Here it is for those who wanted it.
The complete Magic: the Gathering story:
Printed in Pocket Player's Guide 1994 (released with Alpha. Story not reprinted in Beta)

Roreca's Tale (also known as Worzel's Story) by Richard Garfield
The Ergamon plane did not impress her with it's colossal peaks and exotic fauna. Of course "colossal" and "exotic" are nearly meaningless words to Worzel, because they presume everything else in Dominia is "average" or "normal," which is not an assumption Worzel makes now. So I suppose it is no surprise that she wasn't impressed. I was, though.
Ergamon is a small, hidden plane. At least that is what Worzel told me, though it looked as vast as any other world I had visited. I have no idea what she means by hidden. For me a hidden place is a hole-in-the-wall tavern where I can escape attention, or a woodland grotto obscured by the surrounding forest. For someone who has ways of seeing and traveling between worlds like Worzel, maybe planes can be "hidden" in the same way. But what would obscure a wizard's sight when she can see from plane to plane? Some sort of plane-forest? Thinking about what Worzel means usually makes my head ache, so I've learned to stop worrying about it.
We were standing at the bottom of a ravine between two of the Ergamon mountains. The breeze was dry and subtly scented. The base of the mountain met the ravine in a craggy black cliff slick with trickling streams. About a hundred feet away on the ravine floor we could see what appeared to be a dry river bed.
Worzel was examining the ruins of a structure built of shiny black rock. Each stone was as large as a horse. Occasionally she would mutter some incantation, or pull some weird instrument out of thin air which she would pass over the rock. When she was satisfied, the instrument would disappear. Planeswalkers can travel light.
We came to Ergamon to seek lines. Wizards use lines to connect to the lands of planes, from which they draw most of their power. Once we find a line Worzel establishes a bond to it, and then she can draw on that bond for mana. Finding the lines is my job. I am good at it; I think that’s because I am built so close to the ground.
Occasionally we come across something else she’s interested in, like a device or place or maybe a creature of some type. Or a pile of black stones. I can never what will interest her and what she will pass by. Sometimes she will spend days examining something and then leave without a comment. At other times she will give a shout and show me a kaleidescope of colors emitting from her hand, or a pool of some sparkling liquid, or sometimes something I can’t even see. She says that these things have lines, and that she bonds with them too. I don’t usually ask what these lines do for her anymore. Sometimes I understand her response, but more often I nod and wag my tail as she tries to express something I can’t comprehend. Sometimes she’ll flush a little while explaining; I suspect that even she isn’t sure what all the lines can do.
I was resting, half napping, beside the stone heap. Worzel was sitting beside me reading a parchment she had pulled from nowhere, when my fur began to stand on end. I started with surprise—her warning field had just activated. That usually meant another wizard was near by, which also meant there was going to be trouble.
I have a theory about why wizards fight so much. When whelps are together they fight. We call it fighting, but it can get pretty serious. The thing is, they can’t hurt each other too badly. Their second set of teeth haven’t come in yet; the male’s acid sacs still contain water and the females haven’t hit their growth spurt. I think wizards fight a lot because they can’t really hurt each other too badly either. With an infinite number of places to flee to and their personal magic to protect them, wizards can’t suffer much direct harm.
Worzel though, would probably say she fights to protect her domain. Her precious lines are threatened with other planeswalkers around. She would also say she has to fight because they attack her. That’s true, and she attacks them in anticipation of this. Planeswalkers do make friends with each other, but the paths to friendship are like the paths between planes: unstable and often violent. Worzel’s best friends are old duel opponents.
I had only been in a few duels by then, and Worzel had told me that if I didn’t stay close by she might not be able to keep me shielded or bring me with her if she was forced to flee. She also told me that if I were constantly underfoot she would toss me out herself, even though I weigh about three times as much as she does. So I wasn’t sure just how far away from her I should get at a time like this.
She gestured and pulled a handful of lichen-covered dirt out of nowhere. The dirt clod was dripping water, and then the lichen looked like miniature trees, over which hung a tiny rainbow. I glanced up and saw a real rainbow in the distance. I swung my head to see more clearly: a handsized map showed rivers flowing between her fingers, and tiny mountain lakes reflecting cloudlets. She sighed. “Thomil.” Her sigh made me shiver. I knew Thomil was another planewalker, and a powerful one, from what Worzel had said.
