Magic: Duels of the Planeswalkers 2015
FAQ/Walkthrough by Shotgunnova
Updated: 02/11/15 | Search Guide | Bookmark Guide
(¯¯¯¯¯¯\ (¯¯¯¯¯) (¯¯¯¯¯¯¯\ /¯¯¯¯¯¯'¯)/¯¯¯¯¯¯\ ,'¯¯'-'¯) '-. \ ¯) ( ¯¯¯¯¯\ \( ,'¯¯¯\/ ¯\ (¯ ,' ____ / ) \ ( \ /¯} ___) | ) ____ ) | ( / (/ ( _ \/\\/\ \\ \/ __ ( \ (_ ) | | | ( 2 0 1 5 /\\/ \ ) \ \\ / / )\ '-' ( ) (_( '-._____, / ) \ / ) \'./ (_,' \____/\ ),' / '. ____/ / / \ \ { \ \)\,'¯¯¯ '.-'¯ / (_ ) \ ) \_ |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| ,' ; ) / ,' ) | Game & Expansion FAQ/Walkthrough -by- | (,'¯¯¯¯¯ \_/ (,'¯¯¯¯' | Shotgunnova (P. Summers) | | EMAIL: shotgunnova (a+) gmail (d0t) com | |_________________________________________| I. CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CNTR II. TH' BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . THBS Story ............................................................ STRY System Requirements .............................................. SSTM Important Terms .................................................. MPRT Tips N' Tricks ................................................... TPST III. WALKTHROUGH . . . . . . . . . . . . . . . . . . . . . . . . . . . WLKT 01) Innistrad .................................................... WLK1 02) Theros ....................................................... WLK2 03) Ravnica ...................................................... WLK3 04) Shandalar .................................................... WLK4 05) Zendikar ..................................................... WLK5 06) Alara .................................... [DLC Expansion] ... WLK6 IV. APPENDICES . . . . . . . . . . . . . . . . . . . . . . . . . . . . APPN Achievements ..................................................... ACHV Card Lists ....................................................... CRDL Card Overview .................................................... CRDO Deck List (Player) ............................................... DCKP Deck List (Opponent) ............................................. DCKO Expansion Guide .................................................. EXPN V. FREQUENTLY ASKED QUESTIONS . . . . . . . . . . . . . . . . . . . . FAQZ VI. UPDATES & CONTRIBUTIONS . . . . . . . . . . . . . . . . . . . . . UPDT VII. LEGALITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . LGLT _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ I. CONTROLS [CNTR] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Here's the default controls for the game. Keyboards without numpads will have to remap, although it's rare to ever need those functions. Pause Menu ------------> Escape Help ------------------> H Up --------------------> Up Down ------------------> Down Left ------------------> Left Right -----------------> Right Select/Perform Action -> Return Cancel Action ---------> Escape Toggle Zoom -----------> 1 Toggle Timer ----------> Spacebar Continue --------------> Tab Mana Tapping ----------> Left Ctrl View Extra Card Info --> F1 View Last Action ------> --- Table View ------------> Numpad 2 Move View Left --------> Numpad 4 Move View Right -------> Numpad 6 Aerial View -----------> Numpad 8 Toggle Free Selection -> F Text Chat -------------> Y Voice Comm ------------> V Mana tapping applies when the game prompts one to manually select -- hitting left Ctrl will cycle through the tapping permutations. The AI used to be awful here, until it was patched last year, and now it's fairly good. The game will prioritize tapping lands if one can't use them, and saves special lands (dual/tri-colors) for last, if possible. Text chat and voice communication apply to multiplayer. Push 'V' to talk if one has those capabilities. _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ II. TH' BASICS [THBS] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ STORY [STRY] ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ "Hone your skills as you battle your way across the planes of the Multiverse. Beware though, Planeswalker. Your biggest danger lies ahead. Garruk Wildspeaker, the greatest hunter known, has fallen under the curse of the Chain Veil. He now mercilessly stalks his own kind. Find him and stop him... before he finds you!" -- Promo info SYSTEM REQUIREMENTS [SSTM] ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ OS: Windows 8/7/Vista (XP not supported) Processor: 2GHz CPU (Pentium 4 or equivalent) Memory: 1 GB RAM DirectX: Version 9.0c Sound Card: DirectX 9.0c compatible sound card Graphics: 512MB DirectX 9.0c compatible video card w/ Pixelshader 3.0 support Additional Notes: Memory: 1GB RAM (2GB for Vista and Windows 7) IMPORTANT TERMS [MPRT] ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Here's a list of need-to-know terms for general gameplay, as well as some I use in the walkthrough. • ACTIVATED ABILITY: These are abilities that require paying a cost -- such as tapping, paying mana, sacrificing a fellow creature, etc. Activated abilities are typically found on permanents, but some can be used from the graveyard, such as Soul of Zendikar's ability. Creatures currently going through "summoning sickness" cannot activate abilities whose costs require tapping. • ANNIHILATOR: Keyword ability (found only on "Kozilek, Butcher of Truth" in this game) in the form of "Annihilator #". When the Annihilator creature attacks, the opponent sacrifices permanents of their choosing equal to the creature's annihilator value. • BEATSTICK: Slang term for any creature that's a good attacker. This often means high attack power or good abilities. For example, Terra Stomper has Trample and is an 8/8, ensuring that whenever it attacks, it's likely to do some damage (at the very least, kill some blockers). • BLOODRUSH: Keyword ability. Paying a creature's Bloodrush cost discards the card and bestows its ability to another target creature. For instance, Wrecking Ogre's Bloodrush grants +3/+3 and double strike to a specified attacker. The Bloodrush cost tends to be more stringent than if one had played the creature normally. • BOUNCING: This is the playful term for returning cards on the field to its owner's hand or library. Bouncers can be instants (Vapor Snag), creatures (Dinrova Horror), artifacts (Æther Bomb) and so on. Cards that are bounced lose all counters placed on them, and this isn't a "destroy" effect, so it can affect indestructible creatures. • CASCADE: An enemy-only keyword ability. When a spell with Cascade plays out, its owner picks up cards from the top of their deck until they find a nonland permanent with a CMC lower than the Cascade's. The chosen card is played cost-free; the other cards picked up are put on the library's bottom. • CMC (CONVERTED MANA COST): This is the cost of a card taken as whole. For instance, a Soul of Zendikar costs 4 colorless mana and 2 green mana, so its CMC would be 6 (4+2). Cards with a variable mana amount of "X" are considered "0" for CMC calculation. Example: Genesis Hydra is 2 green mana + "X" colorless mana, where "X" can be any applicable number. Its CMC is simply 2, the most basic amount that can be played to cast it. • CONVOKE: Keyword ability. Cards with Convoke cost 1 mana less to cost for each creature its player taps while it enters. If a creature shares a color with the Convoke card, it can count as that color's mana instead of just a colorless mana. Example: Meditation Puzzle costs 3 + 2 white mana (CMC 5). It effectively costs nothing if one taps 5 white creatures; if one only has 5 black creatures, only the 3 colorless mana could be Convoked for a lower cost. • COUNTERING: This is done through instants that specify "counter target spell," along with perhaps other text. Basically, when an opponent tries get a card on the field, a counter (Negate, Dissolve, etc.) can be played to prevent it effect from occuring. Counters in this game tend to be blue cards. • CYCLING: Keyword ability on some cards, each with their own mana cost. If the cost is paid, one discards that card and draws another ("cycling") or can search for a specific card (such as "landcycling"). Which type of cycling is applicable will be said on the card. • DEATHTOUCH: Keyword ability. Creatures with deathtouch will destroy any creature they deal damage to. Example: Pharika's Chosen (1/1) is chosen to block a Nemesis of Mortals with Monstrosity (10/10). If it's a normal battle, the two trade blows, and instead of surviving as a 10/9, the beatstick is killed as well. Deathtouch is dealt only any type of damage, but creatures immune to certain types of damage (like Guard Gamazoa) won't be slain. Creatures that pay their regeneration cost aren't destroyed by deathtouch. • DEFENDER: Keyword ability. Defenders can block but can't attack, which befits their higher toughness. Examples: Wall of Omens, Guard Gomazoa. Some cards (Gargoyle Sentinel, Ogre Jailbreaker) can remove Defender with their own abilities; others will need Warmonger's Chariot to attack. Note that just because they're prevented from attacking, it doesn't mean they don't deal combat damage! • DESTROY: Type of ability that, well, destroys the target card type, either outright (Flesh to Dust) or when a condition is met (Reprisal, Assassinate). Cards with "indestructible," like Creepy Doll or Darksteel Ingot, are immune to destroy effects. Same goes for cards with protection from the spell's color (ex: the white Divine Verdict does nothing if used on a foe with protection from white). • DEVOTION: This is used in some cards, the value of which is equal to the number of specified mana symbols in mana costs of all permanents one controls. Example: Nylea's Disciple gains life equal to one's devotion to green. Mana symbols in the card text (such as "pay green mana, tap: get X effect") don't count toward devotion. • DEVOUR: Keyword ability. Creatures with this ability get +1/+1 counters for each creature one sacrifices as it enters the field. How many counters it gets depends on the written text's Devour cost. Example: Thorn-Thrash Viashino has Devour 2, so it gets +2/+2 for each sacrificed creature. Any creature one controls (token, opponent-owned, etc.) can be used for the devour cost. • DISCARD: This term found in many cards means to "send the required amount of cards from hand to graveyard". Mind Rot, for one, would make a target player discard 2 cards. If a player has no cards in their hand, the effect basically does nothing. (Examples: Ostracize, Monomania, Blightening) • DOMAIN: Keyword ability. This increases a spell's effect based off how many basic land types one owns. For instant, Drag Down gives -1/-1 to a target creature in just this manner. If one controls a Swamp, Mountain and Forest, Drag Down would do -3/-3. There's only 5 basic land types, meaning Domain abilities top out at that number. (Other examples: Matca Rioters, Spore Burst, Wandering Goblins). • DOUBLE STRIKE: Keyword ability. Creatures with double strike deal both first strike and normal combat damage. (Examples: Wrecking Ogre, Two-Headed Cerberus) If a creature with double strike fights another creature with that ability or first strike, damage is dealt concurrently. • ENCHANTMENT: Type of permanent that stays on the field or (as an Aura) is attached to a creature. These have a variety of effects -- too many to list here, actually -- but remain in play until destroyed. Auras are destroyed when the creature they attach to is destroyed, unlike Equipment. • EVOLVE: Keyword ability. Creatures with Evolve get a +1/+1 counter each time an ally creature with higher power or toughness enters the field. For instance, the 0/1 Cloudfin Raptor has this ability. If one then plays a Wandering Wolf (2/1), which has higher power, Cloudfin would get a token and become a 1/2. If one played a Young Wolf (1/1), nothing would happen, since is power is equal to Cloudfin's. • EXALTED: Keyword ability. When a creature attacks alone, it gains +1/+1 for every controlled card with Exalted -- including its own, if able -- until turn's end. (Examples: Akrasan Squire, Rafiq of the Many) The 1-turn boost applies to any ally attacker, not just those that have Exalted, note. • EXILE: Similar to the graveyard zone, only cards placed here are generally removed from the game permanently. (Examples: Angelic Edict, Anger of the Gods) Some exiled cards may be brought back through other effects, such as its source leaving the field (Banisher Priest) or simply through a natural part of its effect (Cloudshift). • FIELD NUKE: This is just the slang term for a card that destroys all or most cards currently in play (ex: Planar Cleansing and In Garruk's Wake). Similarly, the term "nuking the field" means damaging all creatures, often killing most. Minor examples in this game would be Marsh Casualties or Anger of the Gods. • FIRST STRIKE: Keyword ability. Cards with first strike, when attacking or blocking, deal damage first instead of concurrently. To illustrate, a 1/1 creature with first strike would kill a 100/1 creature, rather than both dying. (If two creatures with first strike attack, concurrent damage is dealt, i.e. neither gets the advantage.) • FLASH: Keyword ability. Flash is found on noninstant cards and lets them be played at any time one could play an instant. A few creatures have the ability inherently (Breaching Hippocamp, Pestermite, etc.) while sorceries can be granted the ability through Quicken. • FLASHBACK: Keyword ability. Cards with Flashback can be played from the graveyard for a CMC slightly higher than their normal one, getting another chance to use the effect. Doing this exiles the card, however. (Examples: Think Twice, Chill of Foreboding) • FLICKERING: This is the term for a card that exiles a card and immediately brings it back, such as Cloudshift. Doing this evades any type of targeted spell (saving the creature), and removes all damage, auras and equipment. If the card had an effect that triggers when it enters the field, that effect triggers at that time. Flickered targets reappear untapped, although any effect that would tap them as they enter would apply immediately, too. • FLYING: Keyword ability. Cards with flying ("flyers") can't be blocked except by creatures with flying or reach. • GRAVEYARD: This is the pile where destroyed creatures, discarded cards and used instants/sorceries/artifacts end up. Some cards affect the graveyard from the hand or field, while effects for Unearth or Flashback can only be paid while their cards are in the grave. Some cards, like Dryad Militant, exile cards that would end up in the graveyard instead. • HASTE: Keyword ability. Creatures with haste can attack as soon as they enter the field, rather than being affected by summoning sickness. Haste is also used in other keyword abilities, like Unearth. • HELLBENT: Keyword ability. Creatures with Hellbent get an extra effect if their owner has no cards in the hand. None of the applicable cards are available to this game's player, however, so this isn't too important to remember. • HEROIC: Keyword ability. Heroic triggers when the applicable creature is targeted by its owner's spell (instant, sorcery, aura, etc.), in addition to whatever that spell does. For instance, if your Agent of the Fates was about to die, using "Gods Willing" on it could save it from destruction, as well as trigger its Heroic ability that makes opponents sacrifice a creature. Heroic can be triggered any number of times per turn, but doesn't activate when attaching equipment like Greatsword, Darksteel Axe, etc. • HEXPROOF: Keyword ability. Creatures with hexproof can't be targeted by the opponent's spells and abilities. For example, Primal Huntbeast is a green 3/3 with hexproof. An opponent couldn't target it with Auger Spree to kill it, but could use something that deals damage w/o targeting (like Anger of the Gods) to destroy it. Hexproof creatures can be sacrificed, if they're the only applicable target. The owner of the hexproof creature can still target it as normal, however. • INDESTRUCTIBLE: Keyword ability. Cards with indestructible aren't destroyed via combat damage or "destroy target creature" effects. They can, however, be returned to the hand/deck, placed into the graveyard, sacrificed and sent to the graveyard if their toughness reaches zero. • INSTANT: Card type. Instant spells can be cast any time, allowing one to respond to an enemy's actions. It's always good to have some of these in the deck (in some cases, a lot of 'em!). • INTIMIDATE: Keyword ability. Cards with Intimidate (like Accursed Spirit) can only be blocked by cards that share a color with it. There aren't many cards that have this keyword in the game, so this rarely matters. • LANDWALK: Keyword ability. Cards with landwalk can't be blocked by any opponent that control a particular land card. One opponent (Ocean's Might) takes advantage of this by enchanting opponent lands, letting otherwise annoying downsides to their creatures become a nonissue. Lands that count as two basic types (such as a Bayou being a Island Swamp) would trigger both islandwalking and swampwalking. • LIBRARY: a.k.a. the 60-card deck one uses. In normal play, a single card's drawn from here each turn during the upkeep. When a Scry effect goes off, it's the library that is affected. Any effect that relates to searching will typically shuffle the library; some effects may shuffle (combine) the graveyard and library. If one attempts to draw a card from the library and there are no cards left, that player loses the game. • KICKER: Term found on several cards, denoting a seconary (optional) cost to pay when casting it. "Kicking" a spell will give both effects, giving the spell more oomph. For instance, Blood Tribute makes an opponent lose half their life. If one pays the kicker (tapping a vampire), one gains life equal to the amount the opponent loses. • LANDFALL: Keyword ability. Cards with Landfall have their effects trigger when its owner puts a land onto the field. (Examples: Adventuring Gear, Bloodghast, Grazing Gladeheart) Landfall triggers when a land is put onto the field through ANY method, like Elvish Pioneer or Cultivate, not just the once-per-turn alloted play. • LEGENDARY: Card type specifying particularly good cards. The main thing to remember in this game is that only one copy of the legendary can be one's control. For instance, playing "Hall of Triumph" with a +1/+1 to black creatures. If one uses another Hall to give +1/+1 to white creatures, the game will force one of those to be sacrificed (player's choice). • LIFELINK: Cards with this keyword ability, when dealing combat damage, also gain that much life. (Examples: Trained Caracal, Child of Night, Baneslayer Angel) Combat damage applies to both attackers AND blockers, remember. • MANA STARVATION: Slang for having good cards, but not enough mana to play them with. One can help this somewhat by making sure the ratios in the deck are good (24 lands is reasonable), but luck will still factor in. Having too much mana is referred to as a (mana) flood. • MILLING: This is the term for forcing an opponent to put cards from their library into the graveyard, such as with Tome Scour or Hedron Crab. Players automatically lose the game if, during their upkeep, they have no cards to draw, thus making speedy mill decks a fun alternative to beating a foe into submission. ("Milling" is derived from the "Millstone" artifact's effect, and it's included in this very game!) Any type of forced discard situation can be referred to as milling, i.e. "hand milling". • MIRACLE: A keyword ability only available to the enemy. Cards with Miracle have a normal mana cost, then a "Miracle cost" -- basically, a super low cost applicable only after it's immediately drawn. Example: Avacyn's Banishing Stroke. • MONSTROSITY: Keyword ability that allows users to pay a secondary cost to power up a creature. For instance, Stormbreath Dragon has Monstrosity 3, and will get +3/+3 when its cost is paid, in addition to its other effect. Monstrosity can only be done once as long as the card is on the field, but can be repaid if it leaves for some reason (Rescue from the Underworld, Cloudshift, etc.) • MORBID: Keyword ability. When an opponent is dealt damage during a turn, any creature with Morbid entering that turn triggers that ability, often in the form of extra +1/+1 counters. One doesn't get any cards with this keyword inherently, although they can be used temporarily when playing as Garruk in the expansion. • MULLIGAN: If one draws a poor opening hand, one can 'mulligan' to redo that draw for another seven. One can do mulligans after that as well, though the returns diminish immediately: after the first one gets 6, then 5, etc. • PERMANENT: These are cards that stay on the battlefield, and typically mean creatures, enchantments and artifacts. Instants and sorceries are used up when cast and go to the graveyard. • POPULATE: Keyword ability. When an effect with Populate occurs, its owner selects a token they control and creates a duplicate of it. • PROTECTION: Keyword ability, often in the form "protection from _____". The blank portion is typically a color or card type. For instance, Stormbreath Dragon has protection from white -- meaning it incurs no combat damage from white sources, nor do abilities from white source affect it. Baneslayer Angel has protection from demons and dragons, and follows a similar format of what doesn't affect it. • REACH: Keyword ability. Reach-capable creatures can block creatures with flying. That's...pretty much all it does, but it's quite useful if one doesn't have any flyers to combat the foe's. • REBOUND: Keyword ability. Cards with Rebound, once cast, are cast a second time for free during its owner's next upkeep ability. Only one enemy has a card of this nature, so remembering the specifics ain't too important. • REGENERATE: Creature keyword ability with its own cost. Paying a creature's regeneration cost will save it from being destroyed, by removing any damage counters it had prior to regeneration and tapping it. (Damage dealt after regeneration isn't removed, however.) Regeneration won't prevent sacrifing or bouncing, and if the regenerated creature's toughness becomes 0 somehow, it's still sent to the graveyard (this is a state-based action). Examples of regeneratable creatures: Asphodel Wanderer, Drudge Skeletons. • SACRIFICE: Type of removal effect in which cards are sent to the graveyard as a cost (Corpse Blockade) or through an effect (Tribute to Hunger). This isn't the same as a "destroy" effect, note. Often shortened to "sac". • SCRY: Keyword ability. Cards with Scry allow it owners to look at the top of their library, up to the text's specified number (like "Scry 2"), and then put them back in a preferred order. • SHROUD: Keyword ability. Cards with shroud can't be targeted by spells or abilities, even by their owners. That's what separates them from the more flexible Hexproof keyword. • SORCERY: Card type. These can only be cast during one's own main phase, making them a slower -- but no less powerful -- version of instants. Some sorceries may have instants that give similar effects. Example: Vapor Snag is a CMC 1 bouncer, and the target's owner loses 1 life. Void Snare has the same cost but can bounce most permanents, not just creatures, which balances out its slower use. • SOULSHIFT: Enemy-only keyword ability. Creatures with Soulshift, when they die, can add a Spirit card from their graveyard to the hand, equal or less than the Soulshift's value. Example: Nightsoil Kami has Soulshift 5, so it can fetch a Spirit with a CMC of 5 or less. Its own CMC is 6, so it can't fetch itself. Only one deck in the game deals with Soulshift, and it's an expansion-only one, so learning about this is of middling importance. • STACK: When players use abilities or cast spells, they don't immediately work -- they're placed on the "stack". Doing so gives players the ability to respond to them; if they do, those responses go on the stack as well. When no more spells or abilities are on the stack, the topmost (most recent) ability resolves first, and this continues on until all have resolved. Make good use of the stack to save grief! • SUMMONING SICKNESS: Creatures who haven't been continuously controlled since the beginning of the most recent turn have "summoning sickness" -- it prevents them from attacking or using activated abilities with costs that require tapping. Creatures with the Haste keyword don't enter the field with summoning sickness. • THINNING: Term for cards used for putting cards quickly out of the library in order to raise the chances of drawing into something better. Squadron Hawk can fetch 3 other Squadron Hawks when it enters the field, and is a good example of thinning. Many mill cards can target their owner to help on this end, too. • TOKEN: Some generated creatures are represented as tokens, and treated the same as them. Tokens are not considered "cards" in the same way others are found in the library, however. If one is killed, it goes to the graveyard long enough to trigger any applicable abilities that may care, and promptly disappears from the game. If a token is bounced to the hand or exiled, it also disappears. • TRAMPLE: Keyword ability. Normally, blocked attackers won't deal any damage except to the blocker. However, creatures with tramper, providing their power is higher than the blocker's toughness, deal the difference to the player. Example: if Terra Stomper (8/8) is blocked by a Wall of Omens (0/4), it would deal 4 damage to Wall of Omens' owner. • TRIBUTE: The card entering the field will having something like "Tribute 3". The card owner's opponent will have to choose: have that card enter the field with +1/+1 counters (equal to Tribute number) or, if tribute isn't paid, deal with the secondary effect that activates. • TUTOR: Tutoring is the ability to search one's library for any card, then put it into one's hand. Basically, it's the best searchability available in the game. The name is derived from "Demonic Tutor," a cheap card that had that exact function, and lives on through the term. (This isn't a keyword ability, note.) • UNBLOCKABILITY: Cards that say "X can't be blocked" -- like the 1/1 Triton Shorestalker -- can't be assigned blockers when they attack. • UNEARTH: Keyword ability. Similar to Flashback, this applies to cards in the graveyard. Paying the unearth cost brings the creature into battle once more, gives it haste and exiles it at turn's end (or if it would leave the field before then). This grants decks extra oomph during the attack phase or reuses a creature's effect. Make sure to time it right! • UNDYING: A keyword ability. Cards with Undying, when they leave the field without a +1/+1 counter, immediately return to the field with a +1/+1 counter. Examples of cards with Undying: Howlgeist, Young Wolf, Butcher Ghoul. If an Undying creature perishes with a counter received from another source (like Timberland Guide), it won't trigger. • UNLEASH: Enemy-only keyword ability. Creatures with Unleash can be chosen to enter the battlefield with a +1/+1 counter, but can't block as long as they have a +1/+1 counter. (Even if the counter comes from another source, like Timberland Guide, they still can't block.) • VANISHING: Keyword ability. Permanents with Vanishing enter the field with a certain amount of time counters on it. During the upkeep, if the creature has a time counter on it, one is removed -- a process that repeats until it has no counters left. When that happens, the permanent is sacrificed. No card available to the player has this, however. • VIGILANCE: Keyword ability. Cards with this keyword don't tap as they attack, meaning they'll be available in the next turn to act as a blocker. They can, however, be tapped through other methods (Crippling Chill, etc.) • WEENIE: Any creature with low power and toughness. These cards are often easy to get out (many tokens spawn as 1/1s) and may have abilities to pump up themselves up, such as Cruel Sadist giving itself a +1/+1 counter. TIPS N' TRICKS [TPST] ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ As usual, anyone who has good tips can send 'em to me and get credited here. Here's a few of my own for rookies. • Remember when cards can be used. Instants can be played most any time, but sorceries can only be played (by default) during one's own main phases. Creatures with Flash, and sorceries following Quicken, can be played any time instants can, making for surprise combos. • Make sure created decks have a fighting chance. A basic formula is having about 20 creatures, 20-24 lands, and the rest as instants/sorceries/extra creatures. A deck with too many creatures, too few lands, or no utility given by sorceries/instants tends to flat-out suck, often in many ways. • Learn good mana conversation. For instance, let's say one has 3 mana and a Millstone on the field. When's the best time to use Millstone? Right as the turn begins? Generally, no. Millstone isn't likely to be essential, so it can probably be put off until the end of the foe's turn. This allows mana to be devoted to necessities. (Example: if one wastes two mana using Millstone, one might lose the chance to kill an annoying creature or block a particular spell.) Mana is lost in-between turns, so feel free to expend any remaining before then -- the opponent will use the same wait-and-see tactics! • Try different decks. Maybe one starts with a green deck and finds that it's too slow for a situation. Maybe one's white deck is great for life gain but can't cope with the foe's instant win condition. Maybe one's black deck is powerful, but the opponent's control cards constantly foul things up. Don't hesitate to make a new deck and try it out, or even adopt strategies and cards the opponent's using, when possible. • Explore! When a new plane is unlocked, try doing some of the exploration duels to earn new booster packs. Whether it's Theros or Zendikar, there'll be great cards to find -- some mainstays, some seemingly worthless. Later, maybe one'll want one of those "worthless" cards for a particular combo or build. _________________________ ___________________________________________________/ III. WALKTHROUGH [WLKT] |_ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ INNISTRAD [WLK1] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Pre-walkthrough notation guide! Here's things I judge opponents' decks on. CONTROL -: How good the deck is at forcing inopportune situations on the foe via abilities and noncreature cards. Things like bouncing, mandatory sacrifices, hand destruction, creature theft, etc. Doing noncombat damage affects this rating, too, though not as much as the listed acts. DRAWPOWER: How good the deck is at maintaining a sizeable hand. The more creatures/instants/sorceries that give card draws, the higher this rating is. SPEED ---: How fast the deck is at filling the field and putting the opponent on the ropes. This doesn't factor in how easy it is to kill them, only how quick they can get in position to take advantage of a foe who can't deal with 'em properly. STAYPOWER: How well the foe's monsters stay on the field. Abilities like Undying and Regeneration will typically improve this rating. STRENGTH : How tough the creatures are in general. This is mostly based off creatures' power rating. SYNERGY -: How well the deck's thematic unity is -- whether its parts work together or it's just thrown-together dreck. RETRIEVAL: How well the deck can fetch cards from the graveyard and library. Decks that lack cards for either have a "none" rating. P.CHANGES: Planeswalker difficulty changes. Some decks change their lineup a bit on the highest difficulty and will be listed here (if any). ============================================================================ When first accessing the game, one: • receives booster packs for pre-purchasing and/or owning Magic 2014 • receives a "Soul of Zendikar" promo code • can set the difficulty (walkthrough is for default "Mage" difficulty) • select a persona (profile icon) that best represents you! Some of these can be checked or changed in the Help & Options tab, and it's recommended to visit there to make sure one's got all the preferences set just so. For instance, changing window size, dialing down the LOUD volume, turning on/off abilities (like whether the game does positive card effects automatically, although I dunno why anyone would do this), etc. First-time players will automatically be brought to the Tutorial screen when accessing single-player mode. Those unfamiliar with Magic will want to go through in order (it's very intelligible for a guide), though old hands can skip to the final battle. There's a Steam achievement for going all the way through. Next, one picks a color of one's favorite affinity. This will narrow down the options for the premade deck one chooses. • Blazing Intellect [Blue/Red] • Chaos & Slaughter [Black/Red] • Cruel Denial [Black/Blue] • Echoing Roar [Blue/Green] • Freezing Winds [Blue/White] • Heed the Call [Green/White] • Heroic Charge [Red/White] • Life and Death [Black/White] • Natural Order [Black/Green] • Smash and Burn [Green/Red] ** NOTE ** The walkthrough was created before the free Master of Monsters and Riddles of Steel add-ons. They will be able to add extra oomph to most strategies listed within, especially recyclers like "Sheoldred, Whispered One"; the 6/6 token-spawning "Utvara Hellkite"; "Felidar Sovereign" with its instant win condition; and a helpin' of extraartifact support. ___________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| FINAL TUTORIAL DUEL: POLIS CRUSHER |=========================================== ___________________________________| DIFFICULTY: 1 of 5 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creatures [15] Instants [2] [×2] Foundry Street Denizen [×2] Shock [×2] Kiln Fiend [×2] Marauding Maulhorn Sorceries [4] [×2] Primal Huntbeast [×2] Regathan Firecat [×2] Krenko's Command [×2] Spire Tracer [×2] Hunt the Weak [×1] Stomper Cub [×2] Timberland Guide Lands [38] Enchantments [1] [21] Forest [17] Mountain [×1] Lightning Talons CONTROL -: terrible (Hunt the Weak, Shock) DRAWPOWER: none SPEED ---: terrible STAYPOWER: terrible STRENGTH : average (Stomper Cub, Marauding Maulhorn) SYNERGY -: terrible RETRIEVAL: none P.CHANGES: [+2] Titanic Growth [-1] Stomper Cub [+2] Siege Wurm [-7] lands [+2] Wandering Wolf This is one of the worst matches in the game, fitting for a first stab on a prefab deck. For one, almost two-thirds of the deck is lands; the precious few creatures to be found are mostly weenies with 3 toughness or less. That said, Spire Tracer is unblockable by normal creatures, and the two beatsticks (Stomper Cub, Marauding Maulhorn) do have decent mana costs for their high power. However, their toughness is garbage, making them easy to dispose of -- especially Maulhorn, which must attack each turn. In theory, any deck should be able to deal with these clowns. However, should one end up losing, consider reselecting deck colors. In addition to starting the deck-building tutorial, one also earns a rare deck-dependant card. • Blazing Intellect -> Siege Dragon • Chaos & Slaughter -> Indulgent Tormentor • Cruel Denial ------> Indulgent Tormentor • Echoing Roar ------> Mercurial Pretender • Freezing Winds ----> Mercurial Pretender • Heed the Call -----> Resolute Archangel • Heroic Charge -----> Siege Dragon • Life and Death ----> Resolute Archangel • Natural Order -----> Phytotitan • Smash and Burn ----> Phytotitan Technically, the deck is now open for editing, but without any no other cards to swap in, its usefulness is slim. The true campaign begins, like its predecessor, in Innistrad. One must clear all four battles to unlock custom deck creation and redeem any booster packs received. ________________________ |¯¯¯¯|¯¯¯¯|[¯¯| |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯__| [] |_] |_|__¯¯| DUEL 1-1: LIVING DEATH |================================ |____|____|_____|____|________________________| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creatures [32] Lands [28] [×4] Carrion Crow [28] Swamp [×2] Ghoulraiser [×2] Maalfeld Twins [×4] Mass of Ghouls [×4] Polluted Dead [×4] Rotting Fensnake [×4] Scathe Zombies [×4] Walking Corpse [×4] Warpath Ghoul CONTROL -: poor (Polluted Dead) DRAWPOWER: none SPEED ---: poor (Ghoulraiser) STAYPOWER: poor (Maalfeld Twins) STRENGTH : average SYNERGY -: poor RETRIEVAL: poor (Ghoulraiser) P.CHANGES: none This is a simple zombie-themed beatdown deck -- no instants/sorceries, no trickery, no fuss. Most creatures are ability-less with toughness and power between 1-3, except Rotting Fensnake (5/1) and Maalfeld Twins (4/4). Polluted Dead will destroy a land when it's killed, though, and Ghoulraiser randomly returns a zombie to the hand, so there's a few stall tactics to wade through. BLAZING INTELLECT: Simple beatdown tactics should work. Marauding Maulhorn with a Lightning Talons (or two) should force blockers quite easily, although Siege Dragon can kill most creatures with its incidental effect. CHAOS & SLAUGHTER: With Flesh to Dust, Shock, and an Act of Treason/Bloodflow Connoisseur combo, there shouldn't be much trouble here. Hopefully one draws into Quest of the Gravelord or Rockslide Elemental early, easily building up some beatsticks and capitalizing on the opponent's lack of instants/sorceries. CRUEL DENIAL: This deck is a bit slower, but its removal methods (Void Snare, Surrakar Banisher, Flesh to Dust, Nullify) can pick up the slack. Plentiful flyers in the ranks can be the main attackers -- the foe only has the 2/2 Carrion Crow to block, after all. Guard Gamazoa can block anything and survive, making it a great card to get out early. ECHOING ROAR: This is a beatdown deck with Advocate of the Beast and many targets for its +1/+1 counters, with a couple eliminators like Hunt the Weak thrown in. Since both decks are beatdown-oriented, things may get congested after awhile, so use blue control (Frost Lynx, Void Snare) to turn the tides. FREEZING WINDS: Most creatures here are pretty wimpy, so trading kills will often happen if one doesn't drawn into removal quickly. Attended Knight with Nimbus Wings (3/3) makes for a good defensive play, and Angelic Edict can exile Maalfeld Twins before it splits in half. Good use of Banisher Priest and Void Snare can hopefully clear the skies to let the plentiful flyers get in some damage; without boosts, Carrion Crow can kill any of 'em. Eliminating those Crows tends to make the best of use of Military Intelligence. HEED THE CALL: This may be the easiest one to win here with, since it has green beatsticks, white removal, plus Seraph of the Masses and Resolute Archangel to act as flyers. HEROIC CHARGE: Marauding Maulhorn + Nimbus Wings = 6 damage each turn without blockers, except Carrion Crows, which will sacrifice themself in the process. Attaching auras to Brood Keeper can work too, as its 2/2 flyer tokens have an ability to expend red mana for +1/+0 each, until end of turn. Otherwise, it's a fairly basic slogfest. LIFE AND DEATH: Pretty decent deck, with black and white removal (Flesh to Dust, Angelic Edict), Nimbus Wings for flying and several life-gain sources to power up Ajani's Pridemate. In fact, Ajani's Pridemate + Nimbus Wings can be a very fruitful combo, even beating Resolute Archangel's power/toughness. NATURAL ORDER: This has very little drawpower itself, but several green beatsticks (Advocate of the Beast to make 'em stronger), plus Rescue from the Underworld and Spider Spawning for grave-fueld hijinx. The 7/2 Phytotitan can kill anything in the deck, and resummons itself during one's next upkeep, to level the playing field a bit. Don't forget that Wandering Wolf can't be blocked by creatures with less power than it, making it a great target for Titanic Growth-inspired coups de grace. SMASH AND BURN: Another extremely hearty deck, with the common Advocate of the Beast token combos, plus some red removal (Shock, Volcanic Geyser) and a couple Lightning Talons. Put those auras on the 7/7 Pelakka Wurm and the match is pretty much over! Remember that if a foe marshals many blockers for one's beatstick, removing just one of them may make the whole attempt fall apart, so destroy wisely! ____________________________ |¯¯¯¯|¯¯¯¯|[¯¯| |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯__| [] |_] |_|__¯¯| DUEL 1-2: CURSED EXISTENCE |============================ |____|____|_____|____|____________________________| DIFFICULTY: 2~3 of 5 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creatures [12] Instants [4] [×4] Bitterheart Witch [×4] Crippling Chill [×4] Fortress Crab [×4] Selhoff Occultist Lands [26] Enchantments [19] [×4] Evolving Wilds [×8] Island [×2] Curse of Bloodletting [×5] Mountain [×4] Curse of the Bloody Tome [×9] Swamp [×1] Curse of Death's Hold [×1] Curse of Echoes [×2] Curse of the Nightly Hunt [×4] Curse of the Pierced Heart [×4] Curse of the Stalked Prey [×1] Curse of Thirst CONTROL -: great (Crippling Chill, most curses) DRAWPOWER: none SPEED ---: poor STAYPOWER: poor STRENGTH : poor SYNERGY -: average (Bitterheart Witch toolboxes for curses when destroyed) RETRIEVAL: poor (Bitterheart Witch) P.CHANGES: none NOTES ---: AI starts with a "Curse of the Bloody Tome" on the field and just [×4] Evolving Wilds in hand. 61-card deck. The opponent always goes second. Later, when one gets a Burning Inquiry, Turn 1 use can help mana-starve the foe. This terribly annoying deck is built around curses, special enchantments that target the player. They run the gamut of effects, from doubling damage intake (Bloodletting), forcing attacks each turn (Nightly Hunt), noncombat damage (Thirst, Pierced Heart) and copying spells for free (Echoes). This is a deck that only grows more powerful as time passes, supposing it's left to its own devices, anyway. The good news is that there's only twelve monsters to contend with, so the basic win strategy remains intact. Additionally, some curses become pointless if one has preventative measures. For instance, Curse of Stalked Prey gives a +1/+1 counter to creatures that combat-damage a player. If one gets a defense out to stop that from happening, that's fairly worthless. (Echoes is always the first one sought out, if possible.) Regardless of one's starting deck, there's a weakness to exploit: flyers. The enemy can't block 'em and only Curse of Death's Hold can affect their output. Each starting deck has flyers, though some (like Heed the Call) may have an easier time than others. Other cards that help here: • Void Snare (blue) bounces curses. • Nimbus Wings (white) gives creatures Flying. • Advocate of the Beast (green) raises beatsticks. • Angelic Edict (white) exiles, and won't trigger, Bitterheart Witch's effect __________________________ |¯¯¯¯|¯¯¯¯|[¯¯| |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯__| [] |_] |_|__¯¯| DUEL 1-3: FEAST OF FLESH |============================== |____|____|_____|____|__________________________| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creatures [26] Instants [2] [×4] Barony Vampire [×2] Rush of Blood [×4] Bloodcrazed Neonate [×4] Bloodflow Connoisseur Sorceries [4] [×4] Child of Night [×2] Falkenrath Noble [×2] Sign in Blood [×2] Rakish Heir [×2] Vampiric Feast [×4] Stromkirk Patrol [×2] Vampire Interloper Lands [24] Enchantments [4] [12] Mountain [12] Swamp [×4] Feast on the Fallen CONTROL -: poor (Vampiric Feast) DRAWPOWER: poor (Sign in Blood) SPEED ---: average STAYPOWER: average STRENGTH : average SYNERGY -: poor RETRIEVAL: none P.CHANGES: none This is a black vampire deck with a loose "feasting" theme, which manifests in the form of +1/+1 counters (Feast on the Fallen, Stromkirk Patrol, Rakish Heir, Bloodcrazed Neonate). Falkenrath Noble and Child of Night can both gain life; the former also damages the player. Other than the fact they're black and vampires, there really isn't much synergy to speak of. There is a healthy mix of low-cost and higher-cost monsters, though, so it can still be somewhat of a challenge. The important thing to remember is that inborn creature counter abilities only activate when they deal combat damage to players -- literally "going for the throat"! If that opportunity's a no-go, that leaves Feast on the Fallen as the main method, and that can be triggered through any life loss, such as Falkenrath Noble's effect or a sorcery. BLAZING INTELLECT: Yet another deck where Marauding Maulhorns + Lightning Talons becomes the foe's worst nightmare -- they won't be able to do anything besides chump blocks, and have no recourse besides Vampiric Feast (which is quite expensive). Guttersnipe can provide covering fire and Switcheroo can steal the foe's best beatstick, often Stromkirk Patrol. CHAOS & SLAUGHTER: This one also has the Maulhorn/Lightning Talons combo, the easiest way to force the foe into a corner. Cards like Pitchburn Devils and Regathan Firecat can make good LT targets as well; the former can also deal extra damage in general, which may make the AI think hard about what's going to block it. CRUEL DENIAL: This blue-black deck can be a bit slower, since it can't use Accursed Spirit for easy jabs and the opponent has flyers to neutralize one's own. The latter method can still work, though, with one's copious amount of bouncers (Surrakar Banisher, Void Snare) and general control (Flesh to Dust, Frost Lynx). Make good use of Shadowcloak Vampire as well, hopefully before the opponent can build up its own powerful flyers or foul up the situation with Rush of Blood. ECHOING ROAR: With Advocate of the Beast in pole position, this deck can go toe to toe with the opponent, plus gets extra control (Frost Lynx, Void Snare, Hunt the Weak) to pave the way for the beatsticks. Don't forget that Surrakar Banisher can target any tapped creature! This can lead to recycling combos, such as: Quickling -> bounce Timberland Guide -> attack -> Surrakar Banisher bounces Quickling -> Timberland back on field -> repeat. FREEZING WINDS: Not a great deck, but there is several flyers, Nimbus Wings to make more flyers, plus general white-blue control (Angelic Edict, Void Snare, Nullify, Frost Lynx, etc). The deck's best asset is its draw power: two Inspirations and Military Intelligence, the latter of which can be taken advantage of with all its token creation. Play smartly, and remember that creatures with counters lose all of 'em when temporarily exiled or bounced. HEED THE CALL: Pretty good if one can abuse Advocate of the Beast and Primal Huntbeast, though with white token spam, it's probably simpler to get out a convoked Siege Wurm/Seraph of the Masses and slap on Nimbus Wings. The fun Wandering Wolf + Titanic Growth combo can carve a path, too. HEROIC CHARGE: As one's probably noticed, decks get extra utility from their auras, and this one's no different -- it has the Maulhorn/Regathan Firecat + Lightning Talons combo, plus Nimbus Wings and an Ordeal of Heliod. It's even better because if one can whittle the field presence with a Talons'd combo, swooping in with Act of Treason will blow the field wide open. LIFE AND DEATH: The deck has several growing beatsticks -- Ajani's Pridemate feeds off life gain, Cruel Sadist is inherently (though slow), and Bloodflow Connoisseur can munch on wimpy tokens to become a behemoth. All three can be augmented with Nimbus Wings, too. Angelic Edict can deal with big offenders while Flesh to Dust can save beatsticks that may die due to Rush of Blood's effects. NATURAL ORDER: Though it has Bloodflow Connoisseur, it's best as an Advocate of the Beast deck, due to how many targets it had (Primal Huntbeast, Stomper Cub). There's no flyers in this deck outside of Shadowcloak Vampire, so it's open season on any enemy creature that can -- use Hunt the Weak and Flesh to Dust for those purposes. If one goes on the offensive early, any flyers will end up being killed as forced blockers anyway! SMASH AND BURN: Similar to Natural Order, there's 7 targets for Advocate of the Beast to buff -- including Kiln Fiend, which has an inherent boost -- so it tends to lean toward the strategy. With Lightning Talons turning most creatures into major threats, and spot removal (Shock, Volcanic Geyser, Hunt the Weak) doing the rest, the deck's so violent that the foe can't help but be railroaded. ____________________________ |¯¯¯¯|¯¯¯¯|[¯¯| |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯__| [] |_] |_|__¯¯| DUEL 1-4: REPORT TO AVACYN |============================ |____|____|_____|____|____________________________| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creatures [17] Artifacts [4] [×2] Archangel [×4] Staff of the Sun Magus [×3] Cathedral Sanctifier [×4] Emancipation Angel Sorceries [2] [×2] Holy Justicar [×4] Thraben Valiant [×1] Defy Death [×2] Selfless Cathar [×1] Entreat the Angels Instants [12] Lands [25] [×4] Angel's Mercy [23] Plains [×2] Banishing Stroke [×2] Seraph Sanctuary [×2] Cloudshift [×2] Rebuke [×2] Zealous Strike CONTROL -: average (Banishing Stroke, Cloudshift, Rebuke, Zealous Strike) DRAWPOWER: none SPEED ---: poor STAYPOWER: average STRENGTH : average SYNERGY -: average RETRIEVAL: poor (Defy Death) P.CHANGES: none This is a white human/angel life gain deck. Some cards heal when cards are played (Staff of the Sun Magus, Seraph Sanctuary) while some healing applies when others hit the field (Cathedral Sanctifier, Angel's Mercy). Emancipation Angel has an effect that bounces an allied creature upon entry; besides that, the others are ability-less. The most powerful attacker it usually attains is a 7/7 Archangel fetched through Defy Death. Other than that, beware the numerous instants that can quickly turn battles awry. Rebuke flat-out kills attacking creatures, while Zealous Strike gives +2/+2 and first strike to a chosen target. Cloudshift exiles and returns a target to the field, basically letting it dodge single-target spells. And finally, Banishing Stroke returns an artifact, enchantment or creature to the library's bottom. The worst part: Avacyn can cast it for its one-mana Miracle cost! [Miracle costs only apply the moment they're drawn. Naturally, there's no point using said cost unless there's an applicable target to rid oneself of.] BLAZING INTELLECT: A red/blue deck is a good match since it can do noncombat damage to even out the life gain via Angel's Mercy, Staff of the Sun Magus and Cathedral Sanctifier. The deck can outpace the foe with its drawpower, hopefully opening up the usual Maulhorn/Lightning Talons combo or indirect damage with Guttersnipe. Best-case scenario would be stealing the opponent's Death Defy'd 7/7 Archangel with Switcheroo. Try to finish before Entreat the Angels can hit the field. CHAOS & SLAUGHTER: Finally, a deck that can make use of Accursed Spirit's Intimidate effect! They, as well as the Maulhorn/Lightning Talons combo, can be easily smooth over the opponent's life gains, which plays right into the hands of Rockslide Elemental and Quest for the Gravelord. Bloodflow Sacrifice can scavenge +1/+1s off any ally that would die as an attacker/blocker, and may eat its allies when attacking itself, which may bait the opponent into wasting a crucial creature. (For instance, if Archangel blocks, one could eat 5 allies to be a 6/6, turning things around immediately. Be careful about wasting field advantage, though.) CRUEL DENIAL: Accursed Spirit and the rest of the weenie flyers can dodge the main bulk of the foe's deck, and can eliminate its angels with instants (Tribute to Hunger, Inspiration, Nullify), bouncing (Surrakar Banisher, Void Snare) or field control (Frost Lynx). Guard Gamazoa can survive any combat it blocks in, and with Mind Rot, one may even be able to force the foe to discard its two high-cost aces (Entreat the Angels, Defy Death). Remember that bounced tokens disappear when they leave the field, and bounced creatures lose all counters that were placed on 'em -- i.e. turning Archangel back into a 5/5. ECHOING ROAR: Advocate of the Beast can grow Primal Huntbeast or Stomper Cub quickly out of any angel's destruction range, letting one pick off potential defenders with Hunt the Weak or Void Snare. The rest of the control-oriented cards (Frost Lynx, Surrakar Banisher) pave the way for cleaner attacks. Make sure to save Quickling, too! It can bounce whatever Banishing Stroke targets, turning a major setback into a minor one. FREEZING WINDS: A glut of flyers means one can both ignore weenies, trigger Military Intelligence easier and provide defenders for whatever angel shows its perfectly chiseled face. Angelic Edict can exile target angels, too, which makes Defy Death a semi-dead draw and makes for high irony! Void Snare, Nullify, Surrakar Banisher and Banisher Priest round out the other control tactics. HEED THE CALL: Jade Mage, Triplicate Spirits and Raise the Alarm make tokens to power up Seraph of the Masses, while Advocate of the Beast empowers Primal Huntbeast and Stomper Cub. Nothing here can sidestep Banishing Stroke, but it can make beatsticks fast enough that removing one may not matter. (Plus, BS can't target Primal Huntbeast since it's hexproof.) In the meantime, kill baited blockers with Titanic Growth and exile particular annoyances with Angelic Edict. Hit hard and swiftly enough, and there won't be any Entreat the Angels to deal with. HEROIC CHARGE: Maulhorns/Firecat/Attended Knight + Lightning Talons helps to clear the weaker chaff, while Angelic Edict and Act of Treason both maintain control. Alternatively, Brood Keeper can create 2/2 tokens, giving another route: attackers that the weenies can't block. LIFE AND DEATH: Plenty of options here -- the unblockable Accursed Spirit, the growing attacker Ajani's Pridemate, and Bloodflow Connoisseur can eat any ally that would perish in some other way, wasting an opponent's Zealous Strike or Banishing Stroke. Nimbus Wings gives extra flyers to block Angels or just attack normally. Flesh to Dust and Angelic Edict can be both eliminate major targets. NATURAL ORDER: Accursed Spirit, Ajani's Pridemate, Advocate of the Beast, Primal Huntbeast, Stomper Cub... There's no shortage of easy damage here. Shadowcloak Vampire can become a flyer for offense or defense, making it an all-arounder. Rescue from the Underworld can reverse a situation screwed up by Banishing Stroke/Zealous Strike, particularly if crucial cards were killed or dumped via Necromancer's Assistant. (Spider Spawning's tokens have reach, remember, making for great surprise plays if Entreat the Angels makes things grim.) SMASH AND BURN: Perhaps the most aggressive deck, this shouldn't have much difficulty with Avacyn's flock. Lightning Talons plus any beatstick is great from the outset, particularly Primal Huntbeast, which can't be targeted by Banishing Stroke. Once a beatstick is out, Hunt the Weak can pick off angels and generic fodder, Act of Treason steals their best for additional attacking power, and Volcanic Geyser can kill anything...once it has enough mana. Be sure to use Titanic Growth tactically as well, particularly to slay bigger blockers (best it can manage is a 7/7). ============================================================================ Beating Avacyn unlocks Innistrad exploration, opening the first floodgate to custom decking. The cards available are: Creatures [88] Artifacts [7] [×4] Blind Phantasm [×4] Cobbled Wings [×4] Bloodcrazed Neonate [×3] Elixir of Immortality [×4] Bloodflow Connoisseur [×2] Charmbreaker Devils Enchantments [15] [×2] Creepy Doll [×2] Elder of Laurels [×4] Dead Weight [×3] Gargoyle Sentinel [×4] Furor of the Bitten [×4] Grave Bramble [×2] Sanguine Bond [×1] Griselbrand [×2] Séance [×3] Howlgeist [×3] Triumph of Ferocity [×3] Maalfeld Twins [×3] Mausoleum Guard Instants [29] [×2] Mentor of the Meek [×4] Moon Heron [×2] Counterlash [×4] Necromancer's Assistant [×4] Fleeting Distraction [×3] Niblis of the Breath [×4] Fling [×2] Nightmare [×4] Hysterical Blindness [×4] Pitchburn Devils [×4] Naturalize [×3] Rakish Heir [×4] Righteous Blow [×2] Resolute Archangel [×3] Tribute to Hunger [×4] Russet Wolves [×4] Undying Evil [×1] Selfless Cathar [×3] Seraph of the Masses Sorceries [17] [×4] Standing Troops [×4] Thraben Purebloods [×4] Artful Dodge [×4] Timberland Guide [×3] Blood Feud [×1] Vengevine [×3] Chill of Foreboding [×4] Walking Corpse [×4] Prey Upon [×4] Wandering Wolf [×3] Spider Spawning Innistrad unlocks many duplicates from the starting decks, plus debuts some other good ones. BLACK: More Bloodflow Connoisseurs, Necromancer's Assistants and Walking Corpses, plus the Swamp-fueled Nightmare and token-creating Maalfeld Twins. Of course, the major addition is Griselbrand, the 7/7 flying demon, which has lifelink and can expend 7 life to draw 7 cards. Though it has one of the most expensive costs in the game, there's a reason most black decks throw it in anyway. Tribute to Hunger and Undying Evil have their uses, too. BLUE: Outside of some general muscle (Moon Heron, Blind Phantasm), one also gets Niblis of the Breath, which can tap creatures on command. The rest of the blue additions are in the noncreature department: Counterlash, Fleeting Distraction (cheap drawpower), Hysterical Blindness; Chill of Foreboding is one of the first mill-oriented additions; Artful Dodge gives unblockability. GREEN: Grave Bramble is a good all-around card, a 3/4 defender protected from zombies, and Vengevine can see use in Bloodflow Connoisseur decks, thanks to its return-to-field effect. Elder of Laurels is great for beatdown decks, as it can give its counters to creatures that aren't blocked. Howlgeist/Wandering Wolf both can't be blocked by creatures weaker than 'em, a theme one can build decks around. Triumph of Ferocity gives extra drawpower, Naturalize destroys enchantments/artifacts; Prey Upon is a cheaper "Hunt the Weak" that forces a battle. Spider Spawning duplicates are also available, for those making grave-dumping decks. RED: Bloodcrazed Neonate and Rakish Heir see common use in vampire decks, and often together (they play off each other); Russet Wolves is an ability-less 3/3 of little note. However, Charmbreaker Devils, which randomly recycles an instant or sorcery from the graveyard during its upkeep, is amazing, even without its attack boost from instant/sorcery usage. Furor of the Bitten and Fling are both good in blitz decks, while Blood Feud, though expensive, can eliminate an opponent's creature(s) without a scratch to one's own! WHITE: Mentor of the Meek gives drawpower when weenies enter the field, a great card for token-creator decks. Resolute Archangel and Seraph of the Masses -- both available as tutorial boss rewards, in some decks -- reappear here, letting one make a full-fledged token spam deck. Séance allows one to make spirit tokens during the upkeep, and it works great with red decks, which can give those tokens haste (Ogre Battledriver, Goblin Bushwhacker) or use 'em as Fling spam. Righteous Blow is Shock-like damage, except it only works on attackers/blockers. Note that with a good Innistrad deck, one can probably win a few multiplayer matches as well, getting extra cards only available through that method. Just remember that one can also win boosters from currently accessible planes, so get 100% on those to narrow down the prizes. (If an foe quits a multiplayer game, defeating the AI that takes over will still grant a prize.) _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ THEROS [WLK2] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Theros is open for exploration immediately, a trend all subsequent planes'll share. Here's the newer cards available: Creatures [76] Artifacts [8] [×4] Accursed Spirit [×2] Avarice Amulet [×2] Agent of the Fates [×2] Pyxis of Pandemonium [×3] Ajani's Pridemate [×4] Traveler's Amulet [×2] Arbor Colossus [×4] Asphodel Wanderer Instants [35] [×4] Breaching Hippocamp [×1] Brimaz, King of Oreskos [×3] Coordinated Assault [×2] Hero of Iroas [×3] Cutthroat Maneuver [×3] Horizon Scholar [×3] Dissolve [×3] Kraken of the Straits [×4] Divine Verdict [×4] Leonin Snarecaster [×4] Gods Willing [×4] Loyal Pegasus [×4] Nullify [×2] Mercurial Pretender [×3] Reprisal [×3] Nemesis of Mortals [×3] Rescue from the Underworld [×4] Nessian Asp [×4] Titanic Growth [×4] Nylea's Disciple [×4] Voyage's End [×3] Rockslide Elemental [×4] Rotted Hulk Sorceries [35] [×4] Satyr Hoplite [×4] Satyr Wayfinder [×2] Anger of the Gods [×1] Stormbreath Dragon [×4] Bolt of Keranos [×3] Tormented Hero [×4] Cultivate [×4] Triton Shorestalker [×4] Demolish [×4] Two-Headed Cerberus [×2] Hunter's Prowess [×4] Mind Rot Enchantments [5] [×3] Mischief and Mayhem [×4] Portent of Betrayal [×2] Bident of Thassa [×4] Solemn Offering [×3] Ordeal of Heliod [×4] Thassa's Bounty BLACK: Accursed Spirit is a 3/2 with intimidate, making it often unblockable by entire decks (a good situation when aura-boosted). One of a handful of creature-saving cards, Rescue from the Underworld sacrifices a creature, then brings it and another back during the next upkeep. As an instant, this means one can sacrifice a crucial card from destruction/exile, only to get it and its buddy back soon after, reusing their enter-field effects. Mind Rot is often crucial in milling decks, while Tormented Hero and Agent of the Fates can see use for their control aspects. BLUE: Some good blue cards this time. Kraken of the Straits (6/6) can't be blocked by creatures whose power is less than the total Islands one controls. Dissolve, Nullify and Voyage's End are control-related and fairly cheap. Thassa's Bounty is the first "draw 3 cards" available, until Inspiration in the next plane. Triton Shorestalker is an unblockable 1/1; Mercurial Pretender is the only shapeshifter card one gets, copying a creature one controls. And finally, perhaps the most useful: Bident of Thassa. It's both a source of draw power and can force the foe to attack, dashing their ranks against one's own field of beatsticks...which clears the way for more draw power next turn! GREEN: This plane adds some beatsticks with the Monstrosity keyword: Arbor Colossus, Nessian Asp, Nemesis of Mortals. The latter is the easiest to use, thanks to fuller graveyards lowering its costs. Cultivate, one of the most useful land-grabbing cards, and Hunter's Prowess, one of the best card-drawing sorceries, debut here as well. Satyr Wayfinder also land-grabs from the top 4 cards of its library, and is notable for getting nonbasic lands. Nylea's Disciple is one of the few green cards geared around life gain. RED: Stormbreath Dragon (4/4 flyer) appears here, and has protection from white, making it good against several opponents who can't do anything to it. Satyr Hoplite and Two-Headed Cerberus are weenies whose strengths are best amplified with auras. Coordinated Assault is a cheap instant that gives two creatures +1/+0 and first strike, squeaking out victory when needed. Portent of Betrayal temporarily steals a foe's creature; Demolish destroys a land or artifact; Bolt of Keranos deals 3 damage and has scry 1. Finally, perhaps the most useful red card: Anger of the Gods. It deals 3 damage to all creatures and exiles those that die that turn. This is one of the few "field nuke" type cards available to the player, and for 3 mana, can see much use, especially when recycled by Charmbreaker Devils or Archaeologist. WHITE: The most notable cards here are Reprisal (destroy target with power 4 or greater) and Gods Willing (give target protection from chosen color until end of turn) -- great effects for cheap costs. The latter is the only card that gives protection from colors that one chooses, making it good outside of monocolor decks. Divine Verdict destroys an attacker or blocker, cheaper than Flesh to Dust (from the next plane) but without the "can't regenerate" effect. Creature-wise, Brimaz and Ajani's Pridemate are both great; the former is a low-cost 3/4 that spawns 1/1 tokens, while AP gets +1/+1 each time its owner gains life. _________________________ |¯¯¯¯|¯¯¯¯|[¯¯| |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯__| [] |_] |_|__¯¯| DUEL 2-1: HYDRA ATTACK! |=============================== |____|____|_____|____|_________________________| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creatures [16] Sorcery [12] [×4] Feral Hydra [×4] Boundless Realms [×4] Heroes' Bane [×4] Lay of the Land [×4] Protean Hydra [×4] Peregrination [×4] Scourge of Skola Vale Lands [32] [32] Forest CONTROL -: none DRAWPOWER: none SPEED ---: slow STAYPOWER: average (Heroes' Bane) STRENGTH : great SYNERGY -: average RETRIEVAL: average (Boundless Realms, Lay of the Land, Peregrination) P.CHANGES: [+4] Cultivate [-4] Feral Hydra [+4] Doubling Season [-4] Forest [+4] Nature's Lore [-4] Lay of the Land [+4] Primordial Hydra [-4] Peregrination This is a green land-grab deck built around hydras, powerful creatures that have variable ("X") costs -- basically, the more lands around, the more can be spent to power them up. And that's even without factoring in their normal abilities, which increase their power. It's a straight-up beatdown deck. Each hydra, though potentially powerful, have different ways of levelling up. Feral Hydra spends 3 mana for each counter; Scourge sacrifices other creatures and gets counters equal to their toughness; Protean loses counters when it's damaged, then gets double the amount during the end phase; Heroes' Bane pays a flat cost to double its counters. Heroes' Bane often becomes the greatest threat for sheer attack power, while Scourge can bide its time and deal pain with trample. Planeswalker difficulty shakes things up a bit. The expensive Peregrination is switched for Cultivate, which does the same thing (minus Scry 1) for less. Lay of the Land is upgraded to Nature's Lore, which fetches a land and puts it on the field untapped, rather than just added to the hand. The unneeded amount of lands is pared to fit in Doubling Seasons, which grants double the tokens whenever a source would spawn them. This development leads to a huge annoyance in Primordial Hydra, which inherently doubles its counters without paying any costs, plus it gets trample (as long as it's a 10/10 or bigger). Needless to say, this deck can be annoying on normal difficulty, and more so on Planeswalker. However, it has crucial weaknesses: it's slow and contains precious few monsters. However, if left alone, the sheer land-grabby nature of its sorceries naturally thin the deck, raising the chances it draws into hydras. Of the many options available, here's two: 1) Theft deck: Steal the opponent's creatures with Portent of Betrayal and sacrifice them with Bloodflow Connoisseur, or use them as ammo against other hydras with Fling. In the meantime, get rid of other (lone) targets with Tribute to Hunger. 