Magic: The Gathering - Weatherlight Saga (1998-2001)

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Magic: The Gathering - Weatherlight Saga (1998-2001) (Size: 113.83 MB)
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Description

Magic: The Gathering
Weatherlight Saga (1998-2001)

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Gerrard Capashen is the protagonist of The Weatherlight Saga, the most epic of all Magic storylines.

Gerrard was the final product of Urza's bloodline project, meaning his family line had been manipulated by Urza in order to create a perfect human who could stand against the Phyrexians and be the heir to Urza's Legacy.

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Gerrard's Quest was a comic series published by Dark Horse Comics in March - June 1998. The series was written by one of the industry's top writers, Mike Grell, and featured artwork by acclaimed artists Pop Mahn and Mark Harrison.

In Gerrard's Quest, when the captain of the flying ship Weatherlight is taken hostage, the swashbuckling Gerrard must take command and confront the awesome forces of Volrath and by doing so accepts the burden of his inescapable destiny.

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The story of the Phyrexian invasion of Dominaria.

Dominaria faces its biggest threat -- an invasion by its greatest enemy, an attack planned for eons by merciless foes. No one is exempt from their terror. No land is safe from their onslaught. In the shadow of the Phyrexian horde, Dominaria has but one hope -- the Weatherlight and her crew. The time has come to defend hearth and home from invasion.

In the midst of an all-out war, the ground shifts and moves. Milliions upon millions of invaders appear out of nowhere as the artificial plane of Rath overlays Dominaria, covering the natural landscape with the unnatural horros of Phyrexia.

Phyrexian plagues and shock troops have taken their toll. The final stage of the invasion has begun, and the dark lord Yawgmoth himself plans to cross over into Dominaria to claim his prize. With time running out, the battered heroes’ last hope to save their home lies in an ancient, untested weapon, a jumble of artifacts known as the Legacy.

Bear witness to the apocalypse.

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On a stormy night a young student is told a story by an elderly librarian. The story is about the crew of the Weatherlight, who have to travel to the bizarre plane of Rath to save their captain Sisay from the clutches of the evil Volrath.

Treachery stalks the Weatherlight.
Escaping from Rath, the crew of the flying ship Weatherlight finds itself adrift. Grieving for their lost comrades and in need of repairs, they make their painful way to Mercadia, a city where everything is for sale.
But not everything is as it seems. In the streets of Mercadia, the heroes of the Weatherlight find that more than merchandise can be bought and sold.

A new threat looms on the horizon.
The long-awaited completion of Rath is approaching. The Dark Lord's plans to invade Dominaria will soon see fruition. Only the struggle for power in this artificial plane remains. Urza Planeswalker will not stop the Phyrexian empire.
Witness the creation of his nemesis.

The keldons have landed in the north. The Jamuraan League of City-States has put together a ragtag defense and enlisted the help of the planeswalker, Teferi. But even a planeswalker cannot by himself hold back the might of Keld.

War in Jamuraa!

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One hundred years after the devastation of the Invasion, Dominaria is still in the process of rebuilding. This part of the story takes place in Otaria, a devastated continent that was, surprisingly, the place least affected by the Invasion. It centers on Kamahl, a barbarian, and his quest to get the Mirari, a magical orb of seemingly endless power.

The journey begins anew.
The apocalypse has come and gone. The landscape is blasted, and civilization has been torn asunder. The world has turned to pit fights and blood contests where quick wits and a good grip on the blade may keep a man alive for another age.
Amidst this life-and-death struggle arises an artifact of compelling power. None can resist it. All desire it. But only one can hold it.

Something horrible lurks in Cabal City.
In the pit-fighting arenas, a Cabal dementia caster enters a trance. Deep in the recesses of his mind skulk horrors and unimaginable nightmares, and no longer do those monstrosities wait until dark to come out.

The time has come.
Every powerful wizard and fighter on the continent of Otaria wants one thing: power. One artifact can give them--undeniably--that which they seek, and nothing will stop any of them from possessing it.
But in the end, only one can have it, and his actions will determine the fate of the world.

The day of judgment has arrived.







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Magic: The Gathering - Weatherlight Saga (1998-2001)