I peered closer at her clump of dirt, trying to see Thomil. Worzel glared at me and blew across the top of the map, raising a cloud of dust which made me back off, sneezing. Letting go of the clod, she reached in front of her with both hands, as if she were preparing to play an unseen harp. I had seen this before: she was gathering her lines for battle. You could tell by the way her fingers and hands would disappear and reappear quickly, with a flicker. Soon I saw some of the land lines in her hands. She took some of the lines and began to braid them. I can see why wizards don’t keep their lines braided all the time so they can always draw on their power. The energies that crackle through the lines are immense, even to those standing close by, let alone to the wizard holding the lines in hand. It would be like leaving a teapot always boiling so you could make tea any time. Except that the wizard is the teapot.
Worzel pulled at the air with one hand as if yanking an invisible rope. There was a crack and out of the air fell half a dozen little winged people. “Scryb,” I thought and backed away. They hit the ground and dusted themselves off, buzzing angrily amongst themselves. The cloying odor of slightly aged marigolds hung in the air. One of the Scryb pointed at me and said, “Kawa buje nor Ro-ree-ka Kamf,” rolling the ‘r’s like Scryb do, and then they all laughed. I’m not sure what it means, but that’s what they call me: “Roreca Kamf,” which means Roreca Blanket. I don’t like Scryb; once some of them stole a square foot of my back fur for a coverlet. Worzel fixed it, but it felt like a thousand iornburs, and since her healing magic is not as good as it could be, I have a tattoo there rather than fur. Worzel snapped her fingers and a glowfly appeared. The Scryb were still laughing noisily but she looked at them sharply and they were quiet. Worzel waved a hand and the glowfly went speeding off with the Scryb following it. The glowfly would lead the Scryb where Worzel wanted them to go. I hoped they wouldn’t come back—the Scryb usually don’t.
Worzel yanked again and pulled an enormous bear form nowhere, bring with it the cool, musty smell of deep forest. It reared up briefly on two legs and then went back down on four and flared its nostrils at us. Shortly after that, another bear appeared. The bears followed their own glowflies. There weren’t any bears or Scryb native to Ergamon, but since Worzel didn’t have any lines to local creatures she used creatures form other planes.
I noticed Worzel had a blue land line in her hand which she hadn’t woven. I hoped she wouldn’t braid it in. The last duel we were besieged by sea snakes, which Worzel says gained access to the plane we occupied through the land line itself. All I know is that she wove the line in and the world was titanic teeth and scales and cold black eyes as large across as I am. I looked at the land lines she had woven: several green ones and a red one. The green lines are where the Scryb and bears would have come from. The red line could explain the flashes off in the distance and rolling thunder. I watched the line fade to a dark red and slowly grow brighter to the sound of the thunder, like and artery filling with blood.
I was wondering what Thomil was doing, when Worzel in haled sharply. “Black magic,” I heard her mutter with surprise and what seemed like disappointment. Then a sound burst from far beyond the nearest crag, a wail that made me cower and shiver: the cry of a bear being terrified to death. I found myself howling before I could restrain myself. Worzel looked grim but said nothing, focusing on her lines.
I could smell it before it came into sight down the ravine, something rotten. Even Worzel seemed to choke on the stench for a moment. Creatures began to shamble up the slope toward the clearing in which we stood. I couldn’t tell if they had once gone on four legs or two, or perhaps three; I could tell only that these beasts no longer lived, they just moved. I saw their progress falter and stop. The walking dead gnashed their teeth and swiped their claws at the invisible barriers that kept them at bay. Worzel betrayed signs of pain as they struggled to close the gap; it was costly for her to repel the decaying things herself.
“Where are you, Cabralin Shire?” I heard her complain, as she did some more weaving. Cabralin was where we were the shortly before Ergamon, a peaceful plane with lots of rolling hills and fields. The shire was the area where I found the white line. I noticed she had braided in the blue line and I looked around nervously for signs of snakes. She gestured toward the sky and dark clouds began to gather, and the wind picked up.
The storm began to abate, and I relaxed a little. The wind had cleared the stench of the grave, and the sun came out again. I wondered if both bears had been killed, or just the one whose death cry I heard. Worzel was still muttering about her missing white line, and about the protection she’d have if she found it, when she suddenly quieted and froze. She looked off into the distance and began to turn pale. She glanced anxiously at the floating clod, and went back to her weaving with redoubled effort. I was terrified. I looked at the map and saw a dark shadow hanging off to one side. The air began to stink again—not as strong as the walking dead, but more corrupt. And I suspect the source of the smell was still far away.
