Shards of Alara (ALA): Set Guide & Card List

By Kim HildeqvistUpdated

Some sets introduce a new mechanic. Some explore a new plane. Shards of Alara did something rarer: it rebuilt the entire design philosophy around a world that had been shattered into five incompatible pieces - and made that fracture the game itself.

Released in October 2008 as the forty-seventh Magic expansion and the first set in the Alara block, Shards of Alara didn't just introduce multicolored cards. It gave each of five three-color combinations its own identity, its own mechanics, and its own flavor - then dared you to pick a side.

What is Shards of Alara?

Shards of Alara (set code: ALA) released on October 3, 2008, with prerelease events held September 27-28. It was the first set in the Alara block, which also included Conflux and Alara Reborn.

The set introduced several significant structural changes to Magic as a product:

  • Mythic rare made its debut here, adding a new rarity tier above rare.
  • Basic lands replaced a common in booster packs for the first time outside a core set.
  • Set size shrank to 249 cards - 101 commons, 60 uncommons, 53 rares, 15 mythic rares, and 20 basic lands - down from the roughly 300-card expansions of previous years.
  • The first multicolored planeswalkers appeared in this set, heralding a new era for the card type.

It was also the last Magic set to include tournament decks, where any number of the usual rares could be replaced by mythic rares.

Design note: Bill Rose led a design team of fifteen people split into five groups - one per shard. That structure meant each shard's mechanical theme was developed almost in isolation, which is exactly how it should feel: five worlds that had never met.

Themes and mechanics

The central premise of Alara's world - a plane torn apart along color lines - meant no single shard has access to all five colors of mana. Each shard is defined by a three-color combination, and each got its own mechanical identity to match.

Bant ({G}{W}{U}): Exalted

Exalted rewards disciplined, knightly combat. Whenever a creature you control attacks alone, it gets +1/+1 until end of turn. Stack enough exalted triggers across multiple permanents and that lone attacker hits surprisingly hard.

Bant is the shard of honor and chivalry - rolling hills, gleaming castles, and a rigid caste system. The mechanic fits perfectly: one champion steps forward, and the rest of the army lends their strength.

Esper ({W}{U}{B}): Colored artifacts

Esper didn't introduce a new keyword so much as a design philosophy: artifacts with colored casting costs. While earlier cards like Sarcomite Myr had tested this space, Shards of Alara deployed it broadly across an entire shard. Esper artifacts require white, blue, or black mana - making them less splashable but thematically coherent with a world where every surface, creature, and structure has been artificed.

Cycling also returned here, marking at least its third appearance since the Urza block (fourth if you count Future Sight).

Grixis ({U}{B}{R}): Unearth

Unearth is a graveyard mechanic that plays like a one-time resurrection. For a mana cost, you return a creature with unearth from your graveyard to the battlefield - it gains haste, but it's exiled at the beginning of the next end step, or if it would leave the battlefield by any other means. Unearth can only be activated as a sorcery.

The exile clause is the key design tension: you get your creature back, but only for one last charge. Grixis is a dying, resource-starved shard of necromancers and undead, and that desperation is baked into the mechanic's rules text.

Jund ({B}{R}{G}): Devour

Devour N turns your own creatures into fuel. As a creature with devour enters the battlefield, you may sacrifice any number of creatures. For each creature sacrificed, the new creature enters with N times that many +1/+1 counters. Devour 2 on a creature means each sacrifice is worth two counters.

Jund is ruled by dragons, and its smaller inhabitants - goblins, humans, lizardfolk - exist largely to be eaten. Devour makes that explicit in the rules.

Naya ({R}{G}{W}): Power 5 matters

Naya didn't get a keyword so much as a theme: creatures with power 5 or greater, and cards that reward you for having them. Naya is a lush, paradise shard where enormous beasts roam, and its cards reflect a world where size is everything.

The shard structure in Limited

Shards of Alara introduced a launch format specifically designed around its flavor: the Theme Tournament. Players in Sealed Deck chose one of the five shards and could only include cards whose mana costs matched that shard's three colors. Colorless cards were allowed in any deck. Any mana source that would produce an off-shard color produced colorless instead.

In regular Draft and Sealed, the shard structure creates a natural gravitational pull toward three-color decks. The five three-color combinations don't overlap - Bant ({G}{W}{U}) and Grixis ({U}{B}{R}) share blue, but drafting across both shards means competing for cards that pull in opposite directions.