2) Blue control deck. Use Dissolve and Nullify to prevent crucial hydras from ever hitting the field, and those that do can be tapped on command with Niblis of the Breath, ensuring they never get to attack. Voyage's End and Vapor Snag can bounce targets who get through the wall of defense. Splice in white cards (Divine Verdict, Reprisal, Arrest) for thematic unity. Unfortunately, there's not a lot of mill options to capitalize on the deck's slow nature -- later, when Hedron Crab, Monomania and Tome Scour show, a real party can get started. Until then, those who want to just wing it may want to concentrate on flyers, since the opponent has none itself, nor does it have creatures with reach. General overview of currently available cards that may help: • Bident of Thassa (can force opponent to attack on their turn) • Creepy Doll (indestructible; coin flip may kill whatever it blocks) • Divine Verdict (destroy attacking/blocking creature) • Gods Willing (give protection from green to creature) • Niblis of the Breath (small cost taps target creature during any turn) • Nullify (counter target creature spell; CMC 2) • Portent of Betrayal (steal target creature) • Resolute Archangel (makes life total 20 when it enters the field) • Reprisal (destroys target with 4 power or greater) • Tribute to Hunger (force foe to sacrifice creature, then gain life from it) • Voyage's End (bounce target to hand, then Scry 1) Cards available from multiplayer battle boosters that may help: • Arrest (target enchanted to not attack, block or use activated abilities) • Dead Reckoning (put creature on top of library + damage creature on field) • Paragon of Open Graves (can temp. give another black creature deathtouch) • Pestermite (flash; can tap or untap target creature when entering field) • Pharika's Chosen (1/1, 1 CMC, deathtouch) • Seismic Strike (deal damage to target equal to Mountains one controls) • Talrand, Sky Summoner (can spawn 2/2 flying tokens for attacks, spam, etc.) • Vapor Snag (bounce target to hand and its owner loses 1 life) Other notes that come to mind: • Creatures lose all counters when bounced to the hand, which is great since all hydras are counter-based attackers. • Deathtouch doesn't work correctly on Protean Hydra since, instead of being damaged normally, a counter equal to that damage is removed. That is to say, the damage is removed in the same act as the counter's removal, thus little changes. (For all I know, this is how the game is supposed to work, but nevertheless, it's another annoyance to deal with.) • Scourge of Skola Vale may start out as a wimp, but its "sacrifice an ally to absorb its counters" ability is useful. If a card would destroy it or switch control of an ally, it'll save itself the hassle and just consume it on the spot. In fact, I've seen the game sacrifice a 20/20+ Protean Hydra instead of a 4/4 Scourge, technically the weakest of the bunch. It has trample though, so that may figure... • This deck has the highest attack potential in the game, with Heroes' Bane constantly doubling its attack; or, on Planeswalker difficulty, just about any creature benefiting from Doubling Season, plus its own counter-making skills. This is the only deck that can hit the game's maximum toughness & power (9999/9999). I was lucky enough to eat one with Tribute to Hunger on normal difficulty...delicious, delicious victory was had. _____________________________ |¯¯¯¯|¯¯¯¯|[¯¯| |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯__| [] |_] |_|__¯¯| DUEL 2-2: MINOTAUR STAMPEDE |=========================== |____|____|_____|____|_____________________________| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creatures [28] Sorceries [4] [×4] Borderland Minotaur [×4] Demolish [×4] Deathbellow Raider [×2] Fanatic of Mogis Lands [28] [×4] Felhide Brawler [×4] Felhide Minotaur [16] Mountain [×2] Kragma Warcaller [×8] Swamp [×4] Minotaur Skullcleaver [×4] Temple of Malice [×4] Pensive Minotaur CONTROL -: poor (Demolish) DRAWPOWER: none SPEED ---: average STAYPOWER: average STRENGTH : above-average (Borderland Minotaur, Kragma Warcaller) SYNERGY -: average RETRIEVAL: none P.CHANGES: [+2] Kragma Warcaller [-2] Fanatic of Mogis [+4] Rageblood Shaman [-4] Borderland Minotaur This is a fairly unimpressive R/B beatdown deck starring minotaurs, which are slightly beefier than some monsters of similar CMC. Borderland Minotaur (4/3) is the toughest of the bunch, with the others generally being 2/3s or similar. Skullcleaver's effect makes it a 4/2 as it enters the field. Planeswalker difficulty is fairly similar, ditching Borderland Minotaur for Rageblood Shamans, which give +1/+1 and trample to other minotaurs. Similarly, Fanatic of Mogis -- the only source of noncombat damage in the deck -- is swapped for more Kragma Warcallers, which give all minotaurs haste and +2/+0 when attacking. Basic strategies involve getting bigger beatsticks, stalling the opponent's advance entirely. The opponent has no flyers either, so the sky's always free and clear. • Ajani's Pridemate (2/2, gets +1/+1 each time one gains life) • Anger of the Gods (3 damage to all creatures; most minotaurs have 3 tghness) • Bident of Thassa (drawpower, force opponent to kill monsters) • Grave Bramble (3/4 defender, can kill most minotaurs in deck) • Griselbrand (7/7, lifelink, drawpower) • Nemesis of Mortals (5/5, Monstrosity 5, lowers its own mana cost) • Prey Upon (kill opponent's creature by smashing it into your beatstick) • Seraph of the Masses (toughness/power equal to # of creatures one controls) Other notes: • Deathbellow Raider has a 3-mana regeneration cost and must attack each turn. If its only option is dying against one's beatstick, it'll regenerate, which eats mana and wastes its owner's options on that turn. Exploit this fact by having a creature with lifelink block it each turn. • The Theros plane introduces several creatures with Monstrosity, a keyword that makes beatsticks (Nemesis of Mortals, Nessian Asp, Arbor Colossus) even beatstickier. NOM is the strongest and easiest to use, its mana and monstrosity costs lowering by 1 colorless for each creature in the grave. • Remember that Demolish can destroy artifacts, too, not just lands! Try the Deathbellow bait method above to ensure the foe doesn't have enough extra mana to do so in the early going. _________________________ |¯¯¯¯|¯¯¯¯|[¯¯| |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯__| [] |_] |_|__¯¯| DUEL 2-3: OCEAN'S MIGHT |=============================== |____|____|_____|____|_________________________| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creatures [19] Enchantments [4] [×4] Godhunter Octopus [×4] Spreading Seas [×4] Kraken Hatchling [×1] Lorthos, the Tidemaker Instants [7] [×4] Man-o'-War [×4] Serpent of the Endless Sea [×4] Downpour [×2] Water Servant [×3] Living Destiny Lands [24] Sorceries [6] [×5] Forest [×4] Peregrination [15] Island [×2] Urban Evolution [×4] Tropical Island CONTROL -: good (Downpour, Man-o'-War, Lorthos, Spreading Seas) DRAWPOWER: average (Urban Evolution) SPEED ---: average STAYPOWER: average STRENGTH : good (Lorthos, Serpent of the Endless Sea) SYNERGY -: average RETRIEVAL: none P.CHANGES: [+4] Cultivate [-4] Peregrination [+4] Simic Sky Swallower [-4] Godhunter Octopus This is a blue ocean-themed deck with green land-grabbers (Peregrination, Urban Evolution) thrown in. Godhunter Octopus (5/5) and Serpent of the Endless Sea (*/*) can't attack unless one controls an Island...a problem soon remedied by Spreading Seas, which changes an opponent's land into an island -- overwriting its original type(s) in the process. Man-o'-War acts as a creature bouncer, Water Servant can spend mana to raise its power or toughness, and Lorthos can spend 8 mana to tap 8 permanents. On Planeswalker difficulty, Peregrination is changed to Cultivate, which does roughly the same land-grabbing for less (and without scrying). The Godhunter Octopi are removed for Simic Sky Swallower, a huge upgrade: SSS is a 6/6 with flying, trample and shroud. Anything with shroud is a huge nuisance, and this is no different. Normally, this would be a good deck to just mill the hell out of, but it can be hard to put one of those decks together in the early going. It's not a bad idea to have a blue-themed deck here, given the readily available control cards one's given. Some examples: • Bident of Thassa (forcing foe's creatures to suicide, especially SSS) • Dissolve (general counter) • Niblis of the Breath (tap Serpent, SSS and Lorthos to prevent damage) • Nullify (counter target creature spell or Spreading Seas) • Reprisal (destroy Lorthos and Serpent) • Tribute to Hunger (consume massive beatsticks for life gain) • Voyage's End (bounce target to hand, scry 1) Cards available from multiplayer battle boosters: • Arrest (enchanted target can't attack, block or use activated abilities) • Burning Inquiry (randomly mills 3 cards from target's hand) • Pestermite (flash; tap or untap target creature) • Pharika's Chosen (general deathtouch-capable weenie) • Warstorm Surge (free noncombat damage to help eliminate creatures or win) Niblis of the Breath is especially good, since it can preempt Lorthos' tech and prevent it from tapping anything. On Planeswalker, Tribute to Hunger's good for getting rid of Simic Sky Swallower, since it doesn't target and'll get around shroud abilities. ________________________________ |¯¯¯¯|¯¯¯¯|[¯¯| |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯__| [] |_] |_|__¯¯| DUEL 2-4: ARMY OF THE RETURNED |======================== |____|____|_____|____|________________________________| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creatures [18] Enchantments [4] [×4] Fleshmad Steed [×4] Scourgemark [×4] Forsaken Drifters [×2] Gray Merchant of Asphodel Instants [5] [×4] Returned Centaur [×4] Returned Reveler [×3] Lightning Strike [×2] Rescue from the Underworld Lands [25] Sorceries [8] [×6] Mountain [15] Swamp [×4] Asphyxiate [×4] Temple of Malice [×4] March of the Returned CONTROL -: average (Asphixiate, Lightning Strike) DRAWPOWER: poor (Scougemark) SPEED ---: average STAYPOWER: average STRENGTH : average SYNERGY -: average RETRIEVAL: average (Rescue from the Underworld, March of the Returned) P.CHANGES: [+2] Grey Merchant of Aphodel [-4] Asphixiate [+4] Silence the Believers [-2] Scourgemark [+2] Underworld Cerberus [-2] Rescue from the Underworld Black graveyard-themed zombie deck. Forsaken Drifters (4/2), Returned Reveler (1/3) and Returned Centaur (2/4) have library-milling aspects, allowing them to use Rescue from the Underworld & March of the Returned to reclaim 'em. Grey Merchant of Asphodel damages opponents and heals oneself with black devotion- -based values. In the meantime, Lightning Strike and Asphixiate are used to eliminate threats, doing 3 damage and nixing untapped creatures, respectively. Planeswalker difficulty is much harder. There's two more Grey Merchants, so the foe has an easier time keeping its health up, plus often putting one in a defensive position early. Silence the Believers exiles its target(s), a huge step up from the less-wieldy Asphixiate. Finally, Underworld Cerberus, a 6/6 that can only be blocked by 3+ creatures, returns all creatures in the graveyard to their owners' hands when it dies. This means it fetches more annoyances (particularly Grey Merchant), including mislaid copies of itself. Luckily, UC exiles itself when it dies. Since most damage is done through Grey Merchant, any tactic that reduces the foe's devotion to black will work: forced blockers, forced sacrifices, etc. The foe has no flyers to tussle with, either. Additions that may help here: • Agent of the Fates (when targeted by friendly spell, forces a sacrifice) • Anger of the Gods (3 damage to all creatures, exiles those it kills) • Arbor Colossus (6/6, Monstrosity 3) • Brimaz, King of Oreskos (3/4, vigilance, spawns vigilance-capable tokens) • Elixir of Immortality (life gain, puts graveyard back into library) • Fling (sacrifice any creature targeted by Lightning Strike to kill a foe) • Grave Bramble (3/4, defender, immune to all zombies) • Griselbrand (7/7, lifelink, drawpower) • Mentor of the Meek (2/2, draw power, good in conjunction with Brimaz) • Nemesis of Mortals (5/5, Monstrosity 5) • Nessian Asp (4/5, Monstrosity 4) • Spider Spawning (spawn spider tokens equal to creatures in graveyard) • Standing Troops (1/4, vigilance) Multiplayer boosters that may help: • Cloudshift (flickers creature targeted by Lightning Strike or Asphixiate) • Dead Reckoning (put beatstick on top of library and kill foe's creature!) • Skullcrack (deal 3 damage, prevents life gain through Grey Merchant) • Talrand, Sky Summoner (spawns 2/2 flyer tokens) • Wall of Omens (0/4 defender, draw a card as it enters field) _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ RAVNICA [WLK3] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Ravnica is the city of guilds, each which focuses on two colors, so it's no surprise some of the creatures offered do as well. Dual-color cards count as cards of both colors, note. For instance, Goblin Electromancer is a U/R dual type. If one played a card that gave red cards +1/+1, it would affect GE; the same would apply if that card gave blue cards +1/+1. Remember this when making decks that offer blanket benefits. Creatures [94] Artifacts [5] [×4] Assault Griffin [×3] Greatsword [×4] Battering Krasis [×2] Illusionist's Bracers [×4] Cloudfin Raptor [×4] Corpse Blockade Instants [30] [×3] Dinrova Horror [×4] Doorkeeper [×4] Auger Spree [×4] Foundry Street Denizen [×4] Chorus of Might [×4] Goblin Electromancer [×4] Explosive Impact [×2] Goblin Rabblemaster [×4] Flesh to Dust [×3] Guttersnipe [×4] Inspiration [×1] Inferno Titan [×4] Inspired Charge [×2] Mahamoti Djinn [×2] Quicken [×4] Ogre Jailbreaker [×4] Swift Justice [×2] Palisade Giant [×3] Phantom General Sorceries [20] [×4] Saruli Gatekeepers [×2] Scion of the Wild [×4] Act of Treason [×4] Scroll Thief [×4] Angelic Edict [×3] Selesnya Evangel [×3] Ground Assault [×4] Shadowcloak Vampire [×4] Krenko's Command [×2] Siege Dragon [×2] Monomania [×4] Siege Wurm [×3] Treasured Find [×3] Skymark Roc [×1] Soul of Ravnica Lands [40] [×3] Species Gorger [×4] Spire Tracer [×4] Azorius Guildgate [×4] Trained Carical [×4] Boros Guildgate [×3] Truefire Paladin [×4] Dimir Guildgate [×3] Vizkopa Guildmage [×4] Golgari Guildgate [×2] Wrecking Ogre [×4] Gruul Guildgate [×4] Izzet Guildgate Enchantments/Auras [11] [×4] Orzhov Guildgate [×4] Rakdos Guildgate [×4] Deviant Glee [×4] Selesnya Guildgate [×4] Lightning Talons [×4] Simic Guildgate [×3] Military Intelligence BLACK: Shadowcloak Vampire aside, there's a couple new black defenders: Corpse Blockade (1/4) which can grant itself deathtouch, and Ogre Jailbreaker, a 4/4 that can attack normally if one controls a Gate. Flesh to Dust is old hat, but Deviant Glee (+2/+1 aura) and Monomania's hand-decimating skills can each find use in the right hands. BLUE: Many new blues here: Cloudfin Raptor (evolving 0/1 flyer), Doorkeeper (0/4 defender mill), Mahamoti Djinn (5/6 flyer), Scroll Thief (1/3 + draw power) and Soul of Ravnica (6/6 flyer with drawpower). Military Intelligence and Inspiration -- available in some tutorial decks -- are draw-oriented, leaving Quicken (next sorcery in current turn has flash) for creative plays. GREEN: A few decent repeats (Spire Tracer, Siege Wurm) give way for better arrivals: Battering Krasis is an evolving 2/1, Saruli Gatekeepers restores 7 life if one controls 2 Gates, and Scion of the Wild gets its power/toughness from one's Forests. Chorus of Might, the only monogreen noncreature within Ravnica's plane, boosts attack and gives trample to boot. RED: Outside of a couple (Foundry Street Denizen, Siege Dragon), most creatures here are newcomers. Goblin Rabblemaster is great for goblin decks, while Inferno Titan is just flat-out good: it deals 3 damage when attacking or entering the field, making it very splashable. Wrecking Ogre has double strike and is one of the few creatures with Bloodrush, letting one bestow its abilities by discarding it and paying that cost. Act of Treason, Lightning Talons, Explosive Impact (5 damage to target) and Krenko's Command (spawn two 1/1 goblin tokens) round out the rest. WHITE: Some old friends (Assault Griffin, Trained Caracal) reappear here, plus Palisade Giant, which redirects all damage to itself; Phantom General empowers allied tokens. Swift Justice and Inspired Charge boost attackers, while Angelic Edict can exile its targets. MULTI: Dinrova Horror (U/B) bounces and forces a discard; Goblin Electromancer (U/R) lowers instant and sorcery costs; Selesnya Evangel (G/W) creates tokens; Skymark Roc (U/W) bounces low-toughness creatures; Species Gorger (U/G) must bounce its allies, potentially making good combos if they had reusable skills; Truefire Paladin (R/W) has vigilance and can grant itself extra power and first strike; Vizkopa Guildmage (B/W) grants lifelink and can damage foes equal to the life one gains. Meanwhile, Auger Spree (B/R) can kill critters with 4 toughness or less, while Ground Toughness (G/R) and its land-based damage is an amazing source of spot removal. Finally, Treasured Find (B/G) lets one add any card from the grave to the hand, exiling TF in the process. Guttersnipe (U/R) -- a source of easy burn damage to all opponents -- shows as well, though one was available in Blazing Intellect earlier. Of course, one of the best things is the inclusion of dual lands, lands that can give two colors of mana (player's choice) in exchange for entering the field tapped. There's one for each color pairing and up to four can be used. ___________________________ |¯¯¯¯|¯¯¯¯|[¯¯| |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯__| [] |_] |_|__¯¯| DUEL 3-1: SEARCH THE CITY |============================= |____|____|_____|____|___________________________| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creatures [24] Sorceries [3] [×4] Gatecreeper Vine [×3] Urban Evolution [×4] Opal Lake Gatekeepers [×4] Saruli Gatekeepers Lands [25] [×4] Smelt-Ward Gatekeepers [×4] Sunspire Gatekeepers [×1] Azorius Guildgate [×4] Ubul Sar Gatekeepers [×1] Boros Guildgate [×1] Dimir Guildgate Enchantments [3] [×3] Golgari Guildgate [×3] Gruul Guildgate [×3] Way of the Thief [×1] Izzet Guildgate [×1] Maze's End Artifacts [5] [×1] Orzhov Guildgate [×1] Rakdos Guildgate [×1] Charcoal Diamond [×4] Selesnya Guildgate [×1] Fire Diamond [×4] Simic Guildgate [×1] Marble Diamond [×4] Transguild Promenade [×1] Moss Diamond [×1] Sky Diamond CONTROL -: average (Smelt-Ward Gatekeepers, Ubul Sar Gatekeepers) DRAWPOWER: average (Opal Lake Gatekeepers, Urban Evolution, Way of the Thief) SPEED ---: below-average STAYPOWER: average STRENGTH : poor SYNERGY -: average RETRIEVAL: average (Gatecreeper Vine, Maze's End) NOTES ---: Foe always begins with a Maze's End in hand P.CHANGES: [+3] Hold the Gates, [-3] Way of the Thief Here's a fun Ravnica-themed multicolor deck. Most of its lands are guildgates, dual-color lands that lend it versatility at the price of speed (all lands in this deck enter the battlefield tapped). The main goal is to use Maze's End's instant win condition -- control 10 gates of different names during upkeep -- and it'll fill the field with 2/4 gatekeepers as a stall tactic. The most annoying of those to face is undoubtedly Smelt-Ward, which hijacks a creature, untaps it, gives it haste and makes it fight its allies. Planeswalker difficulty switches out the Way of the Thief enchantments for "Hold the Gates," enchantments that give creatures +0/+1 for each gate they control. With a few out and the deck thinned of lands, expect each target to have over 30 toughness! It's not impossible to deal with -- their god-awful power ratings still remain -- but it certainly makes it more annoying to deal with. A basic combo for this battle is using Bident of Thassa to force the foe to attack with its 2/4 munchkin, then killing them with a 5/5 or greater. (Or, use something with deathtouch that can survive 2 damage.) If one can kill all gatekeepers, then one can simply use Bident's card-drawing ability on the next turn -- a win-win! Ravnica is open for exploration, too, and it adds some heavy-hitters and much-loved mainstays to help. Don't forget to throw in some dual lands like this deck has! Helpful cards: • Auger Spree (+4/-4 to target, can kill any gatekeeper w/o Way of the Thief) • Demolish (destroy artifacts and lands) • Dinrova Horror (bounce any permanent and force foe to discard 1) • Ground Assault (deals damage equal to lands controlled, CMC 2) • Inferno Titan (6/6, deals 3 damage when entering field or attacking) • Lightning Talons (enchanted creature has +3/+0 and first strike) • Monomania (force opponent to discard all cards but 1 of their choice) • Palisade Giant (2/7, all damage one incurs redirected to PG instead) • Tribute to Hunger (often 10-30 life on Planeswalker difficulty) Multiplayer battle booster cards that may help: • Mold Shambler (kicker can destroy noncreature permaments) • Skullcrack (can prevent life gain from Saruli Gatekeepers) Other notes: • After enough mana's built up, the foe will start using Maze's End's search function to add guildgates to the hand, which returns ME to the hand also. This is often the best turn to destroy ME, since it enters the field tapped and can't bounce itself again. Alternatively, as long as one has milled the singular copies of some guildgates -- Azorius, Boros, Dimir, Izzet, Orzhov, Rakdos -- it can never fulfill the instant win condition. (Laughably, it's possible to mill Maze's End on turn 1 via Burning Inquiry, a battle booster card.) • The opponent has no flyers, so simply ignoring the defensive-minded foes can work here. Just make sure it can survive 2 damage from Ubul Sar and isn't beefy enough that a Smelt-Ward hijacking isn't life-threatening. • On Planeswalker, the toughness boosts can be quite a huge hurdle. Consider investing in creatures that can't be blocked normally (Triton Shorestalker) or those that can't be blocked by low-power creatures (Wandering Wolf, Howlgeist, Kraken of the Straits). ___________________________ |¯¯¯¯|¯¯¯¯|[¯¯| |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯__| [] |_] |_|__¯¯| DUEL 3-2: ORZHOV'S DEMAND |============================= |____|____|_____|____|___________________________| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creatures [22] Sorcery [6] [×4] Basilica Screecher [×2] Debt to the Deathless [×4] Dutiful Thrull [×4] Purge the Profane [×4] Kingpin's Pet [×4] Syndic of Tithes Lands [24] [×4] Tithe Drinker [×2] Vizkopa Confessor [×4] Godless Shrine [×4] Orzhov Guildgate Artifacts [8] [×8] Plains [×8] Swamp [×4] Staff of the Death Magus [×4] Staff of the Sun Magus CONTROL -: average (Purge the Profane, anything with Extort) DRAWPOWER: none SPEED ---: average STAYPOWER: average STRENGTH : below-average SYNERGY -: good RETRIEVAL: none P.CHANGES: [+2] Basilica Guards [-4] Basilica Screecher [+2] Knight of Obligation [-2] Staff of the Death Magus [+4] Vizkopa Guildmage [-2] Staff of the Sun Magus Teysa's cards are mostly weenies with a battle-avoiding effect: Extort. When she plays a spell, any card with Extort can play 1 black or white mana; if they do, they gain 1 life and the opponent loses 1 life. With artifact Staffs helping with healing, slower decks can quickly find themselves at 10 life or less in the early going, while their opponent is in the 30s. Only a couple creatures are of note: Dutiful Thrull is a cheap card with a 1-mana regen cost, ensuring it stays around often. (It doesn't have Extort, luckily.) On the other end, the expensive Vizkopa Confessor can pay life to search one's hand and exile a card. Planeswalker difficulty is a minor shake-up. Some of the static life gain methods, and all Basilica Screechers, are dispatched for better creatures. Basilica Guards (1/4) and Knight of Obligation (2/4) both have Extort, and the latter gets Vigilance, too. Vizkopa Guildmage can grant creatures lifelink or make opponents lose life when its owner gains life. An important thing to remember about the last effect: it stacks. If one gains 5 life and the last effect is paid twice, the opponent loses 10 life. ____________________________ |¯¯¯¯|¯¯¯¯|[¯¯| |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯__| [] |_] |_|__¯¯| DUEL 3-3: SELESNYA'S POWER |============================ |____|____|_____|____|____________________________| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creatures [19] Instants [11] [×3] Armored Wolf-Rider [×3] Avenging Arrow [×4] Centaur's Herald [×2] Chorus of Might [×3] Dryad Militant [×4] Eyes in the Skies [×4] Risen Sanctuary [×2] Giant Growth [×4] Seller of Songbirds [×1] Trostani's Summoner Lands [24] Sorceries [6] [12] Forest [×8] Plains [×3] Coursers' Accord [×4] Selesnya Guildgate [×3] Wake the Reflections CONTROL -: average (Avenging Arrow, Giant Growth, Dryad Militant) DRAWPOWER: none SPEED ---: fast STAYPOWER: average STRENGTH : above-average (Risen Sanctuary, Armored Wolf-Rider) SYNERGY -: average RETRIEVAL: none P.CHANGES: [+4] Call of the Conclave [-3] Avenging Arrow [+3] Trostani's Judgment [-4] Centaur's Herald [+4] Wayfaring Temple [-4] Risen Sanctuary Oh joy, a G/W weenie token deck. The foe has many sources that inherently create tokens (Seller of Songbirds, Coursers' Accord, Eyes in the Skies, Trostani's Summoner, Centaur's Herald) as well as cards with the Populate keyword, which means it picks a token and gets a free copy of it. Of all the creatures available, only Armored Wolf-Rider (4/6) and Risen Sanctuary (8/8) are major threats. Everything else is a 3/3 or worse, though with all the token breeding occuring, things can still spiral out of control. Planeswalker difficulty sharpens the deck's edges. Risen Sanctuary is ditched in favor of Wayfaring Temple, a cheaper alternative (CMC 3) whose toughness and power are equal to the creatures its owner has. The potential for huge damage is there, though it also means it can enter as a 1/1. Avenging Arrow's destruction is switched for Trostani's Judgment's exiling, which carries an additional populate effect (plus double the mana cost). Finally, Centaur's Herald, inarguably the worst creature in the base deck, becomes Call of the Conclave, a 3/3 token-spawner for CMC 2. With flyers and nonflyers in abundance, noncombat damage isn't a bad way to go. Remember that tokens aren't considered cards themselves -- if they're returned to the hand or destroyed, they simply cease to exist. Low-cost instants like Vapor Snag and Voyage's End, or creatures like Skymark Roc, can eliminate 'em in fine fashion. Even better served if they're bounced when the foe uses a Populate effect, which may end up wasting it entirely. • Auger Spree (target creature gets +4/-4) • Bident of Thassa (force flyer tokens, etc. to suicide into a beatstick) • Ground Assault (deals damage equal to the lands one controls) • Inferno Titan (6/6, 3 damage when it enters field or attacks) • Lightning Talons (equipped creature has +3/+0 and first strike) • Skymark Roc (3/3 flyer, can bounce tokens and creatures with sub-2 power) • Stormbreath Dragon (4/4 flyer, haste, Monstrosity 3, protection from white) • Swift Justice (target gets +1/+0, lifelink and first strike) • Voyage's End (bounce target, scry 1) Multiplayer battle booster additions one may like: • Arrest (equip to a beatstick to make them a nonissue) • Pharika's Chosen (1/1 with deathtouch; makes beatsticks hesitant to attack) • Squadron Hawk (1/1 flyer, can add up to 3 SHs to hand when it hits field) • Vapor Snag (bounce target, its owner loses 1 life) • Vicious Hunger (deals 2 damage, heals self 2 life) Surprisingly, this is a green deck that DOESN'T have massive land-grabbing tendencies, so red noncombat damage decks can throw in a Demolish or two and go to town with Charmbreaker Devils' recycling. _______________________ |¯¯¯¯|¯¯¯¯|[¯¯| |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯__| [] |_] |_|__¯¯| DUEL 3-4: JACE'S TEST |================================= |____|____|_____|____|_______________________| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creatures [26] Artifacts [1] [×3] Æther Figment [×1] Staff of the Mind Magus [×4] Blind Phantasm [×4] Chronozoa Enchantments [2] [×3] Gossamer Phantasm [×1] Hover Barrier [×2] Claustrophobia [×3] Illusionary Servant [×1] Jace's Mindseeker Instants [6] [×4] Phantasmal Bear [×3] Phantom Beast [×2] Counterspell [×4] Unsummon Lands [25] [25] Island CONTROL -: good (Claustrophobia, Counterspell, Unsummon) DRAWPOWER: none SPEED ---: above-average STAYPOWER: average STRENGTH : average SYNERGY -: good RETRIEVAL: none P.CHANGES: [+3] Krovikan Mist [-3] Æther Figment [+3] Phantasmal Dragon [-3] Phantom Beast Like last year's Planeswalker game, Jace runs an illusion-themed blue control deck. The gist is that he can use lower-cost beatsticks like Illusionary Servant and Phantom Beast, but they come with a downside: they sacrifice themselves when targeted by abilities or spells. And this applies to any ability or spell, regardless of source. For instance, a simple Shock spell would kill a Phantom Beast; if Jace targeted his own Phantom Beast somehow, it would destroy itself, too. Planeswalker difficulty replaces the 4/5 Phantom Beast with Phantasmal Dragon, a 5/5 flyer with the same drawbacks. The unblockable Æther Figment is changed to Krovikan Mists, whose power and toughness are equal to the illusions one controls. The deck already can pack a punch without much trouble, so these changes can become disconcerting, especially the Mists. Since most creatures self-sacrifice when targeted, playing off that common element is the shortcut to victory. This means cards that may be unwieldy or otherwise lame can now be used, simply because of how low-cost they are and whether they target more than once! (The freer, the better!) The slower the tempo becomes, the easier the fight is, since Jace lacks draw power. Various examples that may work here: • Agent of the Fates (when targeted by owner, opponent sacrifices a creature) • Auger Spree (target gets +4/-4; general removal) • Artful Dodge (targets once for CMC 1; has flashback cost for same) • Blood Feud (target fights other target; targets twice; good for Chronozoas) • Bolt of Keranos (deals 3 damage, scry 1) • Coordinated Assault (targets twice for CMC 1) • Fleeting Distraction (targets for CMC 1 + a card draw) • Goblin Arsonist (targets creature for 1 damage when killed) • Goblin Electromancer (lowers sorcery/instant costs by 1 colorless mana) • Gods Willing (CMC 1, use to avoid being Unsummoned or dealt battle damage) • Ground Assault (deal damage equal to total lands one controls) • Inferno Titan (deals 3 damage when attacking or entering; can be split x3) • Monomania (target discards all their cards except 1) • Reprisal (destroys target with power 4 or higher) • Voyage's End (bounces target creature, scry 1) Multiplayer battle boosters that may help: • Cloudshift (flickers to avoid Unsummon/Claustrophobia) • Phantasmal Dragon (epic irony) • Talrand, Sky Summoner (spawns 2/2 drake tokens) • Warstorm Surge (when creature enters field, deals damage to target creature) • Vapor Snag (CMC 1 bouncer, creature's owner takes 1 damage) • Vicious Hunger (CMC 2, deals 2 damage to target and heals 2 life) _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ SHANDALAR [WLK4] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Ah, the fourth plane. Exploration can add another 158 cards into one's pool. Creatures [89] Artifacts [6] [×4] Advocate of the Beast [×3] Hot Soup [×2] Aegis Angel [×3] Meteorite [×4] Archaeologist [×4] Attended Knight Enchantments/Auras [11] [×1] Baneslayer Angel [×3] Brood Keeper [×3] Angelic Accord [×2] Chasm Skulker [×4] Inferno Fist [×4] Child of Night [×4] Marked by Honor [×2] Cruel Sadist [×4] Drudge Skeletons Instants [26] [×3] Elite Vanguard [×4] Elvish Visionary [×4] Fog [×4] Frost Lynx [×4] Meditation Puzzle [×2] Genesis Hydra [×4] Raise the Alarm [×4] Gravedigger [×4] Safe Passage [×3] Jade Mage [×4] Trumpet Blast [×2] Jalira, Master Polymorphist [×3] Ulcerate [×4] Maritime Guard [×3] Volcanic Geyser [×4] Marauding Maulhorn [×2] Ogre Battledriver Sorceries [22] [×2] Phytotitan [×4] Primal Huntbeast [×4] Assassinate [×3] Quickling [×3] Enlarge [×3] Reclamation Sage [×4] Hunt the Weak [×4] Regathan Firecat [×3] Switcheroo [×2] Rhox Faithmender [×4] Tome Scour [×4] Rotfeaster Maggot [×4] Void Snare [×2] Rune-Scarred Demon [×1] Shadowborn Demon [×2] Shivan Dragon Lands [4] [×4] Radiant Fountain A general per-color overview, for the interested: BLACK: The most important here is Rune-Scarred Demon, the only card one gets capable of "tutoring" -- that is, searching the library for any card. It's also a 6/6 flyer, making it great in general, not to mention anything that can quickly reuse its effects (Rescue from the Underworld, Cloudshift). Shadowborn Demon destroys a card when it enters, making it a decent choice, provided the typical demonic drawback. On the lower spectrum, Child of Night (2/1, lifelink) and Drudge Skeletons (1/1, regeneration) can be of use, too. BLUE: A bouncer (Void Snare), cheap miller (Tome Scour) and spell-fetcher (Archaeologist) are added here. Quickling (2/2, flash) is a fun card that can create a loop with other copies of itself. Assign it as a blocker, put in a 2nd Quickling, return the first to the hand, and voila! Whatever attacker was assigned a blocker doesn't get to attack that turn. Jalira can sacrifice a creature, then put the next one in the library on the field without paying its mana cost -- great for surprise beatsticks! GREEN: Some decent cards this time. Elvish Visionary (1/1) is a common source of draw power, while Advocate of the Beast (2/3) puts a counter on a target beast during the end step -- great for Primal Huntbeasts (3/3, hexproof) that debut here, too. Genesis Hydra enters with X counters, then can put a permanent with CMC X from the top X amount of cards onto the field for free. Phytotitan (7/2) will resummon itself in the owner's upkeep after it's been killed, making it a fun, lingering threat. RED: Ogre Battledriver (3/3) give +2/+0 and haste to creatures entering the field, and Shivan Dragon (5/5) can expend red mana to get +1/+0 per. A common damage-dealing instant, Volcanic Geyser, is here as well. WHITE: Baneslayer Angel, a 5/5 with a bevy of advantages (lifelink, first strike, flying, protection from dragons and emons) appears here. Aegis Angel, which grants indestructibility to a target, can see usage. Angelic Accord is a 4/4 angel token spawner, provided its owner gained 4 life in the