A wild gibbering echoed from down the ravine, and up the hill came bounding a lanky, hunched man thing. Worzel didn’t look like she was even paying attention. At first I was relieved that the threat was so small. But the man thing’s scent was not the same as the corrupt smell that came over the mountains. In fact, the scent was now so strong that I could barely make out the scent of the creature crawling its way through Worzel’s barriers. Worzel snapped and invisible rope and out of nowhere fell more sprites. I concealed my disappointment. She created a glowfly for them to follow, and sent them off over the mountain, confirming my fear that the real threat hadn’t arrived yet.
The sun was blotted out as a solid, spreading darkness came over the mountain. The stench was overpowering. The cries of the man thing were drowned in the beating of enormous wings. When the darkness landed, the ground shook so hard that rocks broke from the cliff and fell about us. The creature stood in the riverbed down the hill, but its head was level with us. It was some type of demon, the skin blackened and bathed in patches of flame. From it’s huge fist, with nails the size of plows, fell the charred remains of the sprites.
Heat struck me as the demon strode up the hill; small trees and bushes on the hillside burst into flames as it past. The man thing still yammered and clawed before us, cowed by this new terror. Crushing the beast in its left hand, the demon tore at the limp body with its teeth. “Well, that’s one problem solved,” cried Worzel. “The Pitlord! I can’t believe you can be this stupid!” The demon raised both fists above its head, the remains of the man thing dangling form its mouth. It brought them down on us with such force that Worzel was thrown to the ground even under the protective fields. I heard her scream in pain. I howled. Gasping, she scrambled to her knees and began to gesture frantically. I closed my eyes and pressed myself flat against the ground. Perhaps the Pitlord wouldn’t notice me. Not that it mattered; if Worzel died, I was as good as gone anyhow. I wondered which of us the Pitlord would eat first.
I could hear Worzel beside me, mumbling something, in a last desperate attempt to fight off the demon. The footfalls of the Pitlord made the ground tremble, and the stench was paralyzing. Worzel shouted; I wanted to run, but fear held me frozen. It took me a moment to realize she was laughing. “Thomil, you fool, you wonderful fool!” I opened my eyes and say her smiling at her hands. Some of her land lines were changing color, fading from pink to white. “Rubbing it in by denying me my mountain forces, Thomil? I guess you don’t know I’ve been brushing up on my white magic.” She spun in a circle as the Pitlord brought its fists down again. This time they met a shield of white flame which formed over out heads. The Pitlord howled in surprise and pain. The heat stopped, the sound lessened, and even the smell faded as a glowing membrane of light surrounded us. Outside I could hear the Pitlord raging, but I couldn’t feel even a tremor as it clawed at the edges of our sphere of light. Wherever it touched the sphere sparks flew and white flame sizzled.
The Pitlord bellowed, but it seemed distant. Worzel watched it intently, fingering her land lines. Frustrated by the impenetrable light which surrounded us, the Pitlord soon gave up the attack. Spreading its wings, the demon launched itself upward and flew over the mountain. Worzel looked pleased with herself. She returned to the still-floating clod and watched as the patch of darkness moved from the center back to the edge. “Poor Thomil. You should be careful what you play with.”
I guessed then that the duel was over and that Worzel had won. The glow faded, and Worzel scrambled out of the ravine. I followed her reluctantly; without the sphere to protect us, I wasn’t sure the Pitlord wouldn’t come back. Worzel noticed me lagging behind and smiled. “Don’t worry, Roreca, “she smiled, “It won’t be long before Thomil is forced to abandon the plane, and I’m sure he will spend ages healing. Meanwhile, it’s time to claim the spoils of victory.” I knew what that meant. Often when a wizard is banished form a plane in the heat of battle they leave behind lines untended. We headed over the mountains to Thomil’s last location. We could have gotten there much faster is Worzel had used magic, but she seemed to enjoy the climb. She was thinking about something, something that excited her.
The Pitlord ragged about for a while, but eventually took its anger out on the Ergamon wildlife and scenery: when I looked at Worzel’s map later a few hours later, the dark spot had vanished. A thick oiling smoke hung in the air for the remainder of the day. When we arrived at the place Thomil had last stood, we saw only a steaming hissing crater. I couldn’t find any land lines. Still, more must have happened in the duel with Thomil than his defeat, because Worzel didn’t even seem disappointed. “I think its time for another trip to Cabralin, Roreca,” she said.