Draft note: The structure rewards committing to a shard early. Exalted builds want a critical mass of the trigger to make the math worth it, while Devour decks need sacrifice fodder at the ready. Splash-happy manabases are riskier here than in many sets.

The format speed leans mid-range: Naya's large creatures and Jund's dragons can end games quickly, while Esper's artifact synergies and Bant's exalted stacking reward careful sequencing over raw speed.

Lore and setting

Alara was once a single, mana-rich plane. An unknown planeswalker tore it apart millennia before the events of the story - harvesting its mana and shattering the world along color lines into five incomplete planes, called shards. Each shard recovered its mana over time, but only partially, and only in its own three-color combination.

The five shards have distinct identities:

  • Bant - rolling hills, forests, beaches, and high-rising castles; a world of knights and honor
  • Esper - a sophisticated, artifact-saturated plane where beauty is engineered into every surface
  • Grixis - a dying hellscape where power comes at terrible cost and despair is the default
  • Jund - a brutal, volcanic world dominated by dragons, where everything else is prey
  • Naya - lush jungle paradise hiding savage dangers beneath the beauty

The block's novel, Alara Unbroken by Doug Beyer, covers the full story of the Conflux - the moment the shards begin to crash back together. The Shards of Alara portion of the story features Ajani Goldmane and his origins on Naya, explored in parallel through the webcomic Flight of the White Cat, published in three parts in October 2008. Other key figures include Sarkhan Vol, Elspeth Tirel, Nicol Bolas, and Kresh.

Lore aside: Ajani's story begins here, on Naya, before his brother Jazal is killed and he's driven into the wider Multiverse for the first time. If you want to understand Ajani as a character, this is where the thread starts.

Set legacy

Shards of Alara is remembered for several things at once, which is unusual even for a landmark set.

It launched the mythic rare rarity. Every Booster Box opened since October 2008 has had that expectation of a mythic in it. That's a structural change to the game that has never been reversed.

It introduced multicolored planeswalkers, expanding the design space for a card type that was still only a year old at the time.

It made three-color identity central to a draft environment in a way that influenced how Wizards approached multicolor sets for years afterward - Khans of Tarkir (2014) and its three-color wedges owe a clear design debt to what Alara established.

Rafiq of the Many, the iconic Bant legend who became a Commander staple for exalted builds, received new art in 2022 as part of The List for Streets of New Capenna - a testament to the card's lasting reputation. That List printing added collector number #250 to what was originally a 249-card set.

Honestly, Shards of Alara is the kind of set that doesn't get enough credit precisely because so much of what it did became normal. Mythic rares, smaller set sizes, colored artifacts at scale, multicolored planeswalkers - these are just Magic now. They started here.

Frequently Asked Questions

When was Shards of Alara released?
Shards of Alara released on October 3, 2008, with prerelease events held September 27–28, 2008. It was the first set in the Alara block.
What mechanics were introduced in Shards of Alara?
Shards of Alara introduced exalted (Bant), unearth (Grixis), and devour (Jund) as new keywords, along with widespread use of colored artifacts (Esper) and a 'power 5 matters' theme (Naya). Cycling also returned to the game in this set.
How many cards are in Shards of Alara?
Shards of Alara contains 249 cards: 101 commons, 60 uncommons, 53 rares, 15 mythic rares, and 20 basic lands. A Streets of New Capenna List printing later added a #250 collector number to the set.
What was new about Shards of Alara as a product?
Shards of Alara introduced the mythic rare rarity, replaced a common in booster packs with a basic land for the first time outside a core set, and reduced set sizes from roughly 300 cards to 249. It was also the first set to include multicolored planeswalkers, and the last to feature tournament decks.
What is the story of Shards of Alara?
Alara was once a single plane that was shattered along color lines by an unknown planeswalker into five incomplete worlds called shards. The Shards of Alara set follows characters including Ajani Goldmane, Elspeth Tirel, and Sarkhan Vol on their respective shards before the worlds begin to reconverge. The full story is told in the novel Alara Unbroken by Doug Beyer.
What are the five shards of Alara and their colors?
The five shards are Bant (green, white, blue), Esper (white, blue, black), Grixis (blue, black, red), Jund (black, red, green), and Naya (red, green, white). Each shard has its own mechanical theme and flavor identity.

Cards in Shards of Alara

250 cards in this set — page 12 of 16

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