last turn. Several white instants also appear here: Raise the Alarm spawns 1/1 tokens; Meditation Puzzle heals 7 life and has convoke; Safe Passage prevents all damage during that turn. ____________________________ |¯¯¯¯|¯¯¯¯|[¯¯| |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯__| [] |_] |_|__¯¯| DUEL 4-1: STORM THE CASTLE |============================ |____|____|_____|____|____________________________| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creatures [24] Instants [12] [×2] Armored Warhorse [×4] Divine Verdict [×2] Captain of the Watch [×4] Glorious Charge [×4] Elite Vanguard [×4] Raise the Alarm [×4] Infantry Veteran [×4] Palace Guard Lands [24] [×4] Veteran Armorsmith [×4] Veteran Swordsmith [24] Plains CONTROL -: poor (Divine Verdict) DRAWPOWER: poor SPEED ---: average STAYPOWER: average STRENGTH : average SYNERGY -: good RETRIEVAL: none P.CHANGES: [+2] Captain of the Watch [-2] Armored Warhorse [+4] Honor of the Pure [-4] Glorious Charge White weenie deck focusing on stat-improving abilities -- Armorsmith gives +0/+1 to all creatures, Swordsmith gives +1/+0 in the same way, and Captain of the Watch gives +1/+1 and vigilance. Armored Warhorse, Elite Vanguard, Infantry Veteran and Palace Guard make up the easy-to-get-out ranks, though they aren't that tough until stat-boosted. Planeswalker difficulty switches out the temporary +1/+1 from Glorious Charge to a permanent (enchantment) that does the same, quickly soldiers to grow into mini-beatsticks. Throwing in more Captains of the Watch allows better field spam abilities (they do spawn three 1/1 tokens). This is just an average deck to steamroll with beatsticks, although on high difficulty, it'll be best to pack additional enchantment-destroying cards like Naturalize or (*shudder*) Reclamation Sage. Anything with first strike is great here, especially effects happening through instants, which may bait creature-boosting cards into blocking and subsequently dying. As per usual, precise noncombat damage mops up the rest. Examples: • Auger Spree (+4/-4 to target creature) • Coordinated Assault (two creatures get +1/+0 and first strike temporarily) • Ground Assault (deal damage equal to lands one controls) • Inferno Titan (deals 3 damage when attacking; good for killing Captains) • Lightning Talons (enchanted creature gets +3/+0 and first strike) • Reprisal (destroy any creature with 4+ power) • Siege Dragon (when attacking, deals 2 damage to all nonflyers foe controls) • Skymark Roc (3/3 flyer, bounces creatures & tokens with 2 power or less) • Stormbreath Dragon (4/4 flyer, Monstrosity 3, protection from white) _______________________ |¯¯¯¯|¯¯¯¯|[¯¯| |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯__| [] |_] |_|__¯¯| DUEL 4-2: SLIVER HIVE |================================= |____|____|_____|____|_______________________| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creatures [32] Sorceries [4] [×3] Belligerent Sliver [×4] Hive Stirrings [×4] Blur Sliver [×1] Constricting Sliver Lands [24] [×4] Groundshaker Sliver [×2] Megantic Sliver [×4] Evolving Wilds [×4] Predatory Sliver [×7] Forest [×4] Sentinel Sliver [×7] Mountain [×4] Steelform Sliver [×6] Plains [×4] Striking Sliver [×2] Venom Sliver CONTROL -: average (Constricting Sliver) DRAWPOWER: none SPEED ---: above-average STAYPOWER: average STRENGTH : average SYNERGY -: great RETRIEVAL: none P.CHANGES: [+2] Battle Sliver [-4] Groundshaker Sliver [+2] Bonescythe Sliver [-2] Megantic Sliver [+4] Galerider Sliver [-1] Plains [+1] Island [-2] Striking Sliver This is a multi-color sliver deck. Its creatures, though often weak on their own, have effects that share amongst all slivers: Belligerent gives +2/+0, Venom gives deathtouch, Blur gives haste, etc. This means, if left alone for a few turns, even a few of these creatures can start forming a supremely annoying threat. The most powerful here is Megantic Sliver, a 3/3 that gives all slivers (including itself) +3/+3. Runner-up is Groundshaker Sliver, a 5/5 that gives all slivers trample. Constricting's temporary exile effect may be the most hair-pulling of them all, though. Planeswalker difficulty switches things up a bit. The Groundshaker/Megantic beatsticks are gone entirely, replaced by Battle and Bonescythe, which grant all slivers +2/+0 and double strike, respectively. These alternatives are cheaper than their forebears, and set the stage for one the least-desirable outcome: having Bonescythe and Belligerent on the field. Belligerent gives all slivers "can't be blocked except by 2 or more creatures," which opens the combat damage floodgates. Galerider Sliver is a 1/1 that gives all slivers flying, and though it can be annoying, the fact that there's only one Island in the whole deck may have it be a dead draw. Slivers have minor costs and compound one's troubles quickly, leaving two main choices: have beatsticks out to dissuade attackers or use noncombat damage to kill key targets (Belligerent, Bonescythe, Constricting, etc). In normal difficulties, the foe has no flyers, so that angle can work well, too. Good examples to use: • Agent of the Fates (when targeted by friendly spell, foe has to sacrifice) • Auger Spree (target gets +4/-4) • Anger of the Gods (3 damage to all creatures in play) • Ground Assault (land-based damage; good for killing Megantic/Groundshaker) • Inferno Titan (can inflict and split 3 damage when attacking/entering field) • Prey Upon (target creature you control fights target you don't) • Skymark Roc (bounce low-power slivers to hand) • Siege Dragon (5/5 flyer, deals 2 damage to enemy creatures when attacking) • Spider Spawning (spawns 1/2 tokens with reach; has flashback cost) • Undying Evil (good for kamikaze attacks or defensive plays) Multiplayer boosters that may help here: • Coral Barrier (1/3, spawns a 1/1 islandwalk token) • Phantasmal Dragon (5/5 flyer) • Pharika's Chosen (1/1, deathtouch) Prey Upon can be great in this fight, because the targets deal damage equal to their power to each other, ignoring other nasty effects like deathtouch, double strike, etc. Hunt the Weak, which is more expensive, can be used here also. ____________________________ |¯¯¯¯|¯¯¯¯|[¯¯| |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯__| [] |_] |_|__¯¯| DUEL 4-3: CRUEL REFLECTION |============================ |____|____|_____|____|____________________________| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Riku of Two Reflections challenges one to...a mirror match! Basically, whatever deck one enters the duel with is the same one that's faced. This means it can be as good or bad as one wants, so there's no strategy to give here. ____________________________ |¯¯¯¯|¯¯¯¯|[¯¯| |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯__| [] |_] |_|__¯¯| DUEL 4-4: ONAKKE GUARDIANS |============================ |____|____|_____|____|____________________________| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creatures [22] Sorceries [3] [×4] Blood Ogre [×3] Tectonic Rift [×3] Bonebreaker Giant [×4] Duskhunter Bat Instants [4] [×3] Gorehorn Minotaurs [×4] Reckless Brute [×4] Shock [×4] Tormented Soul Lands [24] Enchantments [7] [×4] Dragonskull Summit [×3] Aggressive Mining [12] Mountain [×4] Crippling Blight [×8] Swamp CONTROL -: poor (Crippling Blight, Tectonic Rift, Shock) DRAWPOWER: poor (Aggressive Mining) SPEED ---: average STAYPOWER: average STRENGTH : average SYNERGY -: average RETRIEVAL: none P.CHANGES: [+4] Searing Spear [-3] Bonebreaker Giant [+3] Shadowborn Demon [-4] Crippling Blight [+4] Stormblood Berserker [-4] Blood Ogre B/R Bloodthirst deck. Bloodthirst is a keyword where creatures can enter the field with extra +1/+1 counters, supposing their opponent was damaged that turn. To this end, the foe uses flyers (Duskhunter Bat), unblockable weenies (Tormented Soul), haste- and first-strike-driven beaters (Reckless Brute, Blood Ogre). Crippling Blight and the land-destroying Tectonic Rift also pave the way for open attacks. Gorehorn Minotaurs, its most powerful creature, can enter the field as a +5/+5 for CMC 4, thanks to Bloodthirst. Planeswalker difficulty helps the theme out more. Stormblood Berserker is a 1/1 with Bloodthirst 2 and can only be blocked by 2+ creatures, ensuring it can get hits in early. Shadowborn Demon kills a nondemon creature when it enters the field, making for quicker removal than any Shock or Searing Spear. The deck now gets Bloodthirst triggers faster and easier, so no one will miss Blood Ogre and Bonebreaker Giant's presence. There is, however, a problem -- Aggressive Mining. Normally, this card would make a good source of lategame draw power, sacrificing huge numbers of lands to maintain hand advantage. Instead, the foe will often play this card early, cutting through its few lands and ending up with a full hand and no mana to play 'em. That AI hiccup basically hands the player the match, and it happens on any difficulty. (On a smaller note, the opponent occasionally uses Shocks on itself for no apparent reason...) Those who don't want to wait for the inevitable Aggressive Mining screwups can try the noncombat damage route, getting rid of weenie attackers before Bloodthirsty brutes enter empowered. The same tactics for the past couple fights work here, since the foe opens many avenues to deal damage. Examples: • Agent of the Fates (when targeted by friendly spell, foe has to sacrifice) • Auger Spree (target gets +4/-4) • Anger of the Gods (3 damage to all creatures in play) • Ground Assault (land-based damage; good for killing Megantic/Groundshaker) • Inferno Titan (can inflict and split 3 damage when attacking/entering field) • Prey Upon (can get rid of flying weenies) • Skymark Roc (bounce low-power slivers to hand) • Siege Dragon (5/5 flyer, deals 2 damage to enemy creatures when attacking) • Spider Spawning (spawns 1/2 tokens with reach; has flashback cost) • Undying Evil (good for kamikaze attacks or defensive plays) Multiplayer boosters that may help here: • Phantasmal Dragon (5/5 flyer) • Pharika's Chosen (1/1, deathtouch) • Vapor Snag (bounce creature to make it lose Bloodthirst counters) • Vicious Hunger (deal 2 damage and heal 2 life) _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ZENDIKAR [WLK5] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Here's the Zendikar-specific cards available: Creatures [87] Enchantments [29] [×3] Banisher Priest [×3] Armored Ascension [×2] Bloodghast [×2] Beastmaster Ascension [×3] Cunning Sparkmage [×2] Burning Anger [×4] Death Cultist [×4] Demonic Appetite [×4] Devouring Swarm [×4] Ior Ruins Expedition [×4] Elvish Pioneer [×4] Nimbus Wings [×4] Giant Scorpion [×3] Quest for the Goblin Lord [×4] Glory Seeker [×3] Quest for the Gravelord [×4] Goblin Arsonist [×4] Raid Bombardment [×4] Grazing Gladehart [×3] Guard Gomazoa Instants [18] [×3] Hedron Crab [×2] Indulgent Tormentor [×4] Living Destiny [×4] Kiln Fiend [×4] Negate [×4] Kor Cartographer [×3] Primal Bellow [×4] Kraken Hatchling [×4] Shock [×4] Lone Missionary [×3] Suffer the Past [×3] Pelakka Wurm [×2] Roil Elemental Sorceries [16] [×3] Skeletal Wurm [×1] Soul of Zendikar [×2] Blood Tribute [×4] Stomper Cub [×4] Covenant of Blood [×4] Surrakar Banisher [×2] Planar Cleansing [×2] Terra Stomper [×3] Tectonic Rift [×4] Vent Sentinel [×1] Time Warp [×4] Wind Drake [×4] Triplicate Spirits Artifacts [9] [×4] Adventuring Gear [×2] Sphinx-Bone Wand [×3] Warmonger's Chariot Small overview: BLACK: Zendikar has some common blacks that can fit into many builds. The foe-favorite Bloodghast can now used, while Indulgent Tormentor acts as a torture device (opponent must let their foe draw a card or pay annoying costs to avoid it that turn). Skeletal Wurm is a 7/6 with regeneration, making for a useful beatstick. Demonic Appetite gives a huge boost, but requires some sacrifices each turn, making it of little use (unless it can be slapped onto an opponent's creature). Covenant of Blood and Blood Tribute both allow one to damage the foe while healing oneself. It's worth noting that Blood Tribute has a nasty combo with Sanguine Bond. For instance, if the foe has 20 life and Sanguine Bond is active, kicking Blood Tribute takes 10 to heal oneself, which then triggers SB to take the foe's other half! (The opponent can foul this up by using a life-gain method after BT but before SB kicks in, however.) BLUE: Several great blues appear here. Guard Gomazoa is a flying defender that takes no combat damage, acting as a hurdle for speedy decks. Hedron Crab mills the opponent's library with its Landfall ability, and with three on the field, that's almost one-sixth of their cards getting dumped! Though Roil Elemental's stats are crappy, its creature-stealing ability is still amazing. Ior Ruins Expedition adds draw power for a low cost, while Time Warp focuses on control (take an extra turn!). GREEN: Plenty of useful creatures here -- Elvish Pioneer's land-grabbing, Soul of Zendikar's token-making, Terra Stomper's low-cost beatdowns (better than Stomper Cub), Pelakka Wurm's drawpower. Grazing Gladeheart, Pelakka, and Living Destiny all help with life gain, while Beastmaster Ascension and Primal Bellow focus on turning everything into a huge beatstick. RED: Kiln Fiend and Vent Sentinel are great in many spell- and defender-based decks, respectively. Burning Anger turns any creature into a source of burn damage; Quest for the Goblin Lord fits in with goblin decks, unsurprisingly. Shock, a two-damage instant, appears here and can see lots of play. Tectonic Rift is a land-destroyer, although it may be worth choosing Demolish instead. WHITE: Banisher Priest temporarily exiles target creatures, paving the way for easier attacks, while Kor Cartographer searches Plains; Lone Missionary gives 4 life when entering the field, making it good in life-gain decks. Armored Ascension gives flying and Plains-based +1/+1 boosts; Triplicate Spirits creates 3 Spirit tokens flyers. Finally, Planar Cleansing destroys all nonland permanents, making it great when fighting overwhelming numbers. _______________________________ |¯¯¯¯|¯¯¯¯|[¯¯| |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯__| [] |_] |_|__¯¯| DUEL 5-1: STRENGTH IN NUMBERS |========================= |____|____|_____|____|_______________________________| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creatures [22] Lands [24] [×2] Graypelt Hunter [×4] Evolving Wilds [×3] Highland Berserker [×6] Forest [×4] Joraga Bard [×5] Mountain [×3] Murasa Pyromancer [×5] Plains [×4] Oran-Rief Survivalist [×4] Terramorphic Expanse [×4] Stonework Puma [×2] Tajuru Archer Instants [14] [×4] Bold Defense [×4] Join the Ranks [×2] Repel the Darkness [×2] Slaughter Cry [×2] Veteran's Reflexes CONTROL -: average (Bold Defense, Repel the Darkness) DRAWPOWER: poor (Repel the Darkness) SPEED ---: average STAYPOWER: average STRENGTH : average SYNERGY -: good RETRIEVAL: poor (Evolving Wilds, Terramorphic Expanse) P.CHANGES: [+2] Ondu Cleric [-4] Joraga Bard [+4] Tuktuk Grunts [-2] Stonework Puma SIN uses a multi-color Ally deck, who get their effects when other allies enter the field. (Ring familiar? It's almost the same concept as the Slivers.) Oran-Rief and Greypelt get +1/+1, Berserker gives first strike, Joraga Bard gives vigilance, Tajuru Archer and Pyromancer deal damage (flying creature and any creature, respectively). Planeswalker difficulty ditches the bards for Tuktuk Grunts, which gets +1/+1 counters in the same vein as Oran-Rief and Greypelt Hunter. Half the mediocre Pumas are removed for Ondu Clerics, a low-cost Ally that replenishes life as its friends join the fray. Since this battle is so similar to the Sliver Hive duel -- minus the ability to deal noncombat damage -- the same strategy applies: noncombat damage to pick these survivalists off, a beatstick to stall their burgeoning advances. Examples: • Agent of the Fates (when targeted by friendly spell, foe has to sacrifice) • Auger Spree (target gets +4/-4) • Anger of the Gods (3 damage to all creatures in play) • Banisher Priest (exile target until BP leaves field) • Ground Assault (land-based damage; good for killing Megantic/Groundshaker) • Guard Gomazoa (1/3 defender, incurs no combat damage) • Inferno Titan (can inflict and split 3 damage when attacking/entering field) • Planar Cleansing (destroy all permanents on field) • Skymark Roc (bounce low-power slivers to hand) • Soul of Zendikar (6/6, spawns 3/3 tokens) • Siege Dragon (5/5 flyer, deals 2 damage to enemy creatures when attacking) • Spider Spawning (spawns 1/2 tokens with reach; has flashback cost) • Terra Stomper (8/8 for CMC 6, trample) • Undying Evil (good for kamikaze attacks or defensive plays) Multiplayer boosters that may help here: • Paragon of Open Graves (2/2, can bestow deathtouch) • Pharika's Chosen (1/1, deathtouch) • Wall of Omens (0/4 defender, draw a card as it enters field) • Warstorm Surge (when friendly creature cast, deal damage = to its power) Just remember that Bold Defense and Slaughter Cry all bestow first strike, so be wary of any sudden "stupid" attacks -- it's often just bait for one's best blocker. Don't forget that counter-accumulators like Greypelt, Oran-Rief and Tuktuk Grunts lose counters when bounced. Cheapo spells like Vapor Snag and Voyage's End can reset their progress, letting one kill them as they reenter the field (Oran-Rief always enters as a 2/2; Greypelt and Tuktuk as 3/3s). _______________________ |¯¯¯¯|¯¯¯¯|[¯¯| |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯__| [] |_] |_|__¯¯| DUEL 5-2: KOR CANYONS |================================= |____|____|_____|____|_______________________| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creatures [25] Artifacts [7] [×2] Cliff Threader [×4] Adventuring Gear [×3] Kitesail Apprentice [×1] Grappling Hook [×4] Kor Cartographer [×2] Kitesail [×4] Kor Hookmaster [×2] Kor Line-Slinger Sorceries [2] [×4] Kor Outfitter [×2] Kor Sanctifiers [×2] Windborne Charge [×2] Lone Missionary [×2] Marsh Threader Lands [23] Instants [3] [23] Plains [×3] Narrow Escape CONTROL -: poor (Grappling Hook, Narrow Escape) DRAWPOWER: none SPEED ---: average STAYPOWER: average STRENGTH : below-average SYNERGY -: average RETRIEVAL: poor (Kor Cartographer) P.CHANGES: [+2] Armament Master [-4] Adventuring Gear [+2] Stoneforge Mystic [-2] Kor Line-Slinger [+4] Trusty Machete [-2] Lone Missionary White Kor-themed weenie deck. Kor creatures are often related to equipment usage, and this one's no different: Apprentice gets +1/+1 when equipped, Outfitter automatically attaches equipment, Sanctifiers destroy opponents' artifacts, etc. Planeswalker difficulty ditches the average Adventuring Gear for the useful Trusty Machete (+2/+1), which can make Kitesail Apprentices +4/+3 with little effort. Stoneforge Mystic fetches equipment from the library, and can even put them onto the battlefield with her ability (useful to know in case they may be discarded). Finally, for each equipment on Armament Master, other Kor creatures get +2/+2, making it the only thing resembling a beatstick here. An average deck can probably beat this blindfolded, but it's still a good idea to pack some methods of destroying artifacts: Naturalize, Reclamation Sage, Demolish, Mold Shambler, etc. In lieu of that, simply pack any sources of noncombat damage. Kor creatures tend to max out at 2/2 inherently, so they fall to a stiff breeze. For giggles, kill them with instants after they've already paid the equipment attach costs, but before it resolves! _________________________ |¯¯¯¯|¯¯¯¯|[¯¯| |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯__| [] |_] |_|__¯¯| DUEL 5-3: ROILING PLANE |=============================== |____|____|_____|____|_________________________| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creatures [16] Instants [12] [×4] Bladetusk Boar [×4] Burst Lightning [×4] Cosi's Ravager [×4] Seismic Shudder [×4] Kiln Fiend [×4] Unstable Footing [×4] Vent Sentinel Lands [24] Sorceries [8] [23] Mountain [×4] Magma Rift [×1] Valakut, the Molten Pinnacle [×4] Roiling Terrain CONTROL -: good (Burst Lighting, Seismic Shudder, Roiling Terrain) DRAWPOWER: none SPEED ---: poor STAYPOWER: poor STRENGTH : average SYNERGY -: average RETRIEVAL: none P.CHANGES: [+4] Flame Slash, [-4] Magma Rift This is primarily a red noncombat damage deck with a handful of like-minded creatures thrown in. Bladetusk Boar has intimidate and can only be blocked by red creatures; Cosi's Ravager deals 1 damage with its Landfall; Kiln Fiend grows in power when red instants are used; Vent Sentinel deals damage equal to the defenders one controls. For noncombat damage, the deck is stacked. Magma Rift deals 2 damage and exiles whatever it kills (or dies later that turn); Roiling Terrain destroys a land and damages based on lands in the foe's hand; Seismic Shudder hits all nonflyers for 1 damage; Burst Lightning and Unstable Footing each have kickers that turn them into 4- and 5-damage annoyances, respectively. Finally, we have Valakut, which deals 3 damage each time a Mountain enters the field (as long as one control 5 of more of 'em). Planeswalker difficulty switches out the 2-damage Magma Rift for the 4-damage Flame Slash (CMC 1), which doesn't exile. This ramps up its damage potential early on, but otherwise, the same survival strategies apply. There's several ways to operate here: - Flyers: None of the foe's creatures have reach, so this method can work. It'll be like cruising through a thunderstorm, though...one filled with all sorts of nasty damage sources. Major flyers that can work: Seraph of the Masses, Aegis Angel, Baneslayer Angel, Griselbrand, Rune-Scarred Demon. - Milling takes advantage of the foe's poor drawpower, and even one Tome Scour is likely to get rid of a noncombat damage source, often more. Hand destruction works the same way, especially early, when the foe can't pay kickers in lieu of discarding (see: Monomania, Mind Rot, Liliana's Specter) The downside is milling can quickly reduce one's hand and mill-related creatures can be OHKO'd by most damage sources here. - Life gain: if the foe is going to be focused on indirect damage, boosting one's life is a direct counter. Any card with lifelink is useful, though beatsticks with lifelink (Baneslayer Angel, Griselbrand) are better, since they can survive most single sources of damage, and act as lightning rods for damage -- the foe will want them gone as quickly as possible. A bonus to this method is that a high life total attracts most Valakut damage, even if one controls weenies. - Redirect damage: This isn't so much a major strategy as a fun combo. Since the foe focuses only on damage, it's possible to take advantage of that by using Palisade Giant's damage-redirection ability. Of course, the foe can do 7 damage without breaking a sweat generally, but it's still possible to use Aegis Angel to give it indestructibility. From then on, all damage is redirected, none of it destroys Palisade! Aegis is still a target though, so use cheap white cards (Gods Willing, Cloudshift, Safe Passage) or blue counters to keep it safe. Bulking it up with auras can work, too, though that's an extra investment -- Hall of Triumph or Beastmaster Ascension may be easier. - Recycling: use creatures with Undying to keep the ranks up, bestow Undying when possible (Undying Evil), recycle cards from the graveyard (Rescue from the Underworld) and use one's slain creatures as ammo (Dead Reckoning). If one has several Elixirs of Immortality, which act as recyclers and sources of life gain, it's possible to reuse beatsticks a bit more frequently. Of course, those doing any type of red/black recycling'll have Charmbreaker Devils on hand. Honestly, no matter which way one goes here, life gain is paramount. It's not a bad idea to have some drawpower and land-grab sources either. Destroying Valakut (Demolish, Tectonic Rift, Mold Shambler) can save an extra headache, too. Overall, some examples of what can work here: • Arbor Colossus (6/6, Monstrosity 3) • Archaeologist (recycles instants/sorcerie needed for one's strategy) • Charmbreaker Devils (recycle instants/sorceries needed for one's strategy) • Creepy Doll (1/1, CMC 5, indestructible, may kill what it blocks) • Genesis Hydra (potentially massive beatstick, good in land-grab decks) • Nemesis of Mortals (5/5, Monstrosity 5) • Nessian Asp (4/5, Monstrosity 4) • Phytotitan (7/2 beatstick, resummons itself, good for making foe waste mana) • Primal Huntbeast (3/3; can't be targeted by foe thanks to Hexproof) • Quickling (flash; save target that would die by noncombat damage) • Rescue from the Underworld (returns field and graveyard target to battle) • Rhox Faithmender (1/5, lifelink, doubles all life gains) • Rune-Scarred Demon (6/6, tutors) • Soul of Zendikar (6/6, spawns 3/3 tokens) • Terra Stomper (8/8, CMC 6, Trample) • Vent Sentinel (2/4, can deal damage, can block and kill Bladetusk Boar) Multiplayer boosters that can help: • Cloudshift (flickers target to avoid fatal damage) • Mold Shambler (when kicked, can destroy any noncreature target, even lands) • Stoneforge Mystic (searches equipment; good if one chooses the buff route) • Warstorm Surge (when friendly enters field, deal damage equal to its power) Other things of note: • Indestructible cards won't be destroyed if their toughness reaches zero, but this isn't true for those that regenerate. They'll be sent to the grave like any other, if targeted once they've regenerated. For that reason, fun cards like Skeletal Wurm and Drudge Skeletons may not work out quite that well, especially with cards like Valakut, Cosi's Ravager and Vent Sentinel potentially forcing one to regenerate in the first main phase. _______________________________ |¯¯¯¯|¯¯¯¯|[¯¯| |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯__| [] |_] |_|__¯¯| DUEL 5-4: SCORN OF OB NIXILIS |========================= |____|____|_____|____|_______________________________| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creatures [23] Sorceries [9] [×2] Corpse Hauler [×3] Covenant of Blood [×3] Demon of Death's Gate [×2] Marsh Casualties [×4] Death Cultist [×4] Sign in Blood [×2] Indulgent Tormentor [×3] Renegade Demon Lands [24] [×4] Soulcage Fiend [×3] Tenacious Dead [24] Swamp [×2] Zof Shade Instants [4] [×4] Wring Flesh CONTROL -: average (Wring Flesh, Marsh Casualties, Indulgent Tormentor) DRAWPOWER: average (Sign in Blood) SPEED ---: average STAYPOWER: average (Tenacious Dead) STRENGTH : good (Demon of Death's Gate, Renegade Demon) SYNERGY -: average RETRIEVAL: poor (Corpse Hauler) P.CHANGES: [+3] Halo Hunter, [-3] Renegade Demon Ob Nixilis uses a demonic (black) life loss deck. Cards like Death Cultist and Tenacious Dead are easy to get out, and if they would die, can sacrifice for life loss or regenerate, respectively. This buys time to get out slightly better demons (Renegade Demon, Soulcage Fiend) or Demon of Death's Gate, which has an alternate summoning requirement (6 life and 3 black sacrifices). Zof Shade can expend 3 mana to give itself +2/+2, making it big damage source in the lategame. Meanwhile, Covenant of Blood, Wring Flesh (target gets -3/-1) and Marsh Casualties (all creatures player controls get -1/-1 or -2/-2) help maintain order. Planeswalker difficulty switches out the 5/3 Renegade Demon for the 6/3 Halo Hunter, which can destroy an Angel when it enters play. If one could easily destroy Renegades earlier, this change isn't that amazing, and its main upside is easily avoided. Halo has the same CMC as Renegade, though, so it's not working against Ob Nixilis either. Demon of Death's Gate is a 9/9, but everyone else's toughness maxes out at 3, so noncombat damage is just fine here. The life loss can quickly catch up if one's slow to act, though, having some way to rectify that'll help. Examples to consider: • Agent of the Fates (when targeted by friendly spell, foe has to sacrifice) • Auger Spree (target gets +4/-4; good for killing DODG with weaker flyers) • Anger of the Gods (3 damage to all creatures in play) • Blood Tribute (halves opponent's life; tap a vampire to heal that amount) • Covenant of Blood (convoke; deals 4 damage and heals 4 life) • Ground Assault (land-based damage; good for killing Demon of Death's Gate) • Inferno Titan (can inflict and split 3 damage when attacking/entering field) • Prey Upon (eliminate weenies and some demons with ease) • Skymark Roc (bounces Soulcage Fiend, Corpse Hauler, Tenacious Dead, Zof...) • Siege Dragon (5/5 flyer, deals 2 damage to enemy creatures when attacking) • Young Wolf (with Undying, survives ) Multiplayer boosters that may help here: • Vapor Snag (bounce creature to make it lose Bloodthirst counters) • Vicious Hunger (deal 2 damage and heal 2 life) ___________________ |¯¯¯¯|¯¯¯¯|[¯¯| |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯__| [] |_] |_|__¯¯| DUEL 5-5a: GARRUK |===================================== |____|____|_____|____|___________________| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creatures [21] Enchantments [4] [×4] Garruk's Companion [×4] Triumph of Ferocity [×3] Garruk's Packleader [×4] Hollowhenge Beast Instants [2] [×2] Rampaging Baloths [×4] Runeclaw Bear [×2] Beast Within [×4] Slaughterhorn Sorceries [7] Lands [26] [×3] Harmonize [×4] Bayou [×4] Nature's Lore [13] Forest [×4] Golgari Guildgate [×5] Swamp CONTROL -: poor (Beast Within) DRAWPOWER: good (Harmonize, Triumph of Ferocity, Garruk's Packleader) SPEED ---: average STAYPOWER: average STRENGTH : good SYNERGY -: average RETRIEVAL: average (Nature's Lore) P.CHANGES: [+4] Cultivate [-4] Nature's Lore [+2] Thragtusk [-2] Rampaging Baloths As in previous games, Garruk uses a green beast beatdown deck. Armed with useful spells like Harmonize (draw 3 cards) and Nature's Lore to land-grab often, he'll use smaller low-cost creatures (Runeclaw, Companion) as fodder for their big brothers. Garruk's Packleader (4/4) has its owner draw a card when a creature of 3+ power enters its field, and Rampaging Baloths (6/6) spawns 4/4 tokens as its Landfall ability. Although lands are rarely worth mentioning, Garruk uses Bayous which are green/blacks that enter untapped, speeding things up slightly. Planeswalker difficulty adds a bit more speed with Cultivate, a firm upgrade from Nature's Lore for a nigh-negligible cost increase. Exchanging Rampaging Baloths, which creates annoying amounts of tokens, for Thragtusk, which only creates one on death (and it's a 3/3!) is more puzzling. Although Thragtusk costs less, it robs the deck of capitalizing on Cultivate. Garruk doesn't use any noncombat damage, instead concentrating on the hunt itself -- beatdowns all day, e'ery day. Its main form of control is "Beast Within," which destroys a permanent and gives its owner a 3/3 token. He can use this to kill his foe's beatstick and save himself trouble, or destroy his own creature (like one facing imminent death via an instant) to salvage the situation. However, Garruk's spear is too blunt: he doesn't have foes capable of first/double strike, deathtouch, etc. Getting creatures that can, maybe building up with a few auras, creates a highly competitive wall Garruk has a hard time mantling. Examples of what may work: • Agent of the Fates (3/2, forces sacrifice when targeted by friendly spells) • Asha's Favor (enchanted creature has flying, vigilance, first strike) • Auger Spree (creature gets +4/-4) • Baneslayer Angel (5/5 flyer, first strike, lifelink) • Banisher Priest (2/2, exiles target creature until BP leaves the field) • Beastmaster Ascension (with 7 counters, all creatures owned get +5/+5) • Blood Tribute (halves opponent's life; tap a vampire to heal that amount) • Dinrova Horror (4/4, bounces permanent when entering, then forces a discard) • Drudge Skeletons (1/1, regenerate; mostly useful for maintaining blockers) • Griselbrand (7/7 flyer, lifelink, draw power) • Ground Assault (deals damage equal to lands one controls) • Guard Gomazoa (1/3 defender, incurs no combat damage) • Inferno Titan (6/6, deals 3 damage when attacking or entering field) • Lightning Talons (equipped creature has +3/+0 and first strike) • Phytotitan (7/2; when destroyed, resummons itself during next upkeep) • Shadowborn Demon (5/6, destroys nondemon creature upon entry) • Terra Stomper (8/8, CMC 6, trample) • Ulcerate (pay 3 life to deal 3 damage) • Undying Evil (gives Undying, parlaying Beast Within into a +1 situation) Multiplayer booster cards that may aid here: • Dead Reckoning (recycle creature from graveyard + damage creature on field) • Hall of Triumph (give +1/+1 to all creatures you control of chosen color) • Wall of Omens (0/4 defender, draw card as it enters field) ____________________________________ |¯¯¯¯|¯¯¯¯|[¯¯| |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯__| [] |_] |_|__¯¯| DUEL 5-5b: GARRUK, THE WORLDSLAYER |==================== |____|____|_____|____|____________________________________| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creatures [18] Sorceries [11] [×3] Child of Night [×4] Cultivate [×2] Dark Hatchling [×3] In Garruk's Wake [×3] Garruk's Packleader [×4] Rampant Growth [×3] Obstinate Baloth [×4] Putrid Leech Lands [24] [×3] Spiritmonger [×4] Bayou Instants [7] [12] Forest [×4] Golgari Guildgate [×3] Consume Strength [×4] Swamp [×4] Putrefy CONTROL -: good (Putrefy, Consume Strength, In Garruk's Wake, Dark Hatchling) DRAWPOWER: average (Garruk's Packleader) SPEED ---: average STAYPOWER: good (Spiritmonger) STRENGTH : good (Spiritmonger, Putrid Leech) SYNERGY -: average RETRIEVAL: good (Cultivate, Rampant Growth, Obstinate Baloth) P.CHANGES: [+4] Thragtusk, [-4] Forest The final boss! This is a mix of Garruk's previous deck with darker forces having creeped in. Consume Strength gives +2/+2 to a creature and -2/-2 to another, while Putrefy outright kills its target, preventing regeneration in