A coordinated assassination attempt will force a cabal of Planeswalkers to save not only their own lives, but the entire plane of Ravnica in this unique beginning for a pop culture phenomenon.
WHO IS BEHIND THE ATTACKS ON THREE OF RAVNICA'S PLANESWALKERS? Across the vast Multiverse, those gifted with a “spark” can tap into the raw power of Magic and travel across realms – they are Planeswalkers, and they are being targeted. When coordinated assassination attempts on Guildmasters Ral Zarek, Vraska, and Kaya rock the city of Ravnica leaving Jace Beleren’s life hanging in the balance, a fuse is lit that threatens not just these three Guilds, but the entire plane of Ravnica. With tensions already high in the city as a comet slowly approaches, the cabal of Planeswalkers will race against time to discover who is behind the attacks, leading them to the only Planeswalker who survived through the Ice Age of Dominaria and discovering who and what lies entombed in the comet's icy core... A unique beginning for the worldwide pop culture phenomenon starts here from Jed MacKay (Marvel’s Black Cat) and Ig Guara (Marvel’s Ghost-Spider), perfect for new readers and long time fans. Collects Magic: The Gathering #1-5.
Magic Vol. 1 is a beautiful beginning to a fantasy series based on the card game, "Magic the Gathering."
The story is quite busy for a first volume, bringing together a number of characters and introducing a fairly complex system of magic.
At least, it seemed like a lot to me as I've never played Magic the Gathering and have no idea how it goes. To those who are familiar with the game, this might be less of an issue.
The artwork is gorgeous. I love when talented artists team up with great writers to produce graphic novels. I believe that is the case with this book.
I'm interested to see where this goes. Recommended for fantasy readers ages 14 plus because of some violence.
Some of this was intriguing, some of it confusing. Mackay could have done a better job of introducing this world. I mean it's based on a card game, you can't expect everyone to know the worldbuilding and history aspects of the game. (Yes, I know there are some novels and comics that were published elsewhere.) The sign of a good comic based on an existing property means I don't have to have read anything else to enjoy this and this doesn't do the best job of that. I did enjoy Ig Guara's art quite a bit.
Another spin-off read despite never having played the parent game, simply because I like the writer - in this case for his Marvel work, and in particular his current Moon Knight run. Which pushes the buttons of old fans like me, but also seems to work for new readers, something that really didn't happen here. Perhaps if I knew the setting I would be excited to see these characters versus those threats, but as is all I get is a faint sense of Mark Millar Dredd, with heroes who can effortlessly take out everything except the antagonist who's always one step ahead of them. It's not even the specifics of Magic that are the problem, I don't think; I recently enjoyed a big John Darnielle interview on the topic, despite only understanding about half of it. Maybe it's just that MacKay has more of a knack with street-level-ish superheroes (albeit ones who get into truly ridiculous scrapes) than with high-powered fantasy.
Better than I expected! I played Magic: The Gathering (the international card game hit!) obsessively in my college years, but I never delved into the lore, assuming it to be bargain basement D&D-level storytelling. Maybe I was wrong?
Jed MacKay's first Magic volume introduces us to Ravnica, planeswalkers, and the multiverse in fairly heavy-handed fashion, but once the table is set, a really fun little who-done-it kicks off. Three guild leaders/planeswalkers are attacked by mysterious assassins - who could be behind this? Another guild? Another planeswalker? Someone else entirely?
Zarek, Vraska, and Kaya take a tour of the multiverse to solve the mystery, so the book serves both as an effective guidebook to the World of Magic: The Gathering and as a pacey, intriguing story. The cliffhanger ending definitely portends big things happening in the next volume. I'm a bit surprised to say it, but count me in!
This was the first graphic novel I ever read, recommended by my brother, and I’m so glad I had a chance to read it. I really enjoyed the experience of a graphic novel and would like to read the rest of this series as it is released. The story hooked me right away and I really got into it!
A graphic story based around the Guildpact of Ravnica. Although, it’s set beyond the time of the Ravnica setting established in the DnD cross-over book, as leadership of some of the guilds has shifted.
The main focus is on some of the minor Planeswalkers, Ral, Kaya, and Vraska, although some bigger names make cameos. Ravnica hasn’t been a favourite setting of mine, being an urban, steampunk-ish space, but the scope broadens as the story continues. There are throw-backs to the beginnings of MtG that made me smile.
I didn’t always love the art style, and I was concerned that the story wasn’t going anywhere, but the mystery and the Easter eggs kept me going, and I expect I’ll pick up volume 2.
A decent intro into the Magic world of Ravnica. I used to play the card game when I was in my early teens, I still have fond memories of royal assassins, shivan dragons, and serra Angels (4th edition?). I also played a bit of the online stuff so the heroes in this book are sort of familiar. But the lore building and intros to everything are a bit heavy handed in this book and it slows the story. The art is fine and once the ball is rolling the plot is pretty good. I might pick up vol.2 down the road.
A solid, fun first entry in the most recent comic book adaption of the wildly popular collectable card game. Magic by Boom Studios comes out swinging with an engaging plot, fan favorite characters, beautiful art, and the potential for a long running series. Magic The Gathering has its moments, mainly thanks to the strong art of Ig Guara and Ariana Consonni, but ultimately feels too unwieldy to new readers experiencing the world of Ravnica. I am also at a loss as to whom this book will appeal to. After all, isn't one of the points of the game is that each play is individual? There's potential here, but the creative team will need to cut through the chaos to find it.
A marked improvement on the previous IDW Magic comics although I might just be saying that because this series seems to cater a bit more to readers who already have some investment in the lore. If you've played magic over the past ten years or so, you'll recognize all the characters and the references to their backstories, no additional reading required, but I imagine this would be less rewarding for those without that context.
