You are Jace Beleren, a thirteen-year-old living on one of the towering mage-rings of Vryn. You are a natural at mind magic, able to hear the thoughts of those around you. It's difficult for you to connect with others, as you are painfully aware that they think you're a freak.
”
There are five matches in which the player represents Jace against a series of computer-controlled opponents. Decks start at 40 cards, with 5 added each match for a total of 60 for the final match.
In the first match, Jace (monoblue) faces a pack of bullies with a monored deck.
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You often seek the solitude afforded by the apex of the mage-ring. It's the only place where the thoughts of others can't reach you and bombard your mind. Usually, it's quiet here, but not today.[5]
Enraged by your defiance, the bullies throw you off the ring. You desperately cling to the edge and, before you know what's happening, you telepathically force one of the bullies to save your life. You've won the fight, but the danger your abilities pose has become painfully apparent.[5]
”
Jace's second mission
In the second match, Jace trains with the SphinxAlhammarret, who also has a monoblue deck.
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A sphinx named Alhammarret arrives, having heard about the incident. He's a mind mage and a political arbiter. You leave your home to train with Alhammarret, hoping that he can help you control your abilities. He frequently tests your progress.[5]
You've bested Alhammarret and proved your power. But something's gone wrong. Energy swirls around you, and it feels as though you're rising away from Vryn itself. Alhammarret dampens your magic, pulls you back, and wipes the incident from your memory.[5]
”
Jace's third mission
In the third match, Jace faces the monoblack Trovian Separatists.
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Alhammarret believes you're ready for a real mission. As an arbiter for peace, he needs up-to-date intelligence from the front lines. You are to infiltrate a rebel camp, use your mind magic to defeat the guards, and learn their battle plans.[5]
The rebels are scrappy fighters, but they're no match for you. You best their defenses, pull the location for their planned attack from a tactician's mind, and return to report your findings to Alhammarret.[5]
”
Jace's fourth mission
In the fourth match, Jace faces the monowhite Ampryn Core Soldiers. Their deck, appropriately, is white weenie with a typalSoldier strategy.
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Knowing one side's plans isn't enough. Alhammarret needs intel from both sides for a successful arbitration, so you're off again. You run into more troops than you were expecting. Someone important must be visiting the camp, which raises the challenge and the potential reward.[5]
You deal with the guards and find the general who's visiting the camp. You delve into his mind and see detailed battle plans. But then you go further. You read his memories and see a meeting with a shadowy informant. One with a familiar face. Yours.
”
Jace's fifth mission
In the final match, Jace again faces his tutor, the SphinxAlhammarret, whom he has learnt had been using him. Both decks are monoblue.
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After two years of training, you've learned the truth. Alhammarret has been using you as a go-between, selling intel to both sides and wiping your memories regularly. He's even concealed your nature as a Planeswalker. When you confront him, the sphinx unleashes a devastating psychic attack.
Your duel with Alhammarret shatters both of your minds. In the process, your Planeswalker spark ignites, sending you to the plane of Ravnica and leaving precious few fragments of your memory intact. As you reassemble your identity, you come to see this plane-spanning city as a place you can finally call home.[5]