the meantime. Dark Hatchling destroys a nonblack creature when it enters the field; In Garruk's Wake destroys all creatures its opponent controls. (Other cards, like artifacts and enchantments, remain.) On Planeswalker difficulty, Garruk gets four Thragtusks, which were found in the previous fight as well. Naturally, its token-creation ability gives more annoyances to destroy. Some things to remember about this fight: • Garruk doesn't use any noncombat damage • Garruk doesn't have any creatures with first strike • Garruk can't retrieve any cards from the graveyard • Whatever deck one started with in the first Garruk fight is used here • If one loses or restarts the fight, it defaults to the first Garruk fight • Putrefy can destroy creatures and artifacts, but not enchantments! • Regenerated creatures still "die" when their toughness hits zero With such an aggressive deck, adapting many of its pluses helps: easy land grabbing, plentiful destruction, beatsticks. This could even be called Garruk's holy trinity of fighting. Putrefy prevents regeneration, but cards with that keyword can still work here as nigh-irremovable fodder. (Those who want to go that route should use Drudge Skeletons and Skeletal Wurm; Asphodel Wanderer is pretty crappy in the early turns.) Anyway, aggressive and highly useful cards that may be good here: • Auger Spree (+4/-4 to target) • Aegis Angel (5/5 flyer, gives ally indestructibility) • Angelic Edict (exile Spiritmonger to prevent regeneration) • Archaeologist (fetch needed cards from graveyard) • Assassinate (destroys target tapped creature; doesn't get around regen.) • Banisher Priest (exiles Spiritmonger; it loses all counters if it returns) • Creepy Doll (1/1, destruction effect, indestructible; gets around IGW) • Cultivate (CMC 3, land-grabber) • Flesh to Dust (destroys target + prevents regeneration) • Gods Willing (protection from black makes one immune to all Garruk's cards) • Ground Assault (deals damage equal to total lands one controls) • Inferno Titan (6/6, deals 3 damage when attacking or entering field) • Planar Cleansing (destroys all nonland permanents) • Quickling (flash; use to save target from Putrefy or Consume Strength) • Rescue from the Underworld (save creature + get it and another back later) • Rune-Scarred Demon (6/6 flyer, tutors; can't be killed by Dark Hatchling) • Satyr Wayfinder (1/1, land-grabber; can get nonbasic lands too) • Shadowborn Demon (5/6 flyer, destroys nondemon creature upon entry) • Siege Dragon (5/5 flyer, deals 2 damage to foe's creatures when attacking) • Switcheroo (steal Spiritmonger; may foe to use Putrefy) • Tribute to Hunger (prey upon lone creatures with a forced sacrifice) • Undying Evil (returns creature to play, gets around Putrefy's no-regen part) Multiplayer booster cards that may work: • Arrest (prevents Spiritmonger from regenerating, attacking or blocking) • Cloudshift (flickers target to avoid Putrefy or Consume Strength) • Dead Reckoning (put beatstick atop library + deal damage to field creature) Personally, I like to have a bit of a milling aspect as well, which can get rid of annoyances like Dark Hatchling and Spiritmonger, but also quasi-nukes like In Garruk's Wake, which immediately resets most progress one's strived to make. Monomania is a great card to pull since Garruk deck-thins with his sorceries, often resulting in many nonlands being discarded. (This leaves whatever he's kept to be discarded through other methods, like Mind Rot, Liliana's Reaver, possibly Dinrova Horror, etc.) Just remember that Obstinate Baloth gets put on the field when discarded! That may be a risk worth taking. _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ALARA [WLK6] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Alara is unlocked by purchasing the Garruk's Revenge expansion for $4.99 in the Steam store. After the game's poorly reviewed release, it was given out free to those who purchase booster packs or acquired booster packs free in other means (such as the free one from owning Magic 2014 on Steam). Not sure if this offer still stands for latecomers. Anyway, the shattered plane of Alara plays host to the expansion, giving four battles, an explorable node for new cards and even the option to play as our favorite twisted psycho-planeswalker Garruk! One MUST play as him through the campaign's first go, though any deck'll work afterwards. (The option to keep playing as him in the story battles remains though.) GARRUK WILDSPEAKER'S DECK ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creatures [22] Sorceries [11] [×3] Dreg Mangler [×3] Harmonize [×3] Festerhide Boar [×4] Prey Upon [×4] Garruk's Companion [×4] Rampant Growth [×3] Garruk's Packleader [×2] Gravetiller Wurm Lands [24] [×3] Hollowhenge Beast [×4] Runeclaw Bear [×4] Bayou [12] Forest Instants [3] [×4] Golgari Guildgate [×4] Swamp [×3] Consume Strength This is Garruk's playable deck, a cross between his speedy beatdown deck in his first encounter and his second battle's twisted U/G Worldslayer deck. Oddly enough, there's only 6 cards that use black mana; luckily, this Bayous don't slow down the hand, so it's not that big a deal. Either way, it's a fun little deck, with Harmonize providing drawpower, Rampant Growth's land-grabby speed and Dreg Mangler providing some oomph via Scavenge. Some cards have the Morbid keyword, allowing them to come into battle with extra +1/+1 counters if creatures died that turn (even one's own). This makes Gravetiller Wurm a 8/8 powerhouse, while Festerhide Boar becomes a low-cost 5/5. Playing the final duel on Planeswalker difficulty lets one use Garruk's evil Worldspeaker deck, same as in the main campaign. This means more destructive power (Dark Hatchling, Putrefy, In Garruk's Wake) and creatures (Putrid Leech, Spiritmonger) in exchange for less drawpower (bye Harmonize!). Child of Night provides the deck's only life-gain method, although I've noticed its lifelink not working correctly. The expansion boss will put Garruk through his paces though, and Putrefy will especially come in handy. EXPANSION DUEL 1: THE HUNT BEGINS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Instants [6] Creatures [27] [×3] Fog [×3] Child of Thorns [×3] Unchecked Growth [×3] Gnarled Mass [×2] Kodama of the North Tree Sorceries [3] [×3] Kodama of the South Tree [×4] Nightsoil Kami [×3] Bountiful Harvest [×3] Orchard Spirit [×3] Phantom Tiger Lands [24] [×4] Strangleroot Geist [×2] Yew Spirit [24] Forest CONTROL -: poor (Fog) DRAWPOWER: none SPEED ---: average STAYPOWER: mediocre (Phantom Tiger, Strangleroot Geist) STRENGTH : good SYNERGY -: great RETRIEVAL: mediocre (Nightsoil Kami) P.CHANGES: [+3] Kodama's Reach [-2] Nightsoil Kami [+2] Jugan, the Rising Star [-3] Orchard Spirit [+3] Kami of the Hunt [-3] Fog Kento the Spiritcrafter uses a green tree spirit deck, which means a couple low-cost beatsticks (Gnarled Mass, Phantom Tiger); a regular annoyance with Undying & Haste (Strangleroot Geist); and two higher-cost beatsticks, one that has trample and shroud (Kodama of the North Tree), the other giving a +1/+1 and trample to its allies when a Spirit/Arcane spell is played (Kodama of the South Tree). On Planeswalker difficulty, needless cards and two Nightsoil Kamis are lost to gain a Cultivate-ish land-grabber (Kodama's Reach), a low-cost attacker that can get a little stronger when Spirit/Arcane spells are played (Kami of the Hunt) and a flying beatstick that lets one distribute 5 +1/+1 counters on its death (Jugan, the Rising Star). The deck itself has great synergy and decent speed, but can be stonewalled with just one gigantic beatstick. Only cards like Unchecked Growth will give the needed oomph to overcome those obstacles, letting one eliminate the chaff normally or by forcing blockers. Worst case scenario would be Kodama of the North Tree getting all Jugan's counters and then extra ones from the South Tree -- but this is unlikely to happen as long as one is diligent in the early rounds. EXPANSION DUEL 2: PICK UP THE TRAIL ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creatures [19] Sorceries [14] [×4] Bog Raiders [×4] Corrupt [×3] Cadaver Imp [×3] Mutilate [×4] Crypt Ripper [×4] Sign in Blood [×3] Festering Goblin [×3] Vicious Hunger [×3] Howling Banshee [×2] Nightmare Lands [24] Enchantments [3] [24] Swamp [×3] Quag Sickness CONTROL -: good (Corrupt, Mutilate, Vicious Hunger) DRAWPOWER: poor (Sign in Blood) SPEED ---: mediocre STAYPOWER: poor STRENGTH : good (Nightmare, Crypt Ripper) SYNERGY -: good RETRIEVAL: poor (Cadaver Imp) P.CHANGES: [+3] Tendrils of Corruption, [-3] Quag Sickness Boragor, Hermit of Xathrid uses a black noncombat damage deck with a subtheme of swamp-based abilities. This means the more lands he gets, the easier he can nuke the field (Mutilate), the more damage he deals and heals (Corrupt), and the harder his monsters can hit, either inherently (Nightmare) or just having mana for +1/+1 fuel (Crypt Ripper). Cadaver Imp will fetch from the graveyard, making milling somewhat less useful; Howling Banshee and Festering Goblin damage the opponent upon entering the field and on death, respectively. On Planeswalker difficulty, the Swamp-fueled Quag Sickness is thrown out for Tendrils of Corruption (CMC 4), which is identical to Corrupt, except that it can't target players. This gives the somewhat slow deck a bit more damage in the early turns, and can easily kill most creatures with toughness 4~5. Hand destruction is a double-edged sword, but one of those edges is duller than the other -- while providing discard targets for Cadaver Imp, the sheer number of noncombat damage (and often life-gain) cards makes it worthwhile. Of the creatures, only Nightmare and Crypt Ripper are major issues, and the latter is a 2/2 weenie if its controller has no mana to spend powering it up. The deck's ability to maintain its hand is based entirely on Sign in Blood & Cadaver Imp; without them, it tends to be very slow. (However, since it has Swamp-based cards, it can still end up murdering with Mutilate, which it may use even if it has monsters out.) Monomania, anyone? Those who don't want to bother with destroying the hand can simply counter the deck with life gain methods and quickie destruction (Reprisal, Divine Verdict, Flesh to Dust). Noncombat damage works as well, given how wimpy creatures besides Nightmare are. EXPANSION DUEL 3: MIND OF A HUNTER ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creatures [10] Instants [16] [×2] Adamaro, First to Desire [×4] Magma Spray [×4] Pilgrim's Eye [×4] Runeflare Trap [×4] Runed Servitor [×4] Searing Spear [×4] Sudden Impact Artifacts [10] Lands [24] [×4] Font of Mythos [×4] Howling Mine [24] Mountain [×2] Temple Bell CONTROL -: poor (Runeflare Trap) DRAWPOWER: great (Font of Mythos, Howling Mine, Temple Bell, Runed Servitor) SPEED ---: average STAYPOWER: poor STRENGTH : poor (Adamaro, First to Desire) SYNERGY -: good RETRIEVAL: none P.CHANGES: [+4] Anger of the Gods, [-4] Magma Spray Grinth wages war on two fronts: milling one's library via artifacts (Font of Mythos, Howling Mine, Temple Bell, Runed Servitor) that force mandatory draws, and hand-determined noncombat damage instants (Runeflare Trap, Sudden Impact). A few general damage cards are included as well (Magma Spray, Searing Spear) to pick off weakened critters. Pilgrim's Eye will search for lands, ensuring Grinth never gets mana-starved. The biggest threat in the deck is Adamaro, whose power and toughness are based off the opponent ("you"!) with the most cards in hand. Even two Fonts of Mythos will add +4/+4 each turn, and with a CMC of 3, it's a low-cost beatstick that can be gotten out very early. Of course, the less cards one has, the less powerful it is -- though it's hard, thanks to all the forced draws it gives. Additionally, Temple Bell can be used to give it a quick +1/+1 when it's in danger of dying, or when it needs slightly more attack power to get by. There's only two in the deck, however, so once they're gone, that usually marks the end of any combat-related wins. Planeswalker difficulty replaces the single-target, two-damage Magma Sprays with field-nuking, three-damage Anger of the Gods. Both cards will exile cards they kill, so important weenies one has are often out of the running one way or another (Searing Spear also says hello!). There aren't too many counter-milling strategies around, save for Elixir of Immortality, which shuffles the graveyard into the deck. This also grants +5 life, which meshes with the other aid: life gain. (Remember, each time one's forced to draw, that adds +1 damage to Sudden Impact and Runeflare Trap, the latter often triggering for its miniscule 1 CMC trap cost.) Throwing in some easy life gain cards -- like Lone Missionary -- in conjunction with Rhox Faithmender's gain-doubling ability ain't a bad way to go about winning. Another way -- for those who don't want to just force their way through in the normal fashion -- is milling. Since the artifacts' card-drawing boosts apply to both players, there's a simple synergy in decimating Grinth's library first. Low-cost cards like Tome Scour, Hedron Crab and Chill of Forboding can quickly turn the foe on his head. Finally, it's possible to destroy the artifacts themselves with cards like Reclamation Sage or Solemn Offering; Runed Servitor and Pilgrim's Eye are applicable targets as well. A much easier method is using Planar Cleansing to field-wipe the nasty artifacts, though. Just remember that hand destruction is entirely pointless as long as Howling Mine, Font of Mythos, etc. are in play, even when running Monomania. (The opponent will just save a crucial card, like Anger of the Gods or Sudden Impact, then immediately draw into a bunch more cards in his upkeep. Pointless, I say!) EXPANSION DUEL 4: PREDATOR AND PREY ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Artifact Creatures [29] Noncreature Artifacts [6] [×4] Arcbound Worker [×3] Æther Spellbomb [×4] Court Homunculus [×3] Cranial Plating [×3] Esperzoa [×4] Etherium Sculptor Lands [24] [×4] Frogmite [×2] Myr Enforcer [×4] Ancient Den [×4] Sanctum Gargoyle [×4] Arcane Sanctum [×2] Sharuum the Hegemon [×4] Esper Panorama [×2] Tower Gargoyle [×2] Island [×5] Plains Enchantments [3] [×4] Seat of the Synod [×1] Swamp [×3] Oblivion Ring CONTROL -: average (Æther Spellbomb, Oblivion Ring) DRAWPOWER: poor (Æther Spellbomb...it almost never uses this function though) SPEED ---: fast STAYPOWER: poor STRENGTH : good (Sharuum the Hegemon, Cranial Plating) SYNERGY -: fantastic RETRIEVAL: good (Sanctum Gargoyle, Sharuum the Hegemon) P.CHANGES: [+4] Esper Stormblade [-4] Etherium Sculptor [+3] Master of Etherium [-3] Esperzoa [+2] Mox Opal [-2] Tower Gargoyle Captain Vronos runs an artifact deck, and just about every card outside the basic lands fit that description. This wonderful synergy quickly empowers the low-cost Cranial Plating (equipped has +1/+0 for each artifact) and drops the mana requirements for Frogmite and Myr Enforcer, which can be cost free after awhile. Sanctum Gargoyle and Sharuum the Hegemon allow its owner to pluck a graveyard artifact and put it in the hand or field, respectively. (A common combo is using Sharuum to fetch Sanctum, which then adds another Sharuum to the hand, ensuring the combo can be repeated if those on the field perish.) Planeswalker difficulty sees the deadweight tossed. Etherium Sculptor isn't needed to lower costs once Mox Opal (no cost!) gets on the field for extra mana. The Esperzoa flyer with the troublesome ability is supplanted for Master of Etherium, whose strength and toughness are equal to its owner's artifact count -- truly dangerous! Finally, the 2/1 Esper Stormblade grants itself +1/+1 and flying when another multicolored permanent is on the field. (Since Tower Gargoyle is gone, this means a duplicate Stormblade. Lands won't trigger this effect since 'multicolored' is determined by mana costs, and they have none.) Poor Garruk has no flyers, though, which means he has to run roughshod over the enemy, no matter what difficulty it is. Thanks to Prey Upon and Consume Strength, it's easy to pick off weenies and start clearing the field before Sharuum debuts. (When attacking/blocking, use Consume Strength on a weenie not participating; kill it for extra power, and use it to kill the opponent's attacker/blocker, getting two birds with one stone.) On Planeswalker difficulty, Garruk's deck is closer to the main story, full of spot removal (Putrefy, Dark Hatchling), as well as an easy beatstick (Putrid Leech) and a major, lingering threat (Spiritmonger). His field wipe (In Garruk's Wake) is back as well. These changes're welcome in the grand scheme, but often more expensive than what they replace. Luckily, Rampant Growth is replaced with Cultivate to offset things a bit, but dead draws are still possible. Feel free to restart the duel if things are terrible from the outset. On Planeswalker difficulty, the opponent often outpaces Garruk (Mox Opal, 1CMC creature and an artifact land is a very good opening) but Garruk can still keep be formidable with Putrid Leech and Dreg Mangler, which can be gotten out fast enough (thanks to Cultivate) that the foe may waste Æther Spellbombs trying to get rid of 'em. Just remember not to get too wasteful with Leeches' temporary +2/+2 costs -- Garruk still has no way to recover life. Spiritmonger's regeneration and +1/+1s allow it to be a major beatstick here, but it's best used on the offensive, forcing flyers to be blockers (and +1/+1 fuel). Spellbombs will always its nemesis, but with Putrefy around for spot creature/artifact destruction, Garruk's not quite so helpless. If one manages to use "In Garruk's Wake," that often marks the beginning of Vronos' end. Just remember that Sharuum can quickly form a beachhead with Sanctum Gargoyle, so don't let the chance slip away! (Hint: regenerate Spiritmonger before nuking the field. Anything taken by Oblivion Ring will be retained as well, which is good, since Putrefy can't destroy it.) _____________________ _______________________________________________________/ ACHIEVEMENTS [ACHV] |_ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ACHIEVEMENTS [ACHV] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Steam achievements are unlocked by completing certain in-game feats. There's no real reward for doing so, other than the joy of completion. These will be displayed on one's Steam profile and can be checked from the main menu. |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Angelbane | Kill a foe's angel w/ Shadowborn Demon | | Angel's Champion | Defeat the Innistrad boss | | Apt Pupil | Finish the tutorial | | Battle Mastery | Win 100 multiplayer duels | | Death from Above | Deal 20 damage to enemy with flyers | | Defensive Line | Deal 20 damage w/ Vent Sentinel in 1 duel | | Deft Duelist | Win a multiplayer duel | |-------------------------------+-------------------------------------------| | Devout Disciple | Have 10+ green devotion when you cast a | | | Nylea's Disciple | |-------------------------------+-------------------------------------------| | Divine Choice | Control a 20/20 Seraph of the Masses | | Five-Creature Discount | Cast a spell without paying mana for it | | Grateful Dead | Win with 20+ creatures in your graveyard | | Hat Trick | Control a creature with 3+ attached auras | | Hedron Collector | Defeat the Zendikar boss | | Ingenuity | Win a duel w/o the opponent losing life | | Inherit the Earth | Draw 3 cards w/ Mentor of the Meek (1trn) | | Insult to Injury | Sacrifice a creature you don't own | | It Must Be Mine | Collect all cards from the main campaign | | Mental Magic | Defeat the Ravnica boss | | Necropolis Now | Defeat the Theros boss | | Not Again | Cast same spell 5 times in one duel | | Out of the Gutter | Deal 10 damage w/ 1 Guttersnipe in a duel | | Pincer Movement | Mill 20 cards with Hedron Crab in a duel | | Rampant Growth | Have 7 lands on field before end of trn 4 | | Savior of Shandalar | Defeat the final boss | | Second Life | Gain 20 life in a single duel | | Spellbook Crafter | Create a new deck | | Spellstorm | Cast 5 spells in a single turn | | Tomb Raider | Defeat the Shandalar boss | | Veteran Explorer | Defeat all Explore Nodes | |-------------------------------+-------------------------------------------| | Why Did It Have to Be Snakes? | Use only 2 mana for Nemesis of Mortals' | | | Monstrosity cost (instead of the usual 9) | |_______________________________|___________________________________________| • ANGELBANE: This requires killing an opponent AI's angel, which can be done by creating a deck oneself or just finding a foe who naturally uses them (Avacyn in Innistrad specializes in this, for instance). • DEVOUT DISCIPLE: Devotion is considered the amount of green mana symbols among nonland permanents you control. Before casting Nylea's Disciple, be sure to count the symbols first. Not too hard, considering the swarming power most have. • FIVE-CREATURE DISCOUNT: Since there aren't any colorless instants/sorceries in the game (and they can't be abused via Goblin Electromancer), this means abusing cards with the Convoke keyword. Each creature you tap will pay for one mana of the card; if the cards share a color, they can count as green mana instead of just colorless. For instance, Seraph of the Masses costs 0 mana if you tap 7 white creatures for its Convoke cost. • INGENUITY: Use a mill/defender deck to destroy the opponent's library, and make them lose by having no cards to draw during the upkeep. Hedron Crab, Tome Scour, etc. • INSULT TO INJURY: The easiest way to do this is using Tribute of Hunger on an opponent -- they have to sacrifice something, as long as they control a creature/token on the field. The long way is stealing a foe's creature via Act of Treason or Portent of Betrayal, then using a sacrifice effect on it (Bloodflow Connoisseur and Corpse Blockade work). • NOT AGAIN: Have 3 copies of a spell, then recycle it twice through some method. Charmbreaker Devil will randomly recycle instants/sorceries during one's upkeep, which makes this easier. (Or easier-er if there's only one in the graveyard, letting one use it and get it again 100% of the time.) • SPELLSTORM: This is easier with many low-cost instants/sorceries and two Charmbreaker Devils to reuse 'em. Having cards with easy draw power (Think Twice) or graveyard fetchers (Treasured Find) helps, too. ______________________ ____________________________________________________ | EXPANSION ACHVMNT. | UNLOCK BY... | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Conflux Capacitor | Collect all cards from Alara expansion | | Deconstructor | Defeat Alara boss | | Fly My Pretties | Control 10 or more Thopter creature tokens | | Murderous Tendencies | In Alara, control a creature with 20+ power | | Welcome to the Club | Unlock a new card from the Alara expansion | |______________________|____________________________________________________| • FLY MY PRETTIES: The only Thopters in the game are created with Sharding Sphinx's effect, and they only come about by artifact creatures dealing combat to players. Since thopter tokens themselves count as artifacts (and can thus create more with each successful strike), the main course of action is finding a life gain deck that doesn't have a lot of flyers to contend with. The easiest solution is making a white deck full of wimps and with plentiful life gain methods, then fight it through an AI practice battle. _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ CARD LISTS [CRDL] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Here's an unlockable listing ordered by planes. ¹ - also an artifact PLANE 1: INNISTRAD [156 Cards] ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creatures [88] Artifacts [7] [×4] Blind Phantasm [×4] Cobbled Wings [×4] Bloodcrazed Neonate [×3] Elixir of Immortality [×4] Bloodflow Connoisseur [×2] Charmbreaker Devils Enchantments [15] [×2] Creepy Doll¹ [×2] Elder of Laurels [×4] Dead Weight [×3] Gargoyle Sentinel¹ [×4] Furor of the Bitten [×4] Grave Bramble [×2] Sanguine Bond [×1] Griselbrand [×2] Séance [×3] Howlgeist [×3] Triumph of Ferocity [×3] Maalfeld Twins [×3] Mausoleum Guard Instants [29] [×2] Mentor of the Meek [×4] Moon Heron [×2] Counterlash [×4] Necromancer's Assistant [×4] Fleeting Distraction [×3] Niblis of the Breath [×4] Fling [×2] Nightmare [×4] Hysterical Blindness [×4] Pitchburn Devils [×4] Naturalize [×3] Rakish Heir [×4] Righteous Blow [×2] Resolute Archangel [×3] Tribute to Hunger [×4] Russet Wolves [×4] Undying Evil [×1] Selfless Cathar [×3] Seraph of the Masses Sorceries [17] [×4] Standing Troops [×4] Thraben Purebloods [×4] Artful Dodge [×4] Timberland Guide [×3] Blood Feud [×1] Vengevine [×3] Chill of Foreboding [×4] Walking Corpse [×4] Prey Upon [×4] Wandering Wolf [×3] Spider Spawning PLANE 2: THEROS [159 cards] ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creatures [76] Artifacts [8] [×4] Accursed Spirit [×2] Avarice Amulet [×2] Agent of the Fates [×2] Pyxis of Pandemonium [×3] Ajani's Pridemate [×4] Traveler's Amulet [×2] Arbor Colossus [×4] Asphodel Wanderer Instants [35] [×4] Breaching Hippocamp [×1] Brimaz, King of Oreskos [×3] Coordinated Assault [×2] Hero of Iroas [×3] Cutthroat Maneuver [×3] Horizon Scholar [×3] Dissolve [×3] Kraken of the Straits [×4] Divine Verdict [×4] Leonin Snarecaster [×4] Gods Willing [×4] Loyal Pegasus [×4] Nullify [×2] Mercurial Pretender [×3] Reprisal [×3] Nemesis of Mortals [×3] Rescue from the Underworld [×4] Nessian Asp [×4] Titanic Growth [×4] Nylea's Disciple [×4] Voyage's End [×3] Rockslide Elemental [×4] Rotted Hulk Sorceries [35] [×4] Satyr Hoplite [×4] Satyr Wayfinder [×2] Anger of the Gods [×1] Stormbreath Dragon [×4] Bolt of Keranos [×3] Tormented Hero [×4] Cultivate [×4] Triton Shorestalker [×4] Demolish [×4] Two-Headed Cerberus [×2] Hunter's Prowess [×4] Mind Rot Enchantments [5] [×3] Mischief and Mayhem [×4] Portent of Betrayal [×2] Bident of Thassa¹ [×4] Solemn Offering [×3] Ordeal of Heliod [×4] Thassa's Bounty PLANE 3: RAVNICA [200 cards] ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creatures [94] Artifacts [5] [×4] Assault Griffin [×3] Greatsword [×4] Battering Krasis [×2] Illusionist's Bracers [×4] Cloudfin Raptor [×4] Corpse Blockade Instants [30] [×3] Dinrova Horror [×4] Doorkeeper [×4] Auger Spree [×4] Foundry Street Denizen [×4] Chorus of Might [×4] Goblin Electromancer [×4] Explosive Impact [×2] Goblin Rabblemaster [×4] Flesh to Dust [×3] Guttersnipe [×4] Inspiration [×1] Inferno Titan [×4] Inspired Charge [×2] Mahamoti Djinn [×2] Quicken [×4] Ogre Jailbreaker [×4] Swift Justice [×2] Palisade Giant [×3] Phantom General Sorceries [20] [×4] Saruli Gatekeepers [×2] Scion of the Wild [×4] Act of Treason [×4] Scroll Thief [×4] Angelic Edict [×3] Selesnya Evangel [×3] Ground Assault [×4] Shadowcloak Vampire [×4] Krenko's Command [×2] Siege Dragon [×2] Monomania [×4] Siege Wurm [×3] Treasured Find [×3] Skymark Roc [×1] Soul of Ravnica Lands [40] [×3] Species Gorger [×4] Spire Tracer [×4] Azorius Guildgate [×4] Trained Carical [×4] Boros Guildgate [×3] Truefire Paladin [×4] Dimir Guildgate [×3] Vizkopa Guildmage [×4] Golgari Guildgate [×2] Wrecking Ogre [×4] Gruul Guildgate [×4] Izzet Guildgate Enchantments/Auras [11] [×4] Orzhov Guildgate [×4] Rakdos Guildgate [×4] Deviant Glee [×4] Selesnya Guildgate [×4] Lightning Talons [×4] Simic Guildgate [×3] Military Intelligence PLANE 4: SHANDALAR [158 cards] ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creatures [89] Artifacts [6] [×4] Advocate of the Beast [×3] Hot Soup [×2] Aegis Angel [×3] Meteorite [×4] Archaeologist [×4] Attended Knight Enchantments/Auras [11] [×1] Baneslayer Angel [×3] Brood Hunger [×3] Angelic Accord [×2] Chasm Skulker [×4] Inferno Fist [×4] Child of Night [×4] Marked by Honor [×2] Cruel Sadist [×4] Drudge Skeletons Instants [26] [×3] Elite Vanguard [×4] Elvish Visionary [×4] Fog [×4] Frost Lynx [×4] Meditation Puzzle [×2] Genesis Hydra [×4] Raise the Alarm [×4] Gravedigger [×4] Safe Passage [×3] Jade Mage [×4] Trumpet Blast [×2] Jalira, Master Polymorphist [×3] Ulcerate [×4] Maritime Guard [×3] Volcanic Geyser [×4] Marauding Maulhorn [×2] Ogre Battledriver Sorceries [22] [×2] Phytotitan [×4] Primal Huntbeast [×4] Assassinate [×3] Quickling [×3] Enlarge [×3] Reclamation Sage [×4] Hunt the Weak [×4] Regathan Firecat [×3] Switcheroo [×2] Rhox Faithmender [×4] Tome Scour [×4] Rotfeaster Maggot [×4] Void Snare [×2] Rune-Scarred Demon [×1] Shadowborn Demon [×2] Shivan Dragon Lands [4] [×4] Radiant Fountain PLANE 5: ZENDIKAR [159 cards] ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creatures [87] Enchantments [29] [×3] Banisher Priest [×3] Armored Ascension [×2] Bloodghast [×2] Beastmaster Ascension [×3] Cunning Sparkmage [×2] Burning Anger [×4] Death Cultist [×4] Demonic Appetite [×4] Devouring Swarm [×4] Ior Ruins Expedition [×4] Elvish Pioneer [×4] Nimbus Wings [×4] Giant Scorpion [×3] Quest for the Goblin Lord [×4] Glory Seeker [×3] Quest for the Gravelord [×4] Goblin Arsonist [×4] Raid Bombardment [×4] Grazing Gladehart [×3] Guard Gomazoa Instants [18] [×3] Hedron Crab [×2] Indulgent Tormentor [×4] Living Destiny [×4] Kiln Fiend [×4] Negate [×4] Kor Cartographer [×3] Primal Bellow [×4] Kraken Hatchling [×4] Shock [×4] Lone Missionary [×3] Suffer the Past [×3] Pelakka Wurm [×2] Roil Elemental Sorceries [16] [×3] Skeletal Wurm [×1] Soul of Zendikar [×2] Blood Tribute [×4] Stomper Cub [×4] Covenant of Blood [×4] Surrakar Banisher [×2] Planar Cleansing [×2] Terra Stomper [×3] Tectonic Rift [×4] Vent Sentinel [×1] Time Warp [×4] Wind Drake [×4] Triplicate Spirits Artifacts [9] [×4] Adventuring Gear [×2] Sphinx-Bone Wand [×3] Warmonger's Chariot EXPANSION-ONLY PLANE: ALARA [169 cards] ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creatures [105] Artifacts [13] [×4] Akrasan Squire [×4] Armillary Sphere [×2] Battlegrace Angel [×4] Courier's Capsule [×4] Beacon Behemoth [×3] Manaforce Mace [×4] Blister Beetle [×2] Obelisk of Alara [×4] Brackwater Elemental [×2] Death Baron Enchantments/Auras [11] [×3] Esperzoa¹ [×4] Etherium Sculptor¹ [×4] Asha's Favor [×4] Esper Cormorants¹ [×3] Elder Mastery [×3] Fusion Elemental [×4] Maniacal Rage [×4] Glaze Fiend¹ [×4] Gorger Wurm Instants [20] [×3] Hellspark Elemental [×4] Kathari Bomber [×4] Drag Down [×4] Knight of the Skyward Eye [×4] Resounding Thunder [×1] Kresh the Bloodbraided [×4] Sigil Blessing [×4] Marca Rioters [×4] Sylvan Bounty [×2] Mycoloth [×4] Traumatic Visions [×1] Rafiq of the Many [×3] Rhox War Monk Sorceries [5] [×4] Sanctum Gargoyle¹ [×3] Scavenger Drake [×2] Banefire [×2] Sharding Sphinx¹ [×3] Spore Burst [×3] Sigiled Paladin [×3] Sprouting Thrinax Lands [15] [×4] Thorn-Thrash Viashino [×4] Tidehollow Strix¹ [×3] Arcane Sanctum [×3] Tower Gargoyle¹ [×3] Crumbling Necropolis [×4] Viscera Dragger [×3] Jungle Shrine [×4] Wandering Goblins [×3] Savage Lands [×4] Wild Nacatl [×3] Seaside Citadel [×3] Woolly Thoctar BATTLE BOOSTER [140 cards] ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ These used to be purchase-only cards, but a patch was released to make them all available through multiplayer wins, too. (If the multiplayer opponent ragequits during the duel, finishing it anyway counts as a win.) Visit the menu's Deck section to unwrap the prizes. NOTE: Multiplayer rewards are random boosters, and you may win plane-specific packs instead of these. Find all cards in a plane to improve chances of getting boosters! Creatures [83] Artifacts [14] [×4] Aura Gnarlid [×3] Blasting Station [×4] Coral Barrier [×3] Darksteel Axe [×3] Galvanic Juggernaut¹ [×3] Darksteel Ingot [×3] Garruk's Packleader [×2] Hall of Triumph [×4] Goblin Bushwhacker [×3] Millstone [×4] Goblin Shortcutter [×2] Graveborn Muse Enchantments/Auras [8] [×4] Kitesail Apprentice [×1] Kozilek, Butcher of Truth [×4] Arrest [×4] Liliana's Specter [×2] Doubling Season [×1] Maelstrom Archangel [×2] Warstorm Surge [×4] Mold Shambler [×3] Paragon of Eternal Wilds Instants [23] [×3] Paragon of Fierce Defiance [×3] Paragon of Gathering Mists [×4] Cloudshift [×3] Paragon of New Dawns [×4] Gather Courage [×3] Paragon of Open Graves [×4] Seismic Strike [×4] Pestermite [×3] Skullcrack [×3] Phantasmal Dragon [×4] Think Twice [×4] Pharika's Chosen [×4] Vapor Snag [×4] Phyrexian Rager [×4] Squadron Hawk Sorceries [12] [×2] Stoneforge Mystic [×2] Talrand, Sky Summoner [×4] Burning Inquiry [×3] Wall of Omens [×4] Dead Reckoning [×4] Young Wolf [×4] Vicious Hunger MASTER OF MONSTERS ADD-ON [30 cards] ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ These black-, green- and red-oriented card packs were released free to owners of the game on February 11, 2015. This isn't available in the store, so it seems to be a free add-on for all purchases, old and new. All thirty finds in this category go into their own "card packs" section of the collection tab. Creatures [21] Enchantments/Auras [7] [×3] Brain Maggot [×4] Galvanic Arc [×1] Craterhoof Behemoth [×3] Raised by Wolves [×4] Guul Draz Vampire [×2] Kalastria Highborn Sorceries [2] [×2] Masked Admirers [×1] Sheoldred, Whispering One [×2] Warp World [×4] Timberwatch Elf [×1] Utvara Hellkite [×3] Young Pyromancer RIDDLES OF STEEL ADD-ON [30 cards] ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ This white-, blue- and artifact-oriented pack was released free to owners of the game on March 18, 2015. As before, this isn't available in the store; it appears automatically in the inventory via a patch. These new cards go into the "card packs" section of the collection tab. Creatures [22] Enchantments [4] [×2] Captain of the Watch [×4] Ethereal Armor [×3] Crusader of Odric [×1] Darksteel Colossus Instants [4] [×1] Felidar Sovereign [×2] Laboratory Maniac [×4] Peel from Reality [×2] Master of Etherium [×1] Master of Waves [×3] Myrsmith [×4] Savage Slasher [×3] Warden of Evos Isle KHANS OF TARKIR ADD-ON [30 cards] ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ To commemorate the most-recent block of MTG (at the time of this writing), the third M2015 add-on offers tri-color lands and creatures. All thirty cards are holo, to boot. This update was released free on April 15, 2015. Creatures [15] Lands [15] [×3] Armament Corps [×3] Frontier Bivouac [×3] Bear's Companion [×3] Mystic Monastery [×3] Mardu Roughrider [×3] Nomad Outpost [×3] Sultai Soothsayer [×3] Opulent Palace [×3] Warden of the Eye [×3] Sandsteppe Citadel _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ CARD OVERVIEW [CRDO] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Here's a more general overview, separating the cards by type, power/toughness, mana cost and any particular keywords of relevance. The list is sorted by color, then (in the following order) creatures, artifacts, enchantments, instants and sorceries. I put a bracketed letter in front of each card so people scrolling can see where they are easier. Legend: [B] - Black [C] - Colorless [G] - Green [L] - Lands [M] - Multicolor (non-lands) [R] - Red [U] - Blue (blue is commonly noted as 'U' since black already has 'B') [W] - White Creature costs are represented in braces -- the {} squiggly brackets -- with the same abbreviations as above. For instance, Elixir of Immortality has a cost that reads: {2}, {T}: You gain 5 life. In this notation, the {2} is the colorless mana spent and the {T} is the tap symbol. Both must be paid to get the five life and other effects. All costs in the game, and the walkthrough, are written in terms of X:Y -- X is the requirement to be paid, Y is the effect. Mana costs are written in terms of colorless mana + needed colors. The part that represents the colorless part can be paid with any color. For instance, Griselbrand's cost is 4BBBB -- 4 of any type plus 4 black mana. This can be paid with 4 black and 1 of four different types (4 + 1 + 1 + 1 + 1) or just 8 black mana (4 + 4). Find: how to obtain this card, generally by exploring the listed Plane Type: permanent type (artifact, creature, etc.) then subtype (goblin, etc.) Stat: stats (if a creature) Cost: cost to put card on field from hand Keyw: keywords go here Efct: card's ability So, without further ado, here's the Magic 2015 card spread! [B] ACCURSED SPIRIT ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Theros Type: Creature (Spirit) Stat: 3/2 Cost: 3B Keyw: Intimidate Efct: --- [B] AGENT OF THE FATES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Theros Type: Creature (Human Assassin) Stat: 3/2 Cost: 1BB Keyw: Deathtouch, Heroic Efct: Whenever you cast a spell that targets Agent of the Fates, each opponent sacrifices a creature. [B] ASPHODEL WANDERER ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Theros Type: Creature (Skeleton Soldier) Stat: 1/1 Cost: B Keyw: --- Efct: {2}{B}: Regenerate Asphodel Wanderer [B] BLISTER BEETLE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Alara Expansion Type: Creature (Insect) Stat: 1/1 Cost: 1B Keyw: --- Efct: When Blister Beetle enters the battlefield, target creature gets -1/-1 until end of turn. [B] BLOODFLOW CONNOISSEUR ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Innistrad Type: Creature (Vampire) Stat: 1/1 Cost: 2B Keyw: --- Efct: Sacrifice a creature: Put a +1/+1 counter on Bloodflow Connoisseur. [B] BLOODGHAST ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Zendikar Type: Creature (Vampire Spirit) Stat: 2/1 Cost: BB Keyw: Landfall Efct: Bloodghast can't block. Bloodghast has haste as long as an opponent has 10 or less life. Whenever a land enters the battlefield under your control, you may return Bloodghast from your graveyard to the battlefield. [B] BRAIN MAGGOT ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Master of Monsters Add-On Type: Enchantment Creature (Insect) Stat: 1/1 Cost: 1B Keyw: --- Efct: When Brain Maggot enters the battlefield, target opponent reveals his or her hand and you choose a nonland card from it. Exile that card until Brain Maggot leaves the battlefield. [B] CHILD OF NIGHT ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Shandalar Type: Creature (Vampire) Stat: 2/1 Cost: 1B Keyw: Lifelink Efct: --- [B] CORPSE BLOCKADE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Ravnica Type: Creature (Zombie) Stat: 1/4 Cost: 2B Keyw: Defender Efct: Sacrifice another creature: Corpse Blockade gains deathtouch until end of turn. [B] CRUEL SADIST ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Shandalar Type: Creature (Human Assassin) Stat: 1/1 Cost: B Keyw: --- Efct: {B}, {T}, Pay 1 life: Put a +1/+1 counter on Cruel Sadist. {2}{B}, {T}, Remove X +1/+1 counters from Cruel Sadist: Cruel Sadist deals X damage to target creature. [B] DEATH BARON ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Alara Expansion Type: Creature (Zombie Wizard) Stat: 2/2 Cost: 1BB Keyw: --- Efct: Skeleton creatures you control and other Zombie creatures you control get +1/+1 and have deathtouch. [B] DEATH CULTIST ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Zendikar Type: Creature (Human Wizard) Stat: 1/1 Cost: B Keyw: --- Efct: Sacrifice Death Cultist: Target player loses 1 life and you gain 1 life. [B] DRUDGE SKELETONS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Shandalar Type: Creature (Skeleton) Stat: 1/1 Cost: 1B Keyw: --- Efct: {B}: Regenerate Drudge Skeletons. [B] DEVOURING SWARM ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Zendikar Type: Creature (Insect) Stat: 2/1 Cost: 1BB Keyw: Flying Efct: Sacrifice a creature: Devouring Swarm gets +1/+1 until end of turn. [B] FLESH TO DUST ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Ravnica Type: Instant Cost: 3BB Keyw: --- Efct: Destroy target creature. It can't be regenerated. [B] GIANT SCORPION ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Zendikar Type: Creature (Scorpion) Stat: 1/3 Cost: 2B Keyw: Deathtouch Efct: --- [B] GLAZE FIEND ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Alara Expansion Type: Artifact Creature (Illusion) Stat: 0/1 Cost: 1B Keyw: Flying Efct: Whenever another artifact enters the battlefield under your control, Glaze Fiend gets +2/+2 until end of turn. [B] GRAVEBORN MUSE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Multiplayer Battle Booster Type: Creature (Zombie Spirit) Stat: 3/3 Cost: 2BB Keyw: --- Efct: At the beginning of your upkeep, you draw X cards and you lose X life, where X is the number of Zombies you control. [B] GRAVEDIGGER ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Shandalar Type: Creature (Zombie) Stat: 2/2 Cost: 3B Keyw: --- Efct: When Gravedigger enters the battlefield, you may return target creature card from your graveyard to your hand. [B] GRISELBRAND ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Innistrad Type: Legendary Creature (Demon) Stat: 7/7 Cost: 4BBBB Keyw: Flying, Lifelink Efct: Pay 7 life: Draw seven cards. [B] GUUL DRAZ VAMPIRE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Master of Monsters Add-On Type: Creature (Vampire Rogue) Stat: 1/1 Cost: B Keyw: --- Efct: As long as an opponent has 10 or less life, Guul Draz Vampire gets +2/+1 and has intimidate [B] INDULGENT TORMENTOR ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Zendikar Type: Creature (Demon) Stat: 5/3 Cost: 3BB Keyw: Flying Efct: At the beginning of your upkeep, draw a card unless target opponent sacrifices a creature or pays 3 life. [B] KALASTRIA HIGHBORN ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Master of Monsters Add-On Type: Creature (Vampire Shaman) Stat: 2/2 Cost: BB Keyw: --- Efct: Whenever Kalastria Highborn or another Vampire you control dies, you may pay {B}. If you do, target player loses 2 life and you gain 2 life. [B] LILIANA'S SPECTER ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Multiplayer Battle Booster Type: Creature (Specter) Stat: 2/1 Cost: 1BB Keyw: Flying Efct: When Liliana's Specter enters the battlefield, each opponent discards a card. [B] MAALFELD TWINS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Innistrad Type: Creature (Zombie) Stat: 4/4 Cost: 5B Keyw: --- Efct: When Maalfeld Twins dies, put two 2/2 black Zombie creature tokens onto the battlefield. [B] NECROMANCER'S ASSISTANT ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Innistrad Type: Creature (Zombie) Stat: 3/1 Cost: 2B Keyw: --- Efct: When Necromancer's Assistant enters the battlefield, put the top three cards of your library into your graveyard. [B] NIGHTMARE ¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Innistrad Type: Creature (Nightmare Horse) Stat: */* Cost: 5B Keyw: Flying Efct: Nightmare's power and toughness are each equal to the number of Swamps you control. [B] OGRE JAILBREAKER ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Ravnica Type: Creature (Ogre Rogue) Stat: 4/4 Cost: 3B Keyw: Defender Efct: Ogre Jailbreaker can attack as though it didn't have Defender as long as you control a Gate. [B] PARAGON OF OPEN GRAVES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Multiplayer Battle Booster Type: Creature (Skeleton Warrior) Stat: 2/2 Cost: 3B Keyw: --- Efct: Other black creatures you control get +1/+1. {2}{B}, {T}: Another target black creature you control gains deathtouch until end of turn. [B] PHARIKA'S CHOSEN ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Multiplayer Battle Booster Type: Creature (Snake) Stat: 1/1 Cost: B Keyw: Deathtouch Efct: --- [B] PHYREXIAN RAGER ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Multiplayer Battle Booster Type: Creature (Horror) Stat: 2/2 Cost: 2B Keyw: --- Efct: When Phyrexian Rager enters the battlefield, you draw a card and you lose 1 life. [B] ROTFEASTER MAGGOT ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Shandalar Type: Creature (Insect) Stat: 3/5 Cost: 4B Keyw: --- Efct: When Rotfeaster Maggot enters the battlefield, exile target creature card from a graveyard. You gain life equal to that card's toughness. [B] ROTTED HULK ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Theros Type: Creature (Elemental) Stat: 2/5 Cost: 3B Keyw: --- Efct: --- [B] RUNE-SCARRED DEMON ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Shandalar Type: Creature (Demon) Stat: 6/6 Cost: 5BB Keyw: Flying Efct: When Rune-Scarred Demon enters the battlefield, search your library for a card, put it into your hand, then shuffle your library. [B] SALVAGE SLASHER ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Riddles of Steel Add-On Type: Artifact Creature (Human Rogue) Stat: 1/1 Cost: 1B Keyw: --- Efct: Salvage Slasher gets +1/+0 for each artifact card in your graveyard. [B] SCAVENGER DRAKE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Alara Expansion Type: Creature (Drake) Stat: 1/1 Cost: 3B Keyw: Flying Efct: Whenever another creature dies, you may put a +1/+1 counter on Scavenger Drake. [B] SHADOWBORN DEMON ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Shandalar Type: Creature (Demon) Stat: 5/6 Cost: 3BB Keyw: Flying Efct: When Shadowborn Demon enters the battlefield, destroy target non-Demon creature. At the beginning of your upkeep, if there are fewer than six creature cards in your graveyard, sacrifice a creature. [B] SHADOWCLOAK VAMPIRE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Ravnica Type: Creature (Vampire) Stat: 4/3 Cost: 4B Keyw: --- Efct: Pay 2 life: Shadowcloak Vampire gains flying until end of turn. [B] SKELETAL WURM ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Zendikar Type: Creature (Skeleton Wurm) Stat: 7/6 Cost: 7B Keyw: --- Efct: {B}: Regenerate Skeletal Wurm. [B] SHEOLDRED, WHISPERING ONE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Master of Monsters Add-On Type: Legendary Creature (Praetor) Stat: 6/6 Cost: 5BB Keyw: Swampwalk Efct: At the beginning of your upkeep, return target creature card from your graveyard to the battlefield. At the beginning of each opponent's upkeep, that player sacrifices a creature. [B] TORMENTED HERO ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Theros Type: Creature (Human Warrior) Stat: 2/1 Cost: B Keyw: Heroic Efct: Tormented Hero enters the battlefield tapped. Whenever you cast a spell that targets Tormented Hero, each opponent loses 1 life. You gain life equal to the life lost this way. [B] VISCERA DRAGGER ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Alara Expansion Type: Creature (Zombie Ogre Warrior) Stat: 3/3 Cost: 3B Keyw: Cycling {2}, Unearth {1}{B} Efct: --- [B] WALKING CORPSE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Innistrad Type: Creature (Zombie) Stat: 2/2 Cost: 1B Keyw: --- Efct: --- [B] DEAD WEIGHT ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Innistrad Type: Enchantment (Aura) Cost: B Keyw: --- Efct: Enchant creature. Enchanted creature gets -2/-2. [B] DEMONIC APPETITE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Zendikar Type: Enchantment (Aura) Cost: B Keyw: --- Efct: Enchant creature you control. Enchanted creature gets +3/+3. At the beginning of your upkeep, sacrifice a creature. [B] DEVIANT GLEE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Ravnica Type: Enchantment (Aura) Cost: B Keyw: --- Efct: Enchant creature. Enchanted creature gets +2/+1 and has "{R}: This creature gains trample until end of turn." [B] QUEST FOR THE GRAVELORD ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Zendikar Type: Enchantment Cost: B Keyw: --- Efct: Whenever a creature dies, you may put a quest counter on Quest for the Gravelord. Remove three counters from Quest for the Gravelord and sacrifice it: Put a 5/5 black Zombie Giant creature token onto the battlefield. [B] SANGUINE BOND ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Innistrad Type: Enchantment Cost: 3BB Keyw: --- Efct: Whenever you gain life, target opponent loses that much life. [B] CUTTHROAT MANEUVER ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Theros Type: Instant Cost: 3B Keyw: --- Efct: Up to two target creatures each get +1/+1 and gain lifelink until end of turn. [B] DRAG DOWN ¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Alara Expansion Type: Instant Cost: 2B Keyw: Domain Efct: Target creature gets -1/-1 until end of turn for each basic land type among lands you control. [B] RESCUE FROM THE UNDERWORLD ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Theros Type: Instant Cost: 4B Keyw: --- Efct: As an additional cost to cast Rescue from the Underworld, sacrifice a creature. Choose target creature card in your graveyard. Return that card and the sacrificed card to the battlefield under your control at the beginning of your next upkeep. Exile Rescue from the Underworld. [B] SUFFER THE PAST ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Zendikar Type: Instant Cost: XB Keyw: --- Efct: Exile X target cards from target player's graveyard. For each card exiled this way, that player loses 1 life and you gain 1 life. [B] TRIBUTE TO HUNGER ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Innistrad Type: Instant Cost: 2B Keyw: --- Efct: Target opponent sacrifices a creature. You gain life equal to that creature's toughness. [B] ULCERATE ¯¯¯¯¯¯¯¯¯¯¯¯ Find: Shandalar Type: Instant Cost: B Keyw: --- Efct: Target creature gets -3/-3 until end of turn. You lose 3 life. [B] UNDYING EVIL ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Innistrad Type: Instant Cost: B Keyw: --- Efct: Target creature gains Undying until end of turn. [B] ASSASSINATE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Shandalar Type: Sorcery Cost: 2B Keyw: --- Efct: Destroy target tapped creature. [B] BLOOD TRIBUTE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Zendikar Type: Sorcery Cost: 4BB Keyw: Kicker {Tap an untapped Vampire you control.} Efct: Target opponent loses half his or her life, rounded up. If Blood Tribute was kicked, you gain life equal to the life lost this way. [B] COVENANT OF BLOOD ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Zendikar Type: Sorcery Cost: 6B Keyw: Convoke Efct: Covenant of Blood deals 4 damage to target creature or player and you gain 4 life. [B] DEAD RECKONING ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Multiplayer Battle Booster Type: Sorcery Cost: 1BB Keyw: --- Efct: You may put target creature card from your graveyard on top of your library. If you do, Dead Reckoning deals damage equal to that card's ower to target creature. [B] MIND ROT ¯¯¯¯¯¯¯¯¯¯¯¯ Find: Theros Type: Sorcery Cost: 2B Keyw: --- Efct: Target player discards two cards. [B] MONOMANIA ¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Ravnica Type: Sorcery Cost: 3BB Keyw: --- Efct: Target player chooses a card in his or her hand and discards the rest. [B] VICIOUS HUNGER ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Multiplayer Battle Booster Type: Sorcery Cost: BB Keyw: --- Efct: Vicious Hunger deals 2 damage to target creature and you gain 2 life. [C] ADVENTURING GEAR ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Zendikar Type: Artifact (Equipment) Cost: 1 Keyw: Landfall, Equip {1} Efct: Whenever a land enters the battlefield under your control, equipped creature gets +2/+2 until end of turn. [C] ARMILLARY SPHERE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Alara Expansion Type: Artifact Cost: 2 Keyw: --- Efct: {2}, {T}, Sacrifice Armillary Sphere: Search your library for up to two basic land cards, reveal them, and put them into your hand. Then shuffle your library. [C] AVARICE AMULET ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Theros Type: Artifact (Equipment) Cost: 4 Keyw: Equip {2} Efct: Equipped creature has +2/+0 and has vigilance and "At the beginning of your upkeep, draw a card." When equipped creature dies, target opponent gains control of Avarice Amulet. [C] BLASTING STATION ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Multiplayer Battle Booster Type: Artifact Cost: 3 Keyw: --- Efct: {T}, sacrifice a creature: Blasting Station deals 1 damage to target creature or player. Whenever a creature enters the battlefield, you may untap Blasting Station. [C] COBBLED WINGS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Innistrad Type: Artifact (Equipment) Cost: 2 Keyw: Equip {1} Efct: Equipped creature has flying. [C] CREEPY DOLL ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Innistrad Type: Artifact Creature (Construct) Stat: 1/1 Cost: 5 Keyw: Indestructible Efct: Whenever Creepy Doll deals combat damage to a creature, flip a coin. If you win the flip, destroy that creature. [C] DARKSTEEL AXE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Multiplayer Battle Booster Type: Artifact (Equipment) Cost: 1 Keyw: Indestructible, Equip {2} Efct: Equipped creature gets +2/+0 [C] DARKSTEEL INGOT ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Multiplayer Battle Booster Type: Artifact Cost: 3 Keyw: Indestructible Efct: {T}: Add one mana of any color to your mana pool. [C] DARKSTEEL COLOSSUS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Riddles of Steel Add-On Type: Artifact Creature (Golem) Stat: 11/11 Cost: 11 Keyw: Trample, Indestructible Efct: If Darksteel Colossus would be put into a graveyard from anywhere, reveal Darksteel Colossus and shuffle it into its owner's library instead. [C] ELIXIR OF IMMORTALITY ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Innistrad Type: Artifact Cost: 1 Keyw: --- Efct: {2}, {T}: You gain 5 life. Shuffle Elixir of Immortality and your graveyard into their owner's library. [C] GALVANIC JUGGERNAUT ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Multiplayer Battle Booster Type: Artifact Creature (Juggernaut) Cost: 4 Stat: 5/5 Keyw: --- Efct: Galvanic Juggernaut attacks each turn if able. Galvanic Juggernaut doesn't untap during your untap step. Whenever another creature dies, untap Galvanic Juggernaut. [C] GARGOYLE SENTINEL ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Innistrad Type: Artifact Creature (Gargoyle) Cost: 3 Stat: 3/3 Keyw: Defender Efct: {3}: Until end of turn, Gargoyle Sentinel loses defender and gains flying. [C] GREATSWORD ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Ravnica Type: Artifact (Equipment) Cost: 3 Keyw: Equip {3} Efct: Equipped creature gets +3/+0. [C] HALL OF TRIUMPH ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Multiplayer Battle Booster Type: Legendary Artifact Cost: 3 Keyw: --- Efct: As Hall of Triumph enters the battlefield, choose a color. Creatures you control of the chosen color get +1/+1. [C] HOT SOUP ¯¯¯¯¯¯¯¯¯¯¯¯ Find: Shandalar Type: Artifact (Equipment) Cost: 1 Keyw: Equip {3} Efct: Equipped creature can't be blocked. Whenever equipped creature is dealt damage, destroy it. [C] ILLUSIONIST'S BRACERS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Ravnica Type: Artifact (Equipment) Cost: 2 Keyw: Equip {3} Efct: Whenever an ability of equipped creature is activated, if it isn't a mana ability, copy that ability. You may choose new targets for the copy. [C] KOZILEK, BUTCHER OF TRUTH ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Multiplayer Battle Booster Type: Legendary Creature (Eldrazi) Cost: 10 Stat: 12/12 Keyw: Annihilator 4 Efct: When you cast Kozilek, Butcher of Truth, draw four cards. When Kozilek is put into a graveyard from anywhere, its owner shuffles his or her graveyard into his or her library. [C] MANAFORCE MACE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Alara Expansion Type: Artifact (Equipment) Cost: 4 Keyw: Domain, Equip {3} Efct: Equipped creature gets +1/+1 for each basic land type among lands you control. [C] METEORITE ¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Shandalar Type: Artifact Cost: 5 Keyw: --- Efct: When Meteorite enters the battlefield, it deals 2 damage to target creature or player. {T}: Add one mana of any color to your mana pool. [C] MILLSTONE ¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Multiplayer Battle Booster Type: Artifact Cost: 2 Keyw: --- Efct: {2}, {T}: Target player puts the top two cards of his or her library into his or her graveyard. [C] OBELISK OF ALARA ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Alara Expansion Type: Artifact Cost: 6 Keyw: --- Efct: {1}{W}, {T}: You gain 5 life. {1}{U}, {T}: Draw a card, then discard a card. {1}{B}, {T}: Target creature gets -2/-2 until end of turn. {1}{R}, {T}: Obelisk of Alara deals 3 damage to target player. {1}{G}, {T}: Target creature gets +4/+4 until end of turn. [C] PYXIS OF PANDEMONIUM ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Theros Type: Artifact Cost: 1 Keyw: --- Efct: {T}: Each player exiles the top card of his or her library face down. {7}, {T}, Sacrifice Pyxis of Pandemonium: Each player turns face up all cards he or she owns exiled with Pyxis of Pandemonium, then puts all permanent cards among them onto the battlefield. [C] SPHINX-BONE WAND ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Zendikar Type: Artifact Cost: 7 Keyw: --- Efct: Whenever you cast an instant or sorcery spell, you may put a charge counter on Sphinx-Bone Wand. If you do, Sphinx-Bone Wand deals damage equal to the number of charge counters on it to target creature or player. [C] TRAVELER'S AMULET ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Theros Type: Artifact Cost: 1 Keyw: --- Efct: {1}, Sacrifice Traveler's Amulet: Search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library. [C] WARMONGER'S CHARIOT ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Zendikar Type: Artifact (Equipment) Cost: 2 Keyw: Equip {3} Efct: Equipped creature gets +2/+2. As long as equipped creature has defender, it can attack as though it didn't have defender. [G] ADVOCATE OF THE BEAST ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Shandalar Type: Creature (Elf Shaman) Stat: 2/3 Cost: 2G Keyw: --- Efct: At the beginning of your end step, put a +1/+1 counter on target Beast creature you control. [G] ARBOR COLOSSUS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Theros Type: Creature (Giant) Stat: 6/6 Cost: 2GGG Keyw: Reach; {3}{G}{G}{G}: Monstrosity 3 Efct: When Arbor Colossus becomes monstrous, destroy target creature with flying an opponent controls. [G] AURA GNARLID ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Multiplayer Battle Booster Type: Creature (Beast) Stat: 2/2 Cost: 2G Keyw: --- Efct: Creatures with power less than Aura Gnarlid's can't block it. Aura Gnarlid gets +1/+1 for each Aura on the battlefield. [G] BATTERING KRASIS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Ravnica Type: Creature (Fish Beast) Stat: 2/1 Cost: 2G Keyw: Trample, Evolve Efct: --- [G] BEACON BEHEMOTH ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Alara Expansion Type: Creature (Beast) Stat: 5/3 Cost: 3GG Keyw: --- Efct: {1}: Target creature with power 5 or greater gains vigilance until end of turn. [G] CRATERHOOF BEHEMOTH ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Master of Monsters Add-On Type: Creature (Beast) Stat: 5/5 Cost: 5GGG Keyw: Haste Efct: When Craterhoof Behemoth enters the battlefield, creatures you control gain trample and get +X/+X until end of turn, where X is the number of creatures you control. [G] ELDER OF LAURELS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Innistrad Type: Creature (Human Advisor) Stat: 2/3 Cost: 2G Keyw: --- Efct: {3}{G}: Target creature gets +X/+X until end of turn, where X is the number of creatures you control. [G] ELVISH PIONEER ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Zendikar Type: Creature (Elf Druid) Stat: 1/1 Cost: G Keyw: --- Efct: When Elvish Pioneer enters the battlefield, you may put a basic land from your hand onto the battlefield tapped. [G] ELVISH VISIONARY ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Shandalar Type: Creature (Elf Shaman) Stat: 1/1 Cost: 1G Keyw: --- Efct: When Elvish Visionary enters the battlefield, draw a card. [G] GARRUK'S PACKLEADER ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Multiplayer Battle Booster Type: Creature (Beast) Stat: 4/4 Cost: 4G Keyw: --- Efct: Whenever another creature with power 3 or greater enters the battlefield under your control, you may draw a card. [G] GENESIS HYDRA ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Shandalar Type: Creature (Plant Hydra) Stat: 0/0 Cost: XGG Keyw: --- Efct: When you cast Genesis Hydra, reveal the top X cards of your library. You may put a nonland permanent card with converted mana cost X or less from among them onto the battlefield. Then shuffle the rest into your library. Genesis Hydra enters the battlefield with X +1/+1 counters on it. [G] GRAVE BRAMBLE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Innistrad Type: Creature (Plant) Stat: 3/4 Cost: 1GG Keyw: Defender, Protection from zombies Efct: --- [G] GRAZING GLADEHEART ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Zendikar Type: Creature (Antelope) Stat: 2/2 Cost: 2G Keyw: Landfall Efct: Whenever a land enters the battlefield under your control, you may gain 2 life. [G] HOWLGEIST ¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Innistrad Type: Creature (Spirit Wolf) Stat: 4/2 Cost: 5G Keyw: Undying Efct: Creatures with power less than Howlgeist's power can't block it. [G] JADE MAGE ¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Shandalar Type: Creature (Human Shaman) Stat: 2/1 Cost: 1G Keyw: --- Efct: {2}{G}: Put a 1/1 green Saproling creature token onto the battlefield. [G] MASKED ADMIRERS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Master of Monsters Add-On Type: Creature (Elf Shaman) Stat: 3/2 Cost: 2GG Keyw: --- Efct: When Masked Admirers enters the battlefield, draw a card. Whenever you cast a creature spell, you may pay {G}{G}. If you do, return Masked Admirers from your graveyard to your hand. [G] MATCA RIOTERS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Alara Expansion Type: Creature (Human Warrior) Stat: */* Cost: 2G Keyw: Domain Efct: Matca Rioter's power and toughness are each equal to the number of basic land types among lands you control. [G] MOLD SHAMBLER ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Multiplayer Battle Booster Type: Creature (Fungus Beast) Stat: 3/3 Cost: 3G Keyw: Kicker {1}{G} Efct: When Mold Shambler enters the battlefield, if it was kicked, destroy target noncreature permanent. [G] MYCOLOTH ¯¯¯¯¯¯¯¯¯¯¯¯ Find: Alara Expansion Type: Creature (Fungus) Stat: 4/4 Cost: 3GG Keyw: Devour 2 Efct: At the beginning of your upkeep, put a 1/1 green Saproling creature onto the battlefield for each +1/+1 counter on Mycoloth. [G] NEMESIS OF MORTALS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Theros Type: Creature (Snake) Stat: 5/5 Cost: 4GG Keyw: --- Efct: Nemesis of Mortals costs {1} less to cast for each creature card in your graveyard. {7}{G}{G}: Monstrosity 5. This ability costs {1} less to activate for each creature card in your graveyard. [G] NESSIAN ASP ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Theros Type: Creature (Snake) Stat: 4/5 Cost: 4G Keyw: Reach; {6}{G}: Monstrosity 4 Efct: --- [G] NYLEA'S DISCIPLE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Theros Type: Creature (Centaur Archer) Stat: 3/3 Cost: 2GG Keyw: --- Efct: When Nylea's Disciple enters the battlefield, you gain life equal to your devotion to green. [G] PARAGON OF ETERNAL WILDS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Multiplayer Battle Booster Type: Creature (Human Druid) Stat: 2/2 Cost: 3G Keyw: --- Efct: Other green creatures you control get +1/+1. {G}, {T}: Another target green creature you control gains trample until end of turn. [G] PELAKKA WURM ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Zendikar Type: Creature (Wurm) Stat: 7/7 Cost: 4GGG Keyw: Trample Efct: When Pelakka Wurm enters the battlefield, you gain 7 life. When Pelakka Wurm dies, draw a card. [G] PHYTOTITAN ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Shandalar Type: Creature (Plant Elemental) Stat: 7/2 Cost: 4GG Keyw: --- Efct: When Phytotitan dies, return it to the battlefield tapped under its owner's control at the beginning of his or her next upkeep. [G] PRIMAL HUNTBEAST ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Shandalar Type: Creature (Beast) Stat: 3/3 Cost: 3G Keyw: Hexproof Efct: --- [G] RECLAMATION SAGE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Shandalar Type: Creature (Elf Shaman) Stat: 2/1 Cost: 2G Keyw: --- Efct: When Reclamation Sage enters the battlefield, you may destroy target artifact or enchantment. [G] SARULI GATEKEEPERS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Ravnica Type: Creature (Elf Warrior) Stat: 2/4 Cost: 3G Keyw: --- Efct: When Saruli Gatekeepers enters the battlefield, if you control two or more Gates, you gain 7 life. [G] SATYR WAYFINDER ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Theros Type: Creature (Satyr) Stat: 1/1 Cost: 1G Keyw: --- Efct: When Satyr Wayfinder enters the battlefield, reveal the top four cards of your library. You may put a land card from among them into your hand. Put the rest into your graveyard. [G] SCION OF THE WILD ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Ravnica Type: Creature (Avatar) Stat: */* Cost: 1GG Keyw: --- Efct: Scion of the Wild's power and toughness are each equal to the number of creatures you control. [G] SIEGE WURM ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Ravnica Type: Creature (Wurm) Stat: 5/5 Cost: 5GG Keyw: Convoke, Trample Efct: --- [G] SOUL OF ZENDIKAR ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Zendikar Type: Creature (Avatar) Stat: 6/6 Cost: 4GG Keyw: Reach Efct: {3}{G}{G}: Put a 3/3 green Beast creature token onto the battlefield. {3}{G}{G}, Exile Soul of Zendikar from your graveyard: Put a 3/3 green Beast creature token onto the battlefield. [G] SPIRE TRACER ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Ravnica Type: Creature (Elf Scout) Stat: 1/1 Cost: G Keyw: --- Efct: Spire Tracer can't be blocked except by creatures with flying or reach. [G] STOMPER CUB ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Zendikar Type: Creature (Beast) Stat: 3GG Cost: 5/3 Keyw: Trample Efct: --- [G] TERRA STOMPER ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Zendikar Type: Creature (Beast) Stat: 8/8 Cost: 3GGG Keyw: Trample Efct: Terra Stomper can't be countered. [G] TIMBERLAND GUIDE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Innistrad Type: Creature (Human Scout) Stat: 1/1 Cost: 1G Keyw: --- Efct: When Timberland Guide enters the battlefield, put a +1/+1 counter on target creature. [G] TIMBERWATCH ELF ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Master of Monsters Add-On Type: Creature (Elf) Stat: 1/2 Cost: 2G Keyw: --- Efct: {T}: Target creature gets +X/+X until end of turn, where X is the number of Elves on the battlefield. [G] VENGEVINE ¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Innistrad Type: Creature (Elemental) Stat: 4/3 Cost: 2GG Keyw: Haste Efct: Whenever you cast a spell, if it's the second creature spell you cast this turn, you may return Vengevine from your graveyard to the battlefield. [G] WANDERING WOLF ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Innistrad Type: Creature (Wolf) Stat: 2/1 Cost: 1G Keyw: --- Efct: Creatures with power less than Wandering Wolf's power can't block it. [G] WILD NACATL ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Alara Expansion Type: Creature (Cat Warrior) Stat: 1/1 Cost: G Keyw: --- Efct: Wild Nacatl gets +1/+1 as long as you control a Mountain. Wild Nacatl gets +1/+1 as long as you control a Plains. [G] YOUNG WOLF ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Multiplayer Battle Booser Type: Creature (Wolf) Stat: 1/1 Cost: G Keyw: Undying Efct: --- [G] BEASTMASTER ASCENSION ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Zendikar Type: Enchantment Cost: 2G Keyw: --- Efct: Whenever a creature you control