Arabian Nights
With this set, players can relive the tales of Sindbad and Aladdin, battle powerful djinns and efreets, and journey to strange lands like the Island of Wak-Wak and the Diamond Valley.

Antiquities
It is a time of great peril. Artifacts from an ancient people known as the Thran are being uncovered in tremendous quantities. The civilization of the past was far more advanced, warlike, and brutal, and the war machines dug up from a previous cataclysm are pressed into service. The scientists of today learn much from these relics. In the midst of this renaissance, two brothers, Urza and Mishra, discover an ancient cave. In it they find a stone that has locked away incredible evil for eons upon eons. When they touch it, it sunders, and once again Dominaria is in great danger. The two equal parts of the stone contain within them great power, and the brothers battle each other for control of them both. Their conflict spans years and eventually encompasses the entire continent of Terisiare. There struggle has come to be known as the Brothers' War, and the Thran artifacts uncovered by archeological digs are once again used for battle and destruction. Ornithopters fill the skies. Dragon engines pillage the ground, and a tremendously powerful artifact-called the Sylex-brings down destruction like the world hasn't seen for five thousand years.
There's a book which covers these events
http://en.wikipedia.org/wiki/The_Brothers%27_War 
Legends
The story line of the Legends set was not formulated until the 3 Legends Cycle books were released many years after the set.
In the book Hazeon the 3rd in the cycle. The story follows the adventures of Hazezon Tamar who teams up with many other legends from the set such as Jedit Ojanen. The book takes place in the southern regions, including Scarwood on Jamuraa.
The story itself takes place chronologically well after the Ice Age, and sometime before Weatherlight as the first Airships are built by Johan who tried to conquer the entire continent. Many other legends of the set end up fighting Johans' army at the battle for Efrava.

The Dark
In the aftermath of the Brother's War, a series of conflicts ends up causing most of the inhabitants of the continent of Terisiare to revert to a more primitive state. During this time, several leaders and notable heroes rise up, such as Vervamon the Elder (who was later burned at the stake), Maeveen O'Donahough, Barl the Artificer, Mairsil the Pretender, and Lord Ith (who was held captive by Mairsil).
After the destruction of large amounts of the continent Terisiare during the Brother's War, most nations turn heavily to religion and magic to help them cope with the coming ice age caused by the "nuclear" winter. Mairsil the Pretender, the advisor to an unnamed king, imprisons Lord Ith in the device called "Barl's Cage" (a mage-prison built by his chief artificer, Barl) and wages war in the "Dark Lands", areas of Terisiare overcome with black mana influence. Lord Ith summons a rag man to find someone to free him. Mairsil is obsessed with finding a gateway to Phyrexia, and when a young mage named Jodah arrives, he tries to manipulate the boy to take him there.
During these times, he employs Maveen O'Donahough and her troop of mercenaries, who go out and do scout, search and destroy, and other various missions. They are accompanied by Vervamon the Elder, an elderly sage who records parts of their travel and takes down bits of important lore. However, when he returns, he is branded a heretic and burned at the stake as a martyr.
Eventually, Jodah frees Lord Ith as Mairsil begins to lose his power (caused by the weakening of the land by the coming ice age). After this, there is no continuation of the storyline until Ice Age.