I really appreciated this book as someone who has recently taken up playing Magic The Gathering. This narrative acts as a good primer for the seemingly oblique lore hiding within the card game without insisting that the reader work through too much exposition.
Poco ambicioso y bastante vergonzoso. Los personajes en cada línea repiten que poder tiene relacionado. Al que le interesa la tecnología te lo va a repetir cada línea que diga. " Y si lo resolvemos con tecnologia?" 😬
This entire review has been hidden because of spoilers.
What a fun addition to my favorite TCG! If you enjoy reading comics and playing Magic: The Gathering, then this is for you! I loved getting to know more about some of my favorite planeswalkers and the political dynamics between the guilds. I find that knowing the backstory, and extra details, about the cards makes playing Magic more immersive. I’m looking forward to reading volume two.
I haven't read much Magic fiction, but what I have tends to make it small, as is the case is here. (Which is shocking because the concept is so big.)
This is a Machiavellian story of attempted assassinations and double-crosses with our protagonists being three planeswalkers. But it feels so much more mundane and dull than that description. Only toward the last issue or two do we finally start to see the scope of Magic's planes, and only then do the characters start to gain some depth.
Magic is based on the card game Magic the Gathering, and is an awesome introduction if you don't mind being thrown headfirst into a high fantasy world. The art, character designs, and scope of the story is wonderfully imaginative, although I would still suggest being somewhat familiar with the card game first - though thankfully the book does take some time to introduce the main characters of the story.
I did find our main trio to be compelling and interesting too, Ral Zarek being a science, electic focused mage, Vraska being a mother to monsters and looking like Medusa, and Kaya being a woman who walks with ghosts. I found Kaya to be the least interesting of the three, but I think thats a matter of personal preference. Overall I'd reccommend it, but again, a familiarity with the card game is advised.
My only wish is that it was longer. I enjoyed this story after having just finished War of the Spark. The art is beautiful. The backdrops and different planes are gorgeous to look at. I do prefer the images of Kaya, Zarek, and Vraska on the cards, because I feel like their faces are a little too undefined at times, but I love their interactions and chemistry. I like that we got to see so many different planes even if it was for just a bit and I'm highly intrigued by Kaya's home plane. I'm disappointed that according to the wiki, we'll probably never get a set about it. Either way, I enjoyed the teaming up of these three characters and digging deeper into the story of Magic the Gathering.
My only wish is that it was longer. I enjoyed this story after having just finished War of the Spark. The art is beautiful. The backdrops and different planes are gorgeous to look at. I do prefer the images of Kaya, Zarek, and Vraska on the cards, because I feel like their faces are a little too undefined at times, but I love their interactions and chemistry. I like that we got to see so many different planes even if it was for just a bit and I'm highly intrigued by Kaya's home plane. I'm disappointed that according to the wiki, we'll probably never get a set about it. Either way, I enjoyed the teaming up of these three characters and digging deeper into the story of Magic the Gathering.
Guildmasters Kaya, Vraska and Ral Zarek are simultaneously attacked across the Multiverse, but their quest for answers leaves Jace Beleren comatose and the other Guilds conflicted on who to blame - yet only by coming together can they begin to unlock the dangerous truth behind this conflict. MacKay & Guara begin an intriguing mystery that will adequately hook newcomers with its beautiful artwork and engaging lore. Who could be powerful enough to do such damage to the Planeswalkers?
I'm only lightly familiar with Magic: The Gathering lore, and bought this on a whim. I was pleasantly surprised by how accessible it was, and how easy it was to pick up the gist of the setting. It helps that the core cast is also fairly distinctive and appealing. Certainly looking forward to more! (B+)
The comic really surprised me. Mostly seen as a way to get people to buy cards I figured it would be a cheap way to market on paper. I was wrong. The story feels thought out and the art is outstanding. Ravings was when I played MtG the most so I might be biased but it makes the perfect backdrop for a comic.
I had low expectations. I have never played Magic: The Gathering and have no knowledge of its lore. But I am a fan of the writer and artist, so I gave it a shot, and ... It's great? Mystery, adventure, action, drama, romance, and a little humor, the book is a well done high fantasy saga, that introduces you to the world without bogging down in exposition. Eagerly looking forward to book 2.
This was a pretty good read but the hardest part was that as a casual Magic the Gathering fan, there was a lot of the world I was incredibly unfamiliar with. A little bit more explanation of things may have helped me enjoy it more. Nevertheless, I'll be picking up the next volume as it fills the Dungeons & Dragons void for me right now.
A fairly light fare that nonetheless provides an enjoyable introduction to a complex mtg-based multiverse. Art is impressive and the story is passable enough to get to the end. 50/50 on whether I continue with the series (especially since I found it's non-canon), but not a bad start to my first mtg-based comic.
I’m reading these because I love my husband, but I am not loving these comics. If you’re already into the game, maybe this reads like fanfiction, but stuff just happens without real worldbuilding and the characters don’t think, they just do stuff. Not my cuppa but I guess I’m 1/5 of the way through this now so I’ll stick around for the tentacles. I was told there would be tentacles.
I enjoy this immensely. Of the current planeswalker crop, Ral, Vraska and Kaya are the most sympathetic and cool - and they make for a good superhero team. The writing is quippy and fast-paced, and the art is gorgeous. I hope these are allowed to survive a little.
Not being versed in "Magic The Gatgering" lore, I was quite lost through most of book. That, plus ending on cliff hanger, made this an unsatisfying story over all.
There is a mystery unfolding that is interesting and might have me come back for more.