attacks, you may put a quest counter on Beastmaster Ascension. As long as Beastmaster Ascension has seven or more quest counters on it, creatures you control get +5/+5. [G] DOUBLING SEASON ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Multiplayer Battle Booster Type: Enchantment Cost: 4G Keyw: --- Efct: If an effect would put one or more tokens onto the battlefield under your control, it puts twice that many of those tokens onto the battlefield under your control. If an effect would place one or more counters on a permanent you control, it places twice that many of those counters on that permanent instead. [G] RAISED BY WOLVES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Master of Monsters Add-On Type: Enchantment (Aura) Cost: 3GG Keyw: --- Efct: Enchant creature. When Raised by Wolves enters the battlefield, put two 2/2 green Wolf creature tokens onto the battlefield. Enchanted creature gets +1/+1 for each Wolf you control. [G] TRIUMPH OF FEROCITY ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Innistrad Type: Enchantment Cost: 2G Keyw: --- Efct: At the beginning of your upkeep, draw a card if you control the creature with the greatest power or tied for the greatest power. [G] CHORUS OF MIGHT ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Ravnica Type: Instant Cost: 3G Keyw: --- Efct: Until end of turn, target creature gets +1/+1 for each creature you control and gains trample. [G] FOG ¯¯¯¯¯¯¯ Find: Shandalar Type: Instant Cost: G Keyw: --- Efct: Prevent all combat damage that would be dealt this turn. [G] GATHER COURAGE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Multiplayer Battle Booster Type: Instant Cost: G Keyw: Convoke Efct: Target creature gets +2/+2 until end of turn. [G] LIVING DESTINY ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Zendikar Type: Instant Cost: 3G Keyw: --- Efct: As an additional cost to cast Living Destiny, reveal a creature card from your hand. You gain life equal to the revealed card's converted mana cost. [G] NATURALIZE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Innistrad Type: Instant Cost: 1G Keyw: --- Efct: Destroy target artifact or enchantment. [G] PRIMAL BELLOW ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Zendikar Type: Instant Cost: G Efct: Target creature gets +1/+1 until end of turn for each Forest you control [G] SYLVAN BOUNTY ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Alara Expansion Type: Instant Cost: 5G Keyw: Basic landcycling {1}{G} Efct: Target player gains 8 life. [G] TITANIC GROWTH ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Theros Type: Instant Cost: 1G Keyw: --- Efct: Target creature gets +4/+4 until end of turn. [G] CULTIVATE ¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Theros Type: Sorcery Cost: 2G Keyw: --- Efct: Search your library for up to two basic land cards, reveal those cards, and put one onto the battlefield tapped and the other into your hand. Then shuffle your library. [G] ENLARGE ¯¯¯¯¯¯¯¯¯¯¯ Find: Shandalar Type: Sorcery Cost: 3GG Keyw: --- Efct: Target creature gets +7/+7 and gains trample until end of turn. It must be blocked this turn if able. [G] HUNT THE WEAK ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Shandalar Type: Sorcery Cost: 3G Keyw: --- Efct: Put a +1/+1 counter on target creature you control. Then that creature fights target creature you don't control. [G] HUNTER'S PROWESS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Theros Type: Sorcery Cost: 4G Keyw: --- Efct: Until end of turn, target creature gets +3/+3 and gains trample and "Whenever this creature deals combat damage to a player, draw that many cards." [G] MISCHIEF AND MAYHEM ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Theros Type: Sorcery Cost: 4G Keyw: --- Efct: Up to two target creatures each get +4/+4 until end of turn. [G] PREY UPON ¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Innistrad Type: Sorcery Cost: G Keyw: --- Efct: Target creature you control fights target creature you don't control. [G] SPIDER SPAWNING ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Innistrad Type: Sorcery Cost: 4G Keyw: Flashback {6}{B} Efct: Put a 1/2 green Spider creature token with reach onto the battlefield for each creature card in your graveyard. [G] SPORE BURST ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Alara Expansion Type: Sorcery Cost: 3G Keyw: Domain Efct: Put a 1/1 green Saproling creature token onto the battlefield for each basic land type among lands you control. [L] ARCANE SANCTUM ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Alara Expansion Type: Land Efct: Arcane Sanctum enters the battlefield tapped. {T}: Add {W}, {U} or {B} to your mana pool. [L] AZORIUS GUILDGATE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Ravnica Type: Land (Gate) Efct: {T}: Add {W} or {U} to your mana pool. [L] BOROS GUILDGATE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Ravnica Type: Land (Gate) Efct: Boros Guildgate enters the battlefield tapped. {T}: Add {R} or {W} to your mana pool. [L] CRUMBLING NECROPOLIS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Alara Expansion Type: Land Efct: Crumbling Necropolis enters the battlefield tapped. {T}: Add {U}, {B} or {R} to your mana pool. [L] DIMIR GUILDGATE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Ravnica Type: Land (Gate) Efct: Dimir Guildgate enters the battlefield tapped. {T}: Add {U} or {B} to your mana pool. [L] FOREST ¯¯¯¯¯¯¯¯¯¯ Find: Default Type: Basic Land Efct: --- [L] FRONTIER BIVOUAC ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Khans of Tarkir Add-On Type: Land Efct: Frontier Bivouac enters the battlefield tapped. {T}: Add {G}, {U} or {R} to your mana pool. [L] GOLGARI GUILDGATE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Ravnica Type: Land (Gate) Efct: Golgari Guildgate enters the battlefield tapped. {T}: Add {B} or {G} to your mana pool. [L] GRUUL GUILDGATE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Ravnica Type: Land (Gate) Efct: Gruul Guildgate enters the battlefield tapped. {T}: Add {R} or {G} to your mana pool. [L] ISLAND ¯¯¯¯¯¯¯¯¯¯ Find: Default Type: Basic Land Efct: --- [L] IZZET GUILDGATE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Ravnica Type: Land (Gate) Efct: {T}: Add {U} or {R} to your mana pool. [L] JUNGLE SHRINE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Alara Expansion Type: Land Efct: Jungle Shrine enters the battlefield tapped. {T}: Add {R}, {G} or {W} to your mana pool. [L] MOUNTAIN ¯¯¯¯¯¯¯¯¯¯¯¯ Find: Default Type: Basic Land Efct: --- [L] MYSTIC MONASTERY ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Khans of Tarkir Add-On Type: Land Efct: Mystic Monastery enters the battlefield tapped. {T}: Add {U}, {R} or {W} to your mana pool. [L] NOMAD OUTPOST ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Khans of Tarkir Add-On Type: Land Efct: Nomad Outpost enters the battlefield tapped. {T}: Add {R}, {W} or {B} to your mana pool. [L] OPULENT PALACE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Khans of Tarkir Add-On Type: Land Efct: Opulent Palace enters the battlefield tapped. {T}: Add {B}, {G} or {U} to your mana pool. [L] ORZHOV GUILDGATE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Ravnica Type: Land (Gate) Efct: Orzhov Guildgate enters the battlefield tapped. {T}: Add {W} or {B} to your mana pool. [L] PLAINS ¯¯¯¯¯¯¯¯¯¯ Find: Default Type: Basic Land Efct: --- [L] RADIANT FOUNTAIN ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Shandalar Type: Land Efct: When Radiant Fountain enters the battlefield, you gain 2 life. {T}: Add {1} to your mana pool. [L] RAKDOS GUILDGATE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Ravnica Type: Land (Gate) Efct: Rakdos Guildgate enters the battlefield tapped. {T}: Add {B} or {R} to your mana pool. [L] SANDSTEPPE CITADEL ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Khans of Tarkir Add-On Type: Land Efct: Sandsteppe Citadel enters the battlefield tapped. {T}: Add {W}, {B} or {G} to your mana pool. [L] SAVAGE LANDS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Alara Expansion Type: Land Efct: Savage Lands enters the battlefield tapped. {T}: Add {B}, {R} or {G} to your mana pool. [L] SEASIDE CITADEL ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Alara Expansion Type: Land Efct: Seaside Citadel enters the battlefield tapped. {T}: Add {G}, {W} or {U} to your mana pool. [L] SELESNYA GUILDGATE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Ravnica Type: Land (Gate) Efct: Selesnya Guildgate enters the battlefield tapped. {T}: Add {G} or {W} to your mana pool. [L] SIMIC GUILDGATE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Ravnica Type: Land (Gate) Efct: Simic Guildgate enters the battlefield tapped. {T}: Add {G} or {U} to your mana pool. [L] SWAMP ¯¯¯¯¯¯¯¯¯ Find: Default Type: Basic Land Efct: --- [M] ARMAMENT CORPS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Khans of Tarkir Add-On Type: Creature (Human Soldier) Cost: 2WBG Stat: 4/4 Keyw: --- Efct: When Armament Corp enters the battlefield, distribute two +1/+1 counters among one or two target creatures you control. [M] BEAR'S COMPANION ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Khans of Tarkir Add-On Type: Creature Cost: 2GUR Stat: 2/2 Keyw: --- Efct: When Bear's Companion enters the battlefield, put a 4/4 green Bear creature token onto the battlefield. [M] DINROVA HORROR ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Ravnica Type: Creature (Horror) Cost: 4UB Stat: 4/4 Keyw: --- Efct: When Dinrova Horror enters the battlefield, return target permanent to its owner's hand, then that player discards a card. [M] ESPER CORMORANTS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Alara Expansion Type: Artifact Creature (Bird) Cost: 2WU Stat: 3/3 Keyw: Flying Efct: --- [M] FUSION ELEMENTAL ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Alara Expansion Type: Creature (Elemental) Cost: WUBRG Stat: 8/8 Keyw: --- Efct: --- [M] GOBLIN ELECTROMANCER ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Ravnica Type: Creature (Goblin Wizard) Cost: UR Stat: 2/2 Keyw: --- Efct: Instants and sorcery spells you cast cost {1} less to cast. [M] GORGER WURM ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Alara Expansion Type: Creature (Wurm) Cost: 3RG Stat: 5/5 Keyw: Devour 1 Efct: --- [M] KATHARI BOMBER ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Alara Expansion Type: Creature (Bird Shaman) Cost: 1BR Stat: 2/2 Keyw: Flying, Unearth {3}{B}{R} Efct: When Kathari Bomber deals combat damage to a player, put two 1/1 red Goblin creature tokens onto the battlefield and sacrifice Kathari Bobmer. [M] KRESH THE BLOODBRAIDED ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Alara Expansion Type: Legendary Creature (Human Warrior) Cost: 2BRG Stat: 3/3 Keyw: --- Efct: Whenever another creature dies, you may put X +1/+1 counters on Kresh the Bloodbraided, where X is that creature's power. [M] MAELSTROM ARCHANGEL ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Multiplayer Battle Booster Type: Creature (Angel) Cost: WUBRG Stat: 5/5 Keyw: Flying Efct: Whenever Maelstrom Archangel deals combat damage to a player, you may cast a nonland card from your hand without paying it mana cost. [M] MARDU ROUGHRIDER ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Khans of Tarkir Add-On Type: Creature (Orc Warrior) Cost: 2RWB Stat: 5/4 Keyw: --- Efct: Whenever Mardu Roughrider attacks, target creature can't block this turn. [M] RAFIQ OF THE MANY ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Alara Expansion Type: Legendary Creature (Human Knight) Cost: 1GWU Stat: 3/3 Keyw: Exalted Efct: Whenever a creature you control attacks alone, it gains double strike until end of turn. [M] RHOX WAR MONK ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Alara Expansion Type: Creature (Rhino Monk) Cost: GWU Stat: 3/4 Keyw: Lifelink Efct: --- [M] SELESNYA EVANGEL ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Ravnica Type: Creature (Elf Shaman) Cost: GW Stat: 1/2 Keyw: --- Efct: {1}, {T}, Tap an untapped creature you control: Put a 1/1 green Saproling creature token onto the battlefield. [M] SKYMARK ROC ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Ravnica Type: Creature (Bird) Cost: 2WU Stat: 3/3 Keyw: Flying Efct: Whenever Skymark Roc attacks, you may return target creature defending player controls with toughness 2 or less to its owner's hand. [M] SPECIES GORGER ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Ravnica Type: Creature (Frog Beast) Cost: 3GU Stat: 6/6 Keyw: --- Efct: At the beginning of your upkeep, return a creature you control to its owner's hand. [M] SPROUTING THRINAX ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Alara Expansion Type: Creature (Lizard) Cost: BRG Stat: 3/3 Keyw: --- Efct: When Sprouting Thrinax dies, put three 1/1 green Saproling creature tokens onto the battlefield. [M] SULTAI SOOTHSAYER ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Khans of Tarkir Add-On Type: Creature (Naga Shaman) Cost: 2BGU Stat: 2/5 Efct: When Sultai Soothsayer enters the battlefield, look at the top four cards of your library. Put one of them into your hand and the rest into your graveyard. [M] TIDEHOLLOW STRIX ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Alara Expansion Type: Artifact Creature (Bird) Cost: UB Stat: 2/1 Keyw: Flying, Deathtouch Efct: --- [M] TOWER GARGOYLE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Alara Expansion Type: Artifact Creature (Gargoyle) Cost: 1WUB Stat: 4/4 Keyw: Flying Efct: --- [M] TRUEFIRE PALADIN ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Ravnica Type: Creature (Human Knight) Cost: RW Stat: 2/2 Keyw: Vigilance Efct: {R}{W}: Truefire Paladin gets +2/+0 until end of turn. {R}{W}: Truefire Paladin gains first strike until end of turn. [M] VIZKOPA GUILDMAGE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Ravnica Type: Creature (Human Wizard) Cost: WB Stat: 2/2 Keyw: --- Efct: {1}{W}{B}: Target creature gains lifelink until end of turn. {1}{W}{B}: Whenever you gain life this turn, each opponent loses that much life. [M] WARDEN OF THE EYE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Khans of Tarkir Add-On Type: Creature (Djinn Wizard) Cost: 2URW Stat: 3/3 Keyw: --- Efct: When Warden of the Eye enters the battlefield, return target noncreature card from your graveyard to your hand. [M] WOOLLY THOCTAR ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Alara Expansion Type: Creature (Beast) Cost: RGW Stat: 5/4 Keyw: --- Efct: --- [M] ELDER MASTERY ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Alara Expansion Type: Enchantment (Aura) Cost: 3UBR Keyw: --- Efct: Enchant creature. Enchanted creature gets +3/+3 and has flying. Whenever enchanted creature deals damage to a player, that player discards two cards. [M] AUGER SPREE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Ravnica Type: Instant Cost: 1BR Keyw: --- Efct: Target creature gets +4/-4 until end of turn. [M] SIGIL BLESSING ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Alara Expansion Type: Instant Cost: GW Keyw: --- Efct: Until end of turn, target creature you control gets +3/+3 and other creatures you control get +1/+1. [M] GROUND ASSAULT ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Ravnica Type: Sorcery Cost: RG Keyw: --- Efct: Ground Assault deals damage to target creature equal to the number of lands you control. [M] TREASURED FIND ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Ravnica Type: Sorcery Cost: BG Keyw: --- Efct: Return target card from your graveyard to your hand. Exile Treasured Find. [R] BLOODCRAZED NEONATE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Innistrad Type: Creature (Vampire) Stat: 2/1 Cost: 1R Efct: Bloodcrazed Neonate attacks each turn if able. Whenever Bloodcrazed Neonate deals combat damage to a player, put a +1/+1 counter on it. [R] BROOD KEEPER ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Shandalar Type: Creature (Human Shaman) Stat: 2/3 Cost: 3R Efct: Whenever an Aura becomes attached to Brood Keeper, put a 2/2 red Dragon creature token with flying onto the battlefield. It has "{R}: This creature gets +1/+0 until end of turn." [R] CHARMBREAKER DEVILS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Innistrad Type: Creature (Devil) Stat: 4/4 Cost: 5R Efct: At the beginning of your upkeep, return an instant or sorcery card at random from your graveyard to your hand. Whenever you cast an instant or sorcery spell, Charmbreaker Devils gets +4/+0 until end of turn. [R] CUNNING SPARKMAGE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Zendikar Type: Creature (Human Shaman) Stat: 0/1 Cost: 2R Keyw: Haste Efct: {T}: Cunning Sparkmage deals 1 damage to target creature or player. [R] FOUNDRY STREET DENIZEN ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Ravnica Type: Creature (Goblin Warrior) Stat: 1/1 Cost: R Efct: Whenever another red creature enters the battlefield under your control, Foundry Street Denizen gets +1/+0 until end of turn. [R] GOBLIN ARSONIST ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Zendikar Type: Creature (Goblin Shaman) Stat: 1/1 Cost: R Efct: When Goblin Arsonist dies, you may have it deal 1 damage to target creature or player. [R] GOBLIN BUSHWHACKER ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Multiplayer Battle Booster Type: Creature (Goblin Warrior) Stat: 1/1 Cost: R Keyw: Kicker {R} Efct: Whenever Goblin Bushwhacker enters the battlefield, if it was kicked, creatures you control get +1/+0 and gain haste until end of turn. [R] GOBLIN RABBLEMASTER ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Ravnica Type: Creature (Goblin Warrior) Stat: 2/2 Cost: 2R Efct: Other Goblin creatures you control attack each turn if able. At the beginning of combat on your turn, put a 1/1 red Goblin creature with haste onto the battlefield. Whenever Goblin Rabblemaster attacks, it gets +1/+0 until end of turn for each other attacking Goblin. [R] GOBLIN SHORTCUTTER ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Multiplayer Battle Booster Type: Creature (Goblin Scout) Stat: 2/1 Cost: 1R Efct: When Goblin Shortcutter enters the battlefield, target creature can't block this turn. [R] GUTTERSNIPE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Ravnica Type: Creature (Goblin Shaman) Stat: 2/2 Cost: 2R Efct: Whenever you cast an instant or sorcery spell, Guttersnipe deals 2 damage to each opponent. [R] HELLSPARK ELEMENTAL ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Alara Expansion Type: Creature (Elemental) Stat: 3/1 Cost: 1R Keyw: Trample, Haste, Unearth {1}{R} Efct: At the beginning of the end step, sacrifice Hellspark Elemental. [R] INFERNO TITAN ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Ravnica Type: Creature (Giant) Stat: 6/6 Cost: 4RR Efct: {R}: Inferno Giant gets +1/+0 until end of turn. Whenever Inferno Titan enters the battlefield or attacks, it deals 3 damage divided as you choose among one, two, or three target creature and/or players. [R] KILN FIEND ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Zendikar Type: Creature (Elemental Beast) Stat: 1/2 Cost: 1R Efct: Whenever you cast an instant or sorcery spell, Kiln Fiend gets +3/+0 until end of turn. [R] MARAUDING MAULHORN ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Shandalar Type: Creature (Beast) Stat: 5/3 Cost: 2RR Efct: Marauding Maulhorn attacks each combat if able unless you control a creature named Advocate of the Beast. [R] OGRE BATTLEDRIVER ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Shandalar Type: Creature (Ogre Warrior) Stat: 3/3 Cost: 2RR Efct: Whenever another creature enters the battlefield under your control, that creature gains +2/+0 and gains haste until end of turn. [R] PARAGON OF FIERCE DEFIANCE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Multiplayer Battle Booster Type: Creature (Human Warrior) Stat: 2/2 Cost: 3R Efct: Other red creatures you control get +1/+1. {R}, {T}: Another target red creature gains haste until end of turn. [R] PITCHBURN DEVILS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Innistrad Type: Creature (Devil) Stat: 3/3 Cost: 4R Keyw: --- Efct: When Pitchburn Devils dies, it deals 3 damage to target creature or player. [R] RAKISH HEIR ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Innistrad Type: Creature (Vampire) Stat: 2/2 Cost: 2R Efct: Whenever a Vampire you control deals combat damage to a player, put a +1/+1 counter on it. [R] REGATHAN FIRECAT ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Shandalar Type: Creature (Elemental Cat) Stat: 4/1 Cost: 2R Keyw: --- Efct: --- [R] ROCKSLIDE ELEMENTAL ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Theros Type: Creature (Elemental) Stat: 1/1 Cost: 2R Keyw: First Strike Efct: Whenever another creature dies, you may put a +1/+1 counter on Rockslide Elemental. [R] RUSSET WOLVES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Innistrad Type: Creature (Wolf) Stat: 3/3 Cost: 3R Keyw: --- Efct: --- [R] SATYR HOPLITE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Theros Type: Creature (Satyr Soldier) Stat: 1/1 Cost: R Keyw: Heroic Efct: Whenever you cast a spell that targets Satyr Hoplite, put a +1/+1 counter on Satyr Hoplite. [R] SHIVAN DRAGON ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Type: Creature (Dragon) Stat: 5/5 Cost: 4RR Keyw: Flying Efct: {R}: Shivan Dragon get +1/+0 until end of turn. [R] SIEGE DRAGON ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Shandalar Type: Creature (Dragon) Stat: 5/5 Cost: 5RR Keyw: Flying Efct: When Siege Dragon enters the battlefield, destroy all Walls your opponent controls. Whenever Siege Dragon attacks, if defending player controls no Walls, it deals 2 damage to each creature without flying that player controls. [R] STORMBREATH DRAGON ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Theros Type: Creature (Dragon) Stat: 4/4 Cost: 3RR Keyw: Flying, Haste, Protection from white, {5}{R}{R}: Monstrosity 3 Efct: When Stormbreath Dragon becomes monstrous, it deals damage to each opponent equal to the number of cards in that player's hand. [R] THORN-THRASH VIASHINO ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Alara Expansion Type: Creature (Viashino Warrior) Stat: 2/2 Cost: 3R Keyw: Devour 2 Efct: {G}: Thorn-Thrash Viashino gains trample until end of turn. [R] TWO-HEADED CERBERUS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Theros Type: Creature (Hound) Stat: 1/2 Cost: 1RR Keyw: Double Strike Efct: --- [R] UTVARA HELLKITE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Master of Monsters Add-On Type: Creature (Dragon) Stat: 6/6 Cost: 6RR Keyw: Flying Efct: Whenever a Dragon you control attacks, put a 6/6 red Dragon creature token with flying onto the battlefield. [R] VENT SENTINEL ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Zendikar Type: Creature (Elemental) Stat: 2/4 Cost: 3R Keyw: Defender Efct: {1}{R}, {T}: Vent Sentinel deals damage to target player equal to the number of creatures with Defender you control. [R] WANDERING GOBLINS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Alara Expansion Type: Creature (Goblin Warrior) Stat: 0/3 Cost: 2R Keyw: Domain Efct: {3}: Wandering Goblins gets +1/+0 until end of turn for each basic land type among lands you control. [R] WRECKING OGRE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Ravnica Type: Creature (Ogre Warrior) Stat: 3/3 Cost: 4R Keyw: Double Strike, Bloodrush Efct: {3}{R}{R}, Discard Wrecking Ogre: Target attacking creature gets +3/+3 and gains double strike until end of turn. [R] YOUNG PYROMANCER ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Master of Monsters Add-On Type: Creature (Human Shaman) Stat: 2/1 Cost: 1R Keyw: --- Efct: Whenever you cast an instant or sorcery spell, put a 1/1 red Elemental creature token onto the battlefield. [R] BURNING ANGER ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Zendikar Type: Enchantment (Aura) Cost: 4R Efct: Enchant creature. Enchanted creature has "{T}: This creature deals damage equal to its power to target creature or player." [R] FUROR OF THE BITTEN ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Innistrad Type: Enchantment (Aura) Cost: R Efct: Enchant creature. Enchanted creature gets +2/+2 and attacks each turn if able. [R] GALVANIC ARC ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Master of Monsters Add-On Type: Enchantment (Aura) Cost: 2R Keyw: --- Efct: Enchant creature. When Galvanic Arc enters the battlefield, it deals 3 damage to target creature or player. Enchanted creature has first strike. [R] INFERNO FIST ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Shandalar Type: Enchantment (Aura) Cost: 1R Efct: Enchant creature you control. Enchanted creature gets +2/+0. {R}, Sacrifice Inferno Fist: Inferno Fist deals 2 damage to target creature or player. [R] LIGHTNING TALONS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Ravnica Type: Enchantment (Aura) Cost: 2R Efct: Enchant creature. Enchanted creature gets +3/+0 and has first strike. [R] MANIACAL RAGE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Alara Expansion Type: Enchantment (Aura) Cost: 1R Efct: Enchant creature. Enchanted creature gets +2/+2 and can't block. [R] QUEST FOR THE GOBLIN LORD ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Zendikar Type: Enchantment Cost: R Efct: Whenever a Goblin enters the battlefield under your control, you may put a quest counter on Quest for the Goblin Lord. As long as Quest for the Goblin Lord has five or more quest counters on it, creatures you control get +2/+0. [R] RAID BOMBARDMENT ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Zendikar Type: Enchantment Cost: 2R Efct: Whenever a creature you control with power 2 or less attacks, Raid Bombardment deals 1 damage to defending player. [R] WARSTORM SURGE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Multiplayer Battle Booster Type: Enchantment Cost: 5R Efct: Whenever a creature enters the battlefield under your control, it deals damage equal to its power to target creature or player. [R] COORDINATED ASSAULT ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Theros Type: Instant Cost: R Efct: Up to two target creatures each get +1/+0 and gain first strike until end of turn. [R] EXPLOSIVE IMPACT ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Ravnica Type: Instant Cost: 5R Efct: Explosive Impact deals 5 damage to target creature or player. [R] FLING ¯¯¯¯¯¯¯¯¯ Find: Innistrad Type: Instant Cost: 1R Efct: As an additional cost to cast Fling, sacrifice a creature. Fling deals damage equal to the sacrificed creature's power to target creature or player. [R] RESOUNDING THUNDER ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Alara Expansion Type: Instant Cost: 2R Keyw: Cycling {5}{B}{R}{G} Efct: Resounding Thunder deals 3 damage to target creature or player. When you cycle Resounding Thunder, it deals 6 damage to target creature or player. [R] SEISMIC STRIKE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Multiplayer Battle Booster Type: Instant Cost: 2R Efct: Seismic Strike deals damage to target creature equal to the number of Mountains you control. [R] SKULLCRACK ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Multiplayer Battle Booster Type: Instant Cost: 1R Efct: Players can't gain life this turn. Damage can't be prevented this turn. Skullcrack deals 3 damage to target player. [R] SHOCK ¯¯¯¯¯¯¯¯¯ Find: Zendikar Type: Instant Cost: R Efct: Shock deals 2 damage to target creature or player. [R] TRUMPET BLAST ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Shandalar Type: Instant Cost: 2R Efct: Attacking creatures get +2/+0 until end of turn. [R] VOLCANIC GEYSER ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Shandalar Type: Instant Cost: XRR Efct: Volcanic Geyser deals X damage to target creature or player. [R] ACT OF TREASON ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Ravnica Type: Sorcery Cost: 2R Efct: Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. [R] ANGER OF THE GODS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Theros Type: Sorcery Cost: 1RR Efct: Anger of the Gods deals 3 damage to each creature. If a creature dealt damage this way would die this turn, exile it instead. [R] BANEFIRE ¯¯¯¯¯¯¯¯¯¯¯¯ Find: Alara Expansion Type: Sorcery Cost: XR Efct: Banefire deals X damage to target creature or player. If X is 5 or more, Banefire can't be countered by spells or abilitie and the damage can't be prevented. [R] BLOOD FEUD ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Innistrad Type: Sorcery Cost: 4RR Efct: Target creature fights another target creature [R] BOLT OF KERANOS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Theros Type: Sorcery Cost: 1RR Keyw: Scry 1 Efct: Bolt of Keranos deals 3 damage to target creature or player. [R] BURNING INQUIRY ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Multiplayer Battle Booster Type: Sorcery Cost: R Efct: Each player draws three cards, then discards three cards at random. [R] DEMOLISH ¯¯¯¯¯¯¯¯¯¯¯¯ Find: Theros Type: Sorcery Cost: 3R Efct: Destroy target artifact or land. [R] KRENKO'S COMMAND ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Ravnica Type: Sorcery Cost: 1R Efct: Put two 1/1 red Goblin creature tokens onto the battlefield. [R] PORTENT OF BETRAYAL ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Theros Type: Sorcery Cost: 3R Keyw: Scry 1 Efct: Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. [R] WARP WORLD ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Master of Monsters Add-On Type: Sorcery Cost: 5RRR Keyw: --- Efct: Each player shuffles all permanents he or she owns into his or her library, then reveals that many cards from the top of his or her library. Each player puts all artifact, creature, and land cards revealed this way onto the battlefield, then does the same for enchantment cards, then puts all cards revealed this way that weren't put onto the battlefield on the bottom of his or her library. [R] TECTONIC RIFT ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Zendikar Type: Sorcery Cost: 3R Efct: Destroy target land. Creatures without flying can't block this turn. [U] ARCHAEOMANCER ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Shandalar Type: Creature (Human Wizard) Stat: 1/2 Cost: 2UU Keyw: --- Efct: When Archaeomancer enters the battlefield, return target instant or sorcery card from your graveyard to your hand. [U] BLIND PHANTASM ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Innistrad Type: Creature (Illusion) Stat: 2/3 Cost: 2U Keyw: --- Efct: --- [U] BRACKWATER ELEMENTAL ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Alara Expansion Type: Creature (Elemental) Stat: 4/4 Cost: 2U Keyw: Unearth {2}{U} Efct: When Brackwater Elemental attacks or blocks, sacrifice it at the beginning of the next end step. [U] BREACHING HIPPOCAMP ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Theros Type: Creature (Horse Fish) Stat: 3/2 Cost: 3U Keyw: Flash Efct: When Breaching Hippocamp enters the battlefield, untap another target creature you control. [U] CHASM SKULKER ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Shandalar Type: Creature (Squid Horror) Stat: 1/1 Cost: 2U Keyw: --- Efct: Whenever you draw a card, put a +1/+1 counter on Chasm Skulker. When Chasm Skulker dies, put X 1/1 blue Squid creature tokens with islandwalk onto the battlefield, where X is the number of +1/+1 counters on Chasm Skulker. [U] CLOUDFIN RAPTOR ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Ravnica Type: Creature (Bird Mutant) Stat: 0/1 Cost: U Keyw: Flying, Evolve Efct: --- [U] CORAL BARRIER ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Multiplayer Battle Booster Type: Creature (Wall) Stat: 1/3 Cost: 2U Keyw: Defender Efct: When Coral Barrier enters the battlefield, put a 1/1 blue Squid creature token with islandwalk onto the battlefield. [U] DOORKEEPER ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Ravnica Type: Creature (Homonculus) Stat: 0/4 Cost: 1U Keyw: Defender Efct: {2}{U}, {T}: Target player puts the top X cards of his or her library into his or her graveyard, where X is the number of creatures with defender you control. [U] ESPERZOA ¯¯¯¯¯¯¯¯¯¯¯¯ Find: Alara Expansion Type: Artifact Creature (Jellyfish) Stat: 4/3 Cost: 2U Keyw: Flying Efct: At the beginning of your upkeep, return an artifact you control to its owner's hand. [U] ETHERIUM SCULPTOR ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Alara Expansion Type: Artifact Creature (Vedalken Artificer) Stat: 1/2 Cost: 1U Keyw: --- Efct: Artifact spells you cast cost {1} less to play. [U] FROST LYNX ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Shandalar Type: Creature (Elemental Cat) Stat: 2/2 Cost: 2U Keyw: --- Efct: When Frost Lynx enters the battlefield, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step. [U] GUARD GOMAZOA ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Zendikar Type: Creature (Jellyfish) Stat: 1/3 Cost: 2U Keyw: Defender, Flying Efct: Prevent all combat damage that would be dealt to Guard Gomazoa. [U] HEDRON CRAB ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Zendikar Type: Creature (Crab) Stat: 0/2 Cost: U Keyw: Landfall Efct: Whenever a land enters the battlefield under your control, target player puts the top three cards of his or her library into his or her graveyard. [U] HORIZON SCHOLAR ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Theros Type: Creature (Sphinx) Stat: 4/4 Cost: 5U Keyw: Flying Efct: When Horizon Scholar enters the battlefield, scry 2. [U] JALIRA, MASTER POLYMORPHIST ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Shandalar Type: Legendary Creature (Human Wizard) Stat: 2/2 Cost: 3U Keyw: --- Efct: {2}{U}, {T}, sacrifice another creature: Reveal cards from the top of your library until you reveal a nonlegendary creature