Fallen Empires
Fallen Empires takes place on the continent of Sarpadia after the Brothers' War in Antiquities. Each of the major cultures on Sarpadia is confronted with internal threats caused by the cooling weather: the dwarves wage war with orcs and goblins; the Vodalian merfolk face the homarid menace; the elves of the forest struggle to contain the fungus-like thallids; the proud soldiers of Icatia confront opposition from religious zealots; and the dark Order of the Ebon Hand fights a thrull revolt. The storyline of Fallen Empires is continued in the Ice Age set.

Homelands
The set takes place in a plane known as Ulgrotha. The plane was once a prime battleground for wizards, until the planeswalker Feroz happened upon it. He wished to protect the plane, so he, along with the planeswalker Serra, created a ban to keep other planeswalkers out. Feroz died in the process, and Serra is presumed by the planes' inhabitants to have died soon afterwards, though she reappeared again briefly in the novelization of a later set.
The events surrounding the set begin many years after Feroz's death, when his ban begins to fade. The residents of Ulgrotha (now known to its inhabitants as the Homelands) are at war with one another.
Homeland begins 600 years ago, during a war between the Tolgath, planeswalkers who desire knowledge, and the Ancients, wizards who are prepared to be cruel to defend 'their' mysteries. A Tolgath planeswalker named Ravi, used an artifact called the Apocalypse Chime, given to her by her master, to destroy all life and mana on Ulgrotha.

Ice Age
The Brothers' War, referenced in the set Antiquities and the Urza block, has thrown Dominaria into a drastic climate change. The temperature has dropped sharply and a new Ice Age has begun. Most of society has been lost; all that remains are the soldier nation of Kjeldor, the barbarians of Balduvia, and the elvish society of Fyndhorn. The necromancer Lim-Dûl has begun to conduct twisted experiments and the wizard Zur the Enchanter trains new wizards to survive in the harsh environment.

Alliances
The story follows the events of Ice Age, after the so-called goddess (actually a planeswalker) Freyalise had used her magic to end the Ice Age. As the lands grew warmer, conflicts began to erupt. The Balduvian Barbarians were under constant attacks from a vigilante group headed by a former Kjeldoran knight, General Varchild, and needed to turn to their former foes for help. The Soldevi alliance was breaking down amid fears that their unearthing of artifacts of the Brothers' War (as described in Antiquities) could restart that destructive conflict. And all the while, a wicked necromancer known as Lim-Dûl gathered forces to conquer the entire world.

Coldsnap
I can't find anything

Mirage
The story concerns three of the most powerful nations of Jamuraa (a tropical continent modeled after Africa) — Zhalfir, Femeref, and Suq'Ata. Zhalfir was the warrior nation, based mainly on red. Femeref was mainly white, and featured clerics and healers, while the seafaring traders of Suq'Ata were mostly blue. Mirage concerned these three nations and their struggle against the evil wizard Kaervek. Kaervek has imprisoned the powerful wizard and diplomat Mangara in an amber prison and the bulk of the story details the Jamuraans attempting to free Mangara. In addition to these events the planeswalker Teferi has caused his island to disappear from existence for almost 200 years. It is the phasing of the entire island that led Kaervek and Mangara to Jamuraa in the first place.

