  • Heroic Sacrifice: After fusing with the Realmbreaker Wrenn concocted a plan to use its power in order to restore Zhalfir back into the Multiverse by exchanging it with New Phyrexia, thereby trapping it. The immense strain of her plan would cause the fire in her chest to turn into a rampaging flame, turning her into an ashen husk after completing her mission. In a way she may still be alive as Teferi found a single acorn amidst her ashes.
  • Mysterious Past: In a way: due to Wrenn being introduced in the plotless Modern Horizons set, little is known of her motivations to planeswalk. Innistrad: Midnight Hunt is beginning to cut away at this.
  • Mystical White Hair: Wrenn is a planeswalking dryad with fire powers and white hair.
  • Necromancy: All iterations of Wrenn play with the Graveyard.
    • Bonded with Six, her +1 Loyalty ability put a land from the graveyard into your hand, and her -7 Loyalty ability gives you an emblem that allows you to play Instant and Sorcery cards from your graveyard in exchange for a land from your hand on top of their mana costs.
    • Bonded with Seven, activating her -8 Loyalty ability returns all permanents from your graveyard into your hand (including herself if she ran out of Loyalty counters), and gives you an emblem that effectively eliminates the hand size limit.
    • Bonded with Eight (aka Realmbreaker), activating her -7 Loyalty ability gives you an emblem that lets you play lands and permanents directly from your graveyard.
  • Odd Friendship: Despite green and blue being enemy colors, Wrenn and Teferi instantly hit it off, to the point of verging on Platonic Life-Partners territory.
  • Otherworldly and Sexually Ambiguous: Played with with the trees after Wrenn bonds with them and in the process gives them sentience. While dryads have an innate sense of gender, trees don't. When bonded with her, a tree will use her understandings to settle on a pronoun set. Four and Six favored male, One female, and Seven preferred they/them.
  • Plant Person: Both Wrenn herself (a dryad), and the trees she bonds with, who become a hylic equivalent of Uplifted Animals from sharing of her sensory capabilities.
  • Playing with Fire: Six is shown to be holding a flame in his left hand and there's a grass fire in the background of her card art. Tangles implies that she somehow gained power over fire from the sparking forest fire.
  • Powered Armor: Where combat is concerned, the trees are this to her. This was particularly the case with Four, whose previous battle injuries led to him dying shortly after they walked to Innistrad for the first time.
  • Psychic Link: Has one with whichever tree she's bonded with. The link also gives the tree sentience and some measure of sapience, which permanently ends when the link does. While death obviously ends the link (like with Four), she will also end the link once the tree is too weary to support her any longer and they've found where it wants to continue its post-symbiosis existence.
  • The Symbiote: Technically, she's the symbiote — while dryads generally need to be bonded to trees in some way, her spark burning like the original forest fire means she needs to stay in a tree all the time in order to keep it under control, providing it with mobility and a measure of sapience in exchange. As she points out to Teferi, she can't use just any tree, either — it needs to be strong enough to keep her healthy without suffering itself, and have no qualms about journeying the Multiverse. She uses some manner of song to seek out willing candidates.
  • Terraforming: Along with playing with the Graveyard, Wrenn's abilities also rely heavily on lands.
    • In her partnership with Six, her +1 Loyalty ability allows her to put a land from your graveyard into your hand.
    • In her partnership with Seven, she plays more heavily with lands:
      • Her +1 Loyalty ability mills the top four cards of your deck, and add any lands you find to your hand.
      • Her 0 Loyalty ability plays all lands in your hand tapped.
      • Her -3 Loyalty ability summons a Treefolk creature token with reach and power and toughness equal to the number of lands on your side of the field.
    • In her partnership with Eight, her +1 Loyalty ability temporarily turns one of your lands into a 3/3 Elemental creature with haste, vigilance, and hexproof. Should your lands die in battle, Wrenn's got you covered — her -7 Loyalty ability gives you the power to play lands from your graveyard. This on top of the fact that her passive ability enables you to tap your lands for any color.
  • Treants: When she bonds with a tree, the process causes it to become mobile and aware and to take on a humanoid form capable of walking, effectively turning them into treefolk. Her partnership with Seven allows her to summon them in exchange for Loyalty.
  • Volcanic Veins: Both Wrenn and Six glow with an inner fire. Six's look like blood vessels, while Wrenn's appears to be coming from her internal organs.
  • Walking Shirtless Scene: Wrenn is a Rare Female Example that avoids any explicit imagery via having a skeletal, breastless chest.
  • Wound That Will Not Heal: It's likely that the front of Wrenn's body was destroyed by the forest fire she was caught in. Not generating new wood would be due not just to how expansive the damage is, but also her spark burning like that same fire and thus giving her body no chance to actually heal.
  • You Are Number 6: Each of Wrenn's trees gets a successive number. Unlike most examples of this trope, this isn't meant to dehumanize them, for lack of a better word; it's just that, as they're uplifted trees, they don't exactly deal in names.

    Xenagos 
https://static.tvtropes.org/pmwiki/pub/images/xenagos_711.jpg
"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.invoked
  • 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 a notch 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!
  • Suicidal Cosmic Temper Tantrum: Ultimately what he's doing, no matter how you cut it. Xenagos realized that the multiverse was so much more vast than just Theros, so he decided to tear society down in retaliation. If nothing matters in the grand scheme of things, why not just indulge in endless hedonism.
  • 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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