Visions
The story continues the struggle between the nations of Jamuraa against the evil Kaervek, only now Femeref has been destroyed and Suq'Ata and Zhalfir begin to have internal problems as well. There is hope, however, when Kaervek's ally Jolrael betrays him at the urging of the planeswalker Teferi. Jamuraa's leaders, led by Jolrael's visions, free Mangara from the amber prison and begin to fight against Kaervek.
13. Weatherlight
Weatherlight began the longest story arc in Magic's history, which would last continuously until the release of Apocalypse four years later (the aftermath of the story was explored for two years afterward). The story introduces the crew of the flying ship Weatherlight, which traverses the planes of the multiverse in search of the scattered group of ancient artifacts known collectively as the Legacy. The captain of the ship, Sisay, is abducted to the shadowy world of Rath, and her old friend and crewmate, a former Benalish soldier named Gerrard, is pressed into taking command of the ship to rescue her.
14. Tempest
The set takes place on the stormy plane of Rath, where Gerrard and the heroes of the Weatherlight set out to find Volrath's stronghold.
15. Stronghold
The crew of Weatherlight approaches Volrath's Stronghold in search for Sisay and the missing pieces of the Legacy. Deep in the Dream Halls, Gerrard learns that Volrath was his former blood brother Vuel and the one who stole the Legacy. What appears to be a final conflict between Gerrard and Volrath ends instead with the death of an imposter shapeshifter.
16. Exodus
The crew of Weatherlight has rescued the pieces of the Legacy and Captain Sisay, and now must retreat through Volrath's Stronghold and escape to the portal that would lead them off of Rath. Volrath and his main lieutenant Greven il-Vec will stop at nothing to destroy them and reclaim the ancient artifacts that will allow Volrath to oppose his hidden master. However, they must also stave off the combined assault of Volrath's Stronghold by the elves of the Skyshroud forest and the human tribes of the Kor, Vec, and Dal, recently reunited by Gerrard of Weatherlight.
Also, a disturbing change has happened to Crovax, the noble who accompanied Weatherlight to Rath. His newly-formed bloodlust and thirst for power threatens to destroy the entire ship.
17. Urza's Saga
The story of Urza's Saga and the later sets in the block are essentially prequels to the former Tempest/Stronghold/Exodus sets, explaining the aftermath of the Brothers' War as seen in the Antiquities expansion.
Whereas other sets have all five colors of cards referencing the same story, Urza's Saga has each of the five colors showing a different part of the storyline.
Green cards detail the conflict on Argoth, which would lead to the events of the Ice Age expansion. Black cards reveal Urza's failed attack on Phyrexia itself. White cards document Urza's period of recuperation in Serra's Realm. Blue cards explain Urza's founding of an academy on Tolaria and his temporal experiments. Red cards show Urza's alliance with Shiv.
Shiv, Phyrexia, Tolaria, and Serra's Realm are some of the most iconic settings in Magic. Most of the story of this set is written in the book Planeswalker, though the battle of Argoth is from the end of The Brothers' War and the founding of Tolaria and alliance with Shiv are found in Time Streams.
18. Urza's Legacy
Urza's Legacy continues the flashback begun with Urza's Saga. Urza's Legacy continues Urza's quest to fight Phyrexia's godlike master, Yawgmoth's plans to conquer his home world, Dominaria. After an attempt to manipulate time goes catastrophically wrong, Urza searches for more allies as he builds a skyship to lead the war against Phyrexia. While he is away, the people of his Tolarian Academy have to battle a Phyrexian infestation on the island itself. The story of this set is recounted in the book Time Streams.
19. Urza's Destiny
With the skyship Weatherlight completed, Urza now works on a eugenics program to create a perfect crew for it, as well as engineering a race of soldiers to fight the Phyrexian invasion. One of his geneticists, Gatha, defects, and uses his knowledge to improve the Keldon race. Meanwhile, the Phyrexians create the plane of Rath as a staging ground for the invasion.