card. Put that card onto the battlefield and the rest on the bottom of your library in a random order. [U] KRAKEN HATCHLING ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Zendikar Type: Creature (Kraken) Stat: 0/4 Cost: U Keyw: --- Efct: --- [U] KRAKEN OF THE STRAITS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Theros Type: Creature (Kraken) Stat: 6/6 Cost: 5UU Keyw: --- Efct: Creatures with power less than the number of Islands you control can't block Kraken of the Straits. [U] LABORATORY MANIAC ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Riddles of Steel Add-On Type: Creature (Human Wizard) Stat: 2/2 Cost: 2U Keyw: --- Efct: If you would draw a card while your library has no cards in it, you win the game instead. [U] MAHAMOTI DJINN ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Ravnica Type: Creature (Djinn) Stat: 5/6 Cost: 4UU Keyw: Flying Efct: --- [U] MARITIME GUARD ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Shandalar Type: Creature (Merfolk Soldier) Stat: 1/3 Cost: 1U Keyw: --- Efct: --- [U] MASTER OF ETHERIUM ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Riddles of Steel Add-On Type: Artifact Creature (Vedalken Wizard) Stat: */* Cost: 2U Keyw: --- Efct: Master of Etherium's power and toughness are each equal to the number of artifacts you control. Other artifact creatures you control get +1/+1. [U] MASTER OF WAVES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Riddles of Steel Add-On Type: Creature (Merfolk Wizard) Stat: 2/1 Cost: 3U Keyw: Protection from red Efct: Elemental creatures you control get +1/+1. When Master of Waves enters the battlefield, put a number of 1/0 blue Elemental creature tokens onto the battlefield equal to your devotion to blue. [U] MERCURIAL PRETENDER ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Theros Type: Creature (Shapeshifter) Stat: 0/0 Cost: 4U Keyw: --- Efct: You may have Mercurial Pretender enter the battlefield as a copy of any creature you control except it gains "{2}{U}{U}: Return this creature to its owner's hand." [U] MOON HERON ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Innistrad Type: Creature (Spirit Bird) Stat: 3/2 Cost: 3U Keyw: Flying Efct: --- [U] NIBLIS OF THE BREATH ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Innistrad Type: Creature (Spirit) Stat: 2/1 Cost: 2U Keyw: Flying Efct: {U}, {T}: You may tap or untap target creature. [U] PARAGON OF GATHERING MISTS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Multiplayer Battle Booster Type: Creature (Human Wizard) Stat: 2/2 Cost: 3U Keyw: --- Efct: Other blue creatures you control get +1/+1. {U}, {T}: Another target blue creature you control gains flying until end of turn. [U] PESTERMITE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Multiplayer Battle Booster Type: Creature (Faerie Rogue) Stat: 2/1 Cost: 2U Keyw: Flash, Flying Efct: When Pestermite enters the battlefield, you may tap or untap target permanent. [U] PHANTASMAL DRAGON ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Multiplayer Battle Booster Type: Creature (Dragon Illusion) Stat: 5/5 Cost: 2UU Keyw: Flying Efct: When Phantasmal Dragon becomes the target of a spell or ability, sacrifice it. [U] QUICKLING ¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Shandalar Type: Creature (Faerie Rogue) Stat: 2/2 Cost: 1U Keyw: Flash, Flying Efct: When Quickling enters the battlefield, sacrifice it unless you return another creature you control to its owner's hand. [U] ROIL ELEMENTAL ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Zendikar Type: Creature (Elemental) Stat: 3/2 Cost: 3UUU Keyw: Flying, Landfall Efct: Whenever a land enters the battlefield under your control, you may gain control of target creature for as long as you control Roil Elemental. [U] SCROLL THIEF ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Ravnica Type: Creature (Merfolk Rogue) Stat: 1/3 Cost: 2U Keyw: --- Efct: Whenever Scroll Thief deals combat damage to a player, draw a card. [U] SHARDING SPHINX ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Alara Expansion Type: Artifact Creature (Sphinx) Stat: 4/4 Cost: 4UU Keyw: Flying Efct: Whenever an artifact creature you control deals combat damage to a player, you may put a 1/1 blue Thopter artifact creature token with flying onto the battlefield. [U] SOUL OF RAVNICA ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Ravnica Type: Creature (Avatar) Stat: 6/6 Cost: 4UU Keyw: Flying Efct: {5}{U}{U}: Draw a card for each color among permanents you control. {5}{U}{U}, exile Soul of Ravnica from your graveyard: Draw a card for each color among permanents you control. [U] SURRAKAR BANISHER ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Zendikar Type: Creature (Surrakar) Stat: 3/3 Cost: 4U Keyw: --- Efct: When Surrakar Banisher enters the battlefield, you may return target tapped creature to its owner's hand. [U] TALRAND, SKY SUMMONER ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Multiplayer Battle Booster Type: Legendary Creature (Merfolk Wizard) Stat: 2/2 Cost: 2UU Keyw: --- Efct: Whenever you cast an instant or sorcery spell, put a 2/2 blue Drake creature token with flying onto the battlefield. [U] TRITON SHORESTALKER ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Theros Type: Creature (Merfolk Rogue) Stat: 1/1 Cost: U Keyw: --- Efct: Triton Shorestalker can't be blocked. [U] WARDEN OF EVOS ISLE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Riddles of Steel Add-On Type: Creature (Bird Wizard) Stat: 2/2 Cost: 2U Keyw: Flying Efct: Creature spells with flying you cast cost {1} less to cast. [U] WIND DRAKE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Zendikar Type: Creature (Drake) Stat: 2/2 Cost: 2U Keyw: Flying Efct: --- [U] BIDENT OF THASSA ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Theros Type: Legendary Enchantment Artifact Cost: 2UU Keyw: --- Efct: Whenever a creature you control deals combat damage to a player, you may draw a card. {1}{U}, {T}: Creatures your opponents control attack this turn if able. [U] COURIER'S CAPSULE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Alara Expansion Type: Artifact Cost: 1U Keyw: --- Efct: {1}{U}, {T}: Sacrifice Courier's Capsule [U] IOR RUIN EXPEDITION ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Zendikar Type: Enchantment Cost: 1U Keyw: Landfall Efct: Whenever a land enters the battlefield under your control, you may put a quest counter on Ior Ruin Expedition. Remove three quest counters from Ior Ruin Expedition and sacrifice it: draw two cards. [U] MILITARY INTELLIGENCE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Ravnica Type: Enchantment Cost: 1U Keyw: --- Efct: Whenever you attack with two or more creatures, draw a card. [U] COUNTERLASH ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Innistrad Type: Instant Cost: 4UU Keyw: --- Efct: Counter target spell. You may cast a nonland card in your hand that shares a card type with that spell without paying its mana cost. [U] DISSOLVE ¯¯¯¯¯¯¯¯¯¯¯¯ Find: Theros Type: Instant Cost: 1UU Keyw: Scry 1 Efct: Counter target spell. [U] FLEETING DISTRACTION ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Innistrad Type: Instant Cost: U Keyw: --- Efct: Target creature gets -1/-0 until end of turn. Draw a card. [U] HYSTERICAL BLINDNESS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Innistrad Type: Instant Cost: 2U Keyw: --- Efct: Creatures your opponents control get -4/-0 until end of turn. [U] INSPIRATION ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Ravnica Type: Instant Cost: 3U Keyw: --- Efct: Target player draws two cards. [U] NEGATE ¯¯¯¯¯¯¯¯¯¯ Find: Zendikar Type: Instant Cost: 1U Keyw: --- Efct: Counter target noncreature spell. [U] NULLIFY ¯¯¯¯¯¯¯¯¯¯¯ Find: Theros Type: Instant Cost: UU Keyw: --- Efct: Counter target creature or Aura spell. [U] PEEL FROM REALITY ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Riddles of Steel Add-On Type: Instant Cost: 1U Keyw: --- Efct: Return target creature you control and target creature you don't control to their owners' hands. [U] QUICKEN ¯¯¯¯¯¯¯¯¯¯¯ Find: Ravnica Type: Instant Cost: U Efct: The next sorcery card you cast this turn can be cast as through it had flash. Draw a card. [U] THINK TWICE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Multiplayer Battle Booster Type: Instant Cost: 1U Keyw: Flashback {2}{U} Efct: Draw a card. [U] TRAUMATIC VISIONS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Alara Expansion Type: Instant Cost: 3UU Keyw: Basic landcycling {1}{U} Efct: Counter target spell. [U] VAPOR SNAG ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Multiplayer Battle Booster Type: Instant Cost: U Efct: Return target creature to its owner's hand. Its controller loses 1 life. [U] VOYAGE'S END ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Theros Type: Instant Cost: 1U Keyw: Scry 1 Efct: Return target creature to its owner's hand. [U] ARTFUL DODGE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Innistrad Type: Sorcery Cost: U Keyw: Flashback {U} Efct: Target creature can't be blocked this turn. [U] CHILL OF FOREBODING ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Innistrad Type: Sorcery Cost: 2U Keyw: Flashback {7}{U} Efct: Each player puts the top five cards of his or her library into his or her graveyard. [U] SWITCHEROO ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Shandalar Type: Sorcery Cost: 4U Keyw: --- Efct: Exchange control of two target creatures. [U] THASSA'S BOUNTY ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Theros Type: Sorcery Cost: 5U Keyw: --- Efct: Draw three cards. Target player puts the top three cards of his or her library into her graveyard. [U] TIME WARP ¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Zendikar Type: Sorcery Cost: 3UU Keyw: --- Efct: Target player takes an extra turn after this one. [U] TOME SCOUR ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Shandalar Type: Sorcery Cost: U Keyw: --- Efct: Target player puts the top five cards of his or her library into his or her graveyard. [U] VOID SNARE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Shandalar Type: Sorcery Cost: U Keyw: --- Efct: Return target nonland permanent to its owner's hand. [W] AEGIS ANGEL ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Shandalar Type: Creature (Angel) Stat: 5/5 Cost: 4WW Keyw: Flying Efct: When Aegis Angel enters the battlefield, another target permanent gains indestructible for as long as you control Aegis Angel. [W] AJANI'S PRIDEMATE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Theros Type: Creature (Cat Soldier) Stat: 2/2 Cost: 1W Keyw: --- Efct: When you gain life, you may put a +1/+1 counter on Ajani's Pridemate. [W] AKRASAN SQUIRE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Alara Expansion Type: Creature (Human Soldier) Stat: 1/1 Cost: W Keyw: Exalted Efct: --- [W] ASSAULT GRIFFIN ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Ravnica Type: Creature (Griffin) Stat: 3/2 Cost: 3W Keyw: Flying Efct: --- [W] ATTENDED KNIGHT ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Shandalar Type: Creature (Human Knight) Stat: 2/1 Cost: 2W Keyw: First Strike Efct: When Attended Knight enters the battlefield, put a 1/1 white Soldier creature token onto the battlefield. [W] BANESLAYER ANGEL ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Shandalar Type: Creature (Angel) Stat: 5/5 Cost: 3WW Keyw: Flying, first strike, lifelink, protection from demons and dragons Efct: --- [W] BANISHER PRIEST ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Zendikar Type: Creature (Human Cleric) Stat: 2/2 Cost: 1WW Keyw: --- Efct: When Banisher Priest enters the battlefield, exile target creature an opponent controls until Banisher Priest leaves the battlefield. (That creature returns under its owner's control.) [W] BATTLEGRACE ANGEL ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Alara Expansion Type: Creature (Angel) Stat: 4/4 Cost: 3WW Keyw: Flying, Exalted Efct: Whenever a creature you control attacks alone, it gains lifelink until end of turn. [W] BRIMAZ, KING OF ORESKOS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Theros Type: Legendary Creature (Cat Soldier) Stat: 3/4 Cost: 1WW Keyw: Vigilance Efct: Whenever Brimaz, King of Oreskos attacks, put a 1/1 white Cat Soldier creature token with vigilance onto the battlefield attacking. Whenever Brimaz blocks a creature, put a 1/1 white Cat Soldier creature token with vigilance onto the battlefield blocking that creature. [W] CAPTAIN OF THE WATCH ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Riddles of Steel Add-On Type: Creature (Human Soldier) Stat: 3/3 Cost: 4WW Keyw: Vigilance Efct: Other Soldier creatures you control get +1/+1 and have vigilance. When Captain of the Watch enters the battlefield, put three 1/1 white Soldier creature tokens onto the battlefield. [W] CRUSADER OF ODRIC ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Riddles of Steel Add-On Type: Creature (Human Soldier) Stat: */* Cost: 2W Keyw: --- Efct: Crusader of Odric's power and toughness are each equal to the number of creatures you control. [W] ELITE VANGUARD ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Shandalar Type: Creature (Human Soldier) Stat: 2/1 Cost: W Keyw: --- Efct: --- [W] FELIDAR SOVEREIGN ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Riddles of Steel Add-On Type: Creature (Cat Beast) Stat: 4/6 Cost: 4WW Keyw: Vigilance, Lifelink Efct: At the beginning of your upkeep, if you have 40 or more life, you win the game. [W] GLORY SEEKER ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Zendikar Type: Creature (Human Soldier) Stat: 2/2 Cost: 1W Keyw: --- Efct: --- [W] HERO OF IROAS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Theros Type: Creature (Human Soldier) Stat: 2/2 Cost: 1W Keyw: Heroic Efct: Aura spells you cast cost {1} less to cast. Whenever you cast a spell that targets Hero of Iroas, put a +1/+1 counter on Hero of Iroas [W] KITESAIL APPRENTICE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Multiplayer Battle Booster packs Type: Creature (Kor Soldier) Stat: 1/1 Cost: W Keyw: --- Efct: As long a Kitesail Apprentice is equipped, it gets +1/+1 and has flying. [W] KNIGHT OF THE SKYWARD EYE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Alara Expansion Type: Creature (Human Knight) Stat: 2/2 Cost: 1W Keyw: --- Efct: {3}{G}: Knight of the Skyward Eye gets +3/+3 until end of turn. Play this ability only once each turn. [W] KOR CARTOGRAPHER ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Zendikar Type: Creature (Kor Scout) Stat: 2/2 Cost: 3W Keyw: --- Efct: When Kor Cartographer enters the battlefield, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle your library. [W] LEONIN SNARECASTER ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Theros Type: Creature (Cat Soldier) Stat: 2/1 Cost: 1W Keyw: --- Efct: When Leonin Snarecaster enters the battlefield, you may tap target creature. [W] LONE MISSIONARY ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Zendikar Type: Creature (Kor Monk) Stat: 2/1 Cost: 1W Keyw: --- Efct: When Lone Missionary enters the battlefield, you gain 4 life. [W] LOYAL PEGASUS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Theros Type: Creature (Pegasus) Stat: 2/1 Cost: W Keyw: Flying Efct: Loyal Pegasus can't attack or block alone. [W] MAUSOLEUM GUARD ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Innistrad Type: Creature (Human Scout) Stat: 2/2 Cost: 3W Keyw: --- Efct: When Mausoleum Guard dies, put two 1/1 white Spirit creature token with flying onto the battlefield. [W] MENTOR OF THE MEEK ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Innistrad Type: Creature (Human Soldier) Stat: 2/2 Cost: 2W Keyw: --- Efct: Whenever another creature with power 2 or less enters the battlefield under your control, you may pay {1}. If you do, draw a card. [W] MYRSMITH ¯¯¯¯¯¯¯¯¯¯¯¯ Find: Riddles of Steel Add-On Type: Creature (Human Artificer) Stat: 2/1 Cost: 1W Keyw: --- Efct: Whenever you cast an artifact spell, you may pay {1}. If you do, put a 1/1 colorless Myr artifact creature token onto the battlefield. [W] PALISADE GIANT ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Ravnica Type: Creature (Giant Soldier) Stat: 2/7 Cost: 4WW Keyw: --- Efct: All damage that would be dealt to you or another permanent you control is dealt to Palisade Giant instead. [W] PARAGON OF NEW DAWNS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Multiplayer Battle Booster Type: Creature (Human Soldier) Stat: 2/2 Cost: 3W Keyw: --- Efct: Other white creatures you control get +1/+1. {W}{T}: Another target white creature you control gains vigilance until end of turn. (Attacking doesn't cause it to tap.) [W] PHANTOM GENERAL ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Ravnica Type: Creature (Spirit Soldier) Stat: 2/3 Cost: 3W Keyw: --- Efct: Creature tokens you control get +1/+1. [W] RESOLUTE ARCHANGEL ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Innistrad Type: Creature (Angel) Stat: 4/4 Cost: 5WW Keyw: Flying Efct: When Resolute Archangel enters the battlefield, if your life total is less than your starting life total, it becomes equal to your starting life total. [W] RHOX FAITHMENDER ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Shandalar Type: Creature (Rhino Monk) Stat: 1/5 Cost: 3W Keyw: Lifelink Efct: If you would gain life, you gain twice that much life instead. [W] SANCTUM GARGOYLE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Alara Expansion Type: Artifact Creature (Gargoyle) Stat: 2/3 Cost: 3W Keyw: Flying Efct: When Sanctum Gargoyle enters the battlefield, you may return target artifact card from your graveyard to your hand. [W] SELFLESS CATHAR ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Innistrad Type: Creature (Human Cleric) Stat: 1/1 Cost: W Keyw: --- Efct: {1}{W}, Sacrifice Selfless Cathar: Creatures you control get +1/+1 until end of turn. [W] SERAPH OF THE MASSES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Innistrad Type: Creature (Angel) Stat: */* Cost: 5WW Keyw: Convoke, Flying Efct: Seraph of the Masses's power and toughness are equal to the number of creatures you control. [W] SIGILED PALADIN ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Alara Expansion Type: Creature (Human Knight) Stat: 2/2 Cost: WW Keyw: First Strike, Exalted Efct: --- [W] SQUADRON HAWK ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Multiplayer Battle Booster Type: Creature (Bird) Stat: 1/1 Cost: 1W Keyw: Flying Efct: When Squadron Hawk enters the battlefield, you may search your library for up to three cards named Squadron Hawk, reveal them, put them into your hand, then shuffle your library. [W] STANDING TROOPS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Innistrad Type: Creature (Soldier) Stat: 1/4 Cost: 2W Keyw: Vigilance Efct: --- [W] STONEFORGE MYSTIC ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Multiplayer Battle Booster Type: Creature (Kor Artificer) Stat: 1/2 Cost: 1W Keyw: --- Efct: When Stoneforge Mystic enters the battlefield, you may search your library for an Equipment card, reveal it, put it into your hand, then shuffle your library. {1}{W}, {T}: You may put an Equipment card from your hand onto the battlefield. [W] THRABEN PUREBLOODS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Innistrad Type: Creature (Hound) Stat: 3/5 Cost: 4W Keyw: --- Efct: --- [W] TRAINED CARACAL ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Ravnica Type: Creature (Cat) Stat: 1/1 Cost: W Keyw: Lifelink Efct: --- [W] WALL OF OMENS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Multiplayer Battle Booster Type: Creature (Wall) Stat: 0/4 Cost: 1W Keyw: Defender Efct: When Wall of Omens enters the battlefield, draw a card. [W] ANGELIC ACCORD ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Shandalar Type: Enchantment Cost: 3W Keyw: --- Efct: At the beginning of each end step, if you gained 4 or more life this turn, put a 4/4 white Angel creature token with flying onto the battlefield. [W] ARREST ¯¯¯¯¯¯¯¯¯¯ Find: Multiplayer Battle Booster Type: Enchantment (Aura) Cost: 2W Keyw: --- Efct: Enchant creature. Enchanted creature can't attack or block, and its activated abilities can't be activated. [W] ARMORED ASCENSION ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Zendikar Type: Enchantment (Aura) Cost: 3W Keyw: --- Efct: Enchant creature. Enchanted creature gets +1/+1 for each Plains you control and has flying. [W] ASHA'S FAVOR ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Alara Expansion Type: Enchantment (Aura) Cost: 2W Keyw: --- Efct: Enchant creature. Enchanted creature has flying, first strike and vigilance. [W] ETHEREAL ARMOR ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Riddles of Steel Add-On Type: Enchantment (Aura) Cost: W Keyw: --- Efct: Enchant creature. Enchanted creature gets +1/+1 for each enchantment you control and has first strike. [W] MARKED BY HONOR ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Shandalar Type: Enchantment (Aura) Cost: 3W Keyw: --- Efct: Enchant creature. Enchanted creatured gets +2/+2 and has vigilance. (Attacking doesn't cause it to tap.) [W] NIMBUS WINGS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Zendikar Type: Enchantment (Aura) Cost: 1W Keyw: --- Efct: Enchant creature. Enchanted creature gets +1/+2 and has flying. [W] ORDEAL OF HELIOD ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Theros Type: Enchantment (Aura) Cost: 1W Keyw: --- Efct: Enchant creature. Whenever enchanted creature attacks, put a +1/+1 counter on it. Then if it has three or more +1/+1 counters on it, sacrifice Ordeal of Heliod. When you sacrifice Ordeal of Heliod, you gain 10 life. [W] SÈANCE ¯¯¯¯¯¯¯¯¯¯ Find: Innistrad Type: Enchantment Cost: 2WW Keyw: --- Efct: At the beginning of each upkeep, you may exile target creature card from your graveyard. If you do, put a token onto the battlefield that's a copy of that card except it's a Spirit in addition to its other types. Exile it at the beginning of the next end step. [W] CLOUDSHIFT ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Multiplayer Battle Booster Type: Instant Cost: W Efct: Exile target creature you control, then return that card to the battlefield under your control. [W] DIVINE VERDICT ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Theros Type: Instant Cost: 3W Efct: Destroy target attacking or blocking creature. [W] GODS WILLING ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Theros Type: Instant Cost: W Keyw: --- Efct: Target creature you control gains protection from the color of your choice until end of turn. Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) [W] INSPIRED CHARGE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Ravnica Type: Instant Cost: 2WW Efct: Creatures you control get +2/+1 until end of turn. [W] MEDITATION PUZZLE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Shandalar Type: Instant Cost: 3WW Keyw: Convoke Efct: You gain 8 life. [W] RAISE THE ALARM ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Shandalar Type: Instant Cost: 1W Efct: Put two 1/1 white Soldier creature tokens onto the battlefield. [W] REPRISAL ¯¯¯¯¯¯¯¯¯¯¯¯ Find: Theros Type: Instant Cost: 1W Efct: Destroy target creature with power 4 or greater. It can't be regenerated [W] RIGHTEOUS BLOW ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Innistrad Type: Instant Cost: W Efct: Righteous Blow deals 2 damage to target attacking or blocking creature. [W] SAFE PASSAGE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Shandalar Type: Instant Cost: 2W Efct: Prevent all damage that would be dealt to you and creatures you control this turn. [W] SWIFT JUSTICE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Ravnica Type: Instant Cost: W Efct: Until end of turn, target creature gains +1/+0 and gains first strike and lifelink. [W] ANGELIC EDICT ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Ravnica Type: Sorcery Cost: 4W Efct: Exile target creature or enchantment. [W] PLANAR CLEANSING ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Zendikar Type: Sorcery Cost: 3WWW Efct: Destroy all nonland permanents. [W] SOLEMN OFFERING ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Theros Type: Sorcery Cost: 2W Efct: Destroy target artifact or enchantment. You gain 4 life. [W] TRIPLICATE SPIRITS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Find: Zendikar Type: Sorcery Cost: 4WW Keyw: Convoke Efct: Put three 1/1 white Spirit creature tokens with flying onto the battlefield. (They can't be blocked except by creatures with flying or reach.) _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ DECK LIST (PLAYER) [DCKP] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ These are the pre-constructed decks available to players, which can be used as-is or edited to smooth over weaknesses. (Basic decks are available as AI opponents, too.) There are two versions of each prefab deck: the default version, obtained if chosen in the tutorial/Innistrad portion, and the one that's unlocked later, through card collection. _____________________________ / BLAZING INTELLECT (DEFAULT) | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Creatures [23] Instants [5] | | | | [×1] Guttersnipe [×2] Inspiration | | [×2] Foundry Street Denizen [×1] Nullify | | [×2] Frost Lynx [×2] Shock | | [×2] Kiln Fiend | | [×2] Kraken Hatchling Sorceries [6] | | [×2] Maritime Guard | | [×2] Marauding Maulhorns [×1] Act of Treason | | [×2] Moon Heron [×2] Krenko's Command | | [×2] Pitchburn Devils [×1] Switcheroo | | [×2] Regathan Firecat [×2] Void Snare | | [×2] Surrakar Banisher | | [×2] Wind Drake Lands [24] | | | | Enchantments [2] [12] Mountain | | [12] Island | | [×2] Lightning Talons ______________________________| |____________________________________________/ BLAZING INTELLECT (UNLOCKED) | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Creatures [16] Sorceries [11] | | | | [×2] Archaeologist [×2] Artful Dodge | | [×2] Charmbreaker Devils [×3] Bolt of Keranos | | [×3] Goblin Electromancer [×4] Krenko's Command | | [×3] Guttersnipe [×1] Switcheroo | | [×1] Inferno Titan [×1] Time Warp | | [×4] Kiln Fiend | | [×1] Stormbreath Dragon Lands [24] | | | | Instants [9] [×9] Island | | [×4] Izzet Guildgate | | [×4] Inspiration [11] Mountain | | [×1] Quicken | | [×4] Shock | |___________________________________________________________________________| | | | SPEED --: **** | U/R control deck focused mostly on blue cards to maintain | STRENGTH: ** | card advantage and reds to deal noncombat damage. With | CONTROL : ** | Goblin Electromancer lowering mana costs, the cheap-use | SYNERGY : ** | instants/sorceries power up Kiln Fiend and damage through |________________| Guttersnipe, then C. Devils/Archaeologist recycles them! _______________________________ / CHAOS AND SLAUGHTER (DEFAULT) | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Creatures [24] Enchantments/Auras [2] | | | | [×2] Accursed Spirit [×1] Lightning Talons | | [×2] Bloodflow Connoisseur [×1] Quest for the Gravelord | | [×2] Death Cultist | | [×2] Child of Night Instants [4] | | [×2] Foundry Street Denizen | | [×2] Kiln Fiend [×2] Flesh to Dust | | [×2] Marauding Maulhorns [×2] Shock | | [×2] Necromancer's Assistant | | [×2] Pitchburn Devils Sorceries [6] | | [×2] Regathan Firecat | | [×1] Rockslide Elemental [×2] Act of Treason | | [×1] Shadowcloak Vampire [×2] Krenko's Command | | [×2] Walking Corpse [×2] Mind Rot | | | | Lands [24] | | | | [12] Mountain | | [12] Swamp ________________________________| |__________________________________________/ CHAOS AND SLAUGHTER (UNLOCKED) | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Creatures [19] Instants [6] | | | | [×4] Bloodflow Connoisseur [×3] Auger Spree | | [×2] Bloodghast [×3] Fling | | [×4] Goblin Arsonist | | [×2] Goblin Rabblemaster Sorceries [8] | | [×1] Indulgent Tormentor | | [×1] Inferno Titan [×4] Act of Treason | | [×3] Rockslide Elemental [×4] Krenko's Command | | [×1] Shadowborn Demon | | [×1] Stormbreath Dragon Lands [24] | | | | Enchantments [3] [10] Mountain | | [×4] Rakdos Guildgate | | [×3] Quest for the Gravelord [10] Swamp | |___________________________________________________________________________| | | | SPEED --: *** | B/R speed deck which sacrifices creatures, like Bloodghast | STRENGTH: ** | and tokens, to power up cards like B. Connoisseur, Quest | CONTROL : ** | for the Gravelord, and Rockslide Elemental. Act of Treason | SYNERGY : ** | allows opponent creatures to be taken for these purposes, |_______________| while other cards' noncombat damage keeps foes guessing. ________________________ / CRUEL DENIAL (DEFAULT) | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Creatures [26] Instants [5] | | | | [×2] Accursed Spirit [×2] Flesh to Dust | | [×2] Bloodflow Connoisseur [×1] Inspiration | | [×2] Death Cultist [×1] Nullify | | [×2] Child of Night [×1] Tribute to Hunger | | [×2] Frost Lynx | | [×1] Guard Gomazoa Sorceries [4] | | [×2] Kraken Hatchling | | [×2] Maritime Guard [×2] Mind Rot | | [×2] Moon Heron [×2] Void Snare | | [×2] Necromancer's Assistant | | [×1] Shadowcloak Vampire Lands [24] | | [×2] Surrakar Banisher | | [×2] Wind Drake [×8] Island | | [×2] Walking Corpse [16] Swamp _________________________| |_________________________________________________/ CRUEL DENIAL (UNLOCKED) | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Creatures [18] Instants [15] | | | | [×2] Archaeologist [×3] Dissolve | | [×2] Chasm Skulker [×3] Flesh to Dust | | [×3] Dinrova Horror [×4] Inspiration | | [×2] Giant Scorpion [×2] Nullify | | [×2] Guard Gomazoa [×2] Tribute to Hunger | | [×3] Hedron Crab [×1] Ulcerate | | [×1] Roil Elemental | | [×1] Rune-Scarred Demon Lands [24] | | [×1] Shadowborn Demon | | [×1] Soul of Ravnica [×4] Dimir Guildgate | | [×9] Island | | Sorceries [3] [11] Swamp | | | | [×2] Thassa's Bounty | | [×1] Time Warp | |___________________________________________________________________________| | | | SPEED --: * | Slow U/B control deck, built around bouncing opponent's | STRENGTH: ***** | creatures, countering their spells (Nullify/Dissolve), | CONTROL : ***** | and stealing or destroying them when they succeed. Many | SYNERGY : n/a | blue cards (Inspiration, Soul of Ravnica, Archaeologist, |_________________| Thassa's Bounty) are used to maintain a full hand. ________________________ / ECHOING ROAR (DEFAULT) | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Creatures [26] Instants [5] | | | | [×1] Advocate of the Beast [×2] Inspiration | | [×2] Frost Lynx [×1] Nullify | | [×2] Kraken Hatchling [×2] Titanic Growth | | [×2] Maritime Guard | | [×2] Moon Heron Sorceries [4] | | [×2] Primal Huntbeast | | [×1] Quickling [×2] Hunt the Weak | | [×1] Reclamation Sage [×2] Void Snare | | [×2] Siege Wurm | | [×2] Spire Tracer Lands [24] | | [×1] Stomper Cub | | [×2] Surrakar Banisher [15] Forest | | [×2] Timberland Guide [×9] Island | | [×2] Wandering Wolf | | [×2] Wind Drake _________________________| |_________________________________________________/ ECHOING ROAR (UNLOCKED) | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Creatures [33] Sorceries [3] | | | | [×3] Elvish Pioneer [×2] Switcheroo | | [×4] Elvish Visionary [×1] Time Warp | | [×4] Frost Lynx | | [×2] Genesis Hydra Lands [24] | | [×2] Jalira, Master Polymorphist | | [×2] Mercurial Pretender [10] Forest | | [×2] Pelakka Wurm [10] Island | | [×3] Quickling [×4] Simic Guildgate | | [×1] Reclamation Sage | | [×1] Soul of Ravnica | | [×1] Soul of Zendikar |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | [×3] Species Gorger | SPEED --: * | | [×2] Surrakar Banisher | STRENGTH: *** | | [×2] Timberland Guide | CONTROL : * | | [×1] Vengevine | SYNERGY : ** | |___________________________________________________________|_______________| U/G beatdown deck built around Species Gorger's bounce effect, which lets one reuse Elvish Pioneer's land grab, Visionary's card draw, Reclamation Sage's destruction, Timberland Guide's counter addition, Lynx's forced tap and Surrakar Banisher's own bounce. The opponent's single-target effects can be thwarted with Quickling, which can then be returned to the hand, also -- which helps since the deck has no instants whatsoever. __________________________ / FREEZING WINDS (DEFAULT) | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Creatures [23] Instants [5] | | | | [×2] Assault Griffin [×2] Inspiration | | [×2] Attended Knight [×1] Nullify | | [×1] Banisher Priest [×2] Raise the Alarm | | [×2] Frost Lynx | | [×2] Kraken Hatchling Sorceries [5] | | [×2] Lone Missionary | | [×2] Maritime Guard [×2] Angelic Edict | | [×2] Moon Heron [×1] Triplicate Spirits | | [×2] Standing Troops [×2] Void Snare | | [×2] Surrakar Banisher | | [×2] Trained Caracal Lands [24] | | [×2] Wind Drake | | [11] Island | | Enchantments [3] [13] Plains | | | | [×1] Military Intelligence | | [×2] Nimbus Wings ___________________________| |_______________________________________________/ FREEZING WINDS (UNLOCKED) | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Creatures [29] Enchantments [2] | | | | [×1] Baneslayer Angel [×2] Military Intelligence | | [×3] Banisher Priest | | [×1] Brimaz, King of Oreskos Instants [3] | | [×2] Chasm Skulker | | [×4] Cloudfin Raptor [×3] Voyage's End | | [×3] Frost Lynx | | [×4] Leonin Snarecaster Sorceries [1] | | [×2] Mausoleum Guard | | [×1] Palisade Giant [×1] Time Warp | | [×3] Skymark Roc | | [×1] Soul of Ravnica Lands [24] | | [×4] Triton Shorestalker | | [×4] Azorius Guildgate | | Artifacts [1] [10] Island | | [10] Plains | | [×1] Bident of Thassa | |___________________________________________________________________________| | | | SPEED --: *** | U/W control deck. Annoy opponents with creature-tapping, | STRENGTH: **** | unblockability, and bouncing to the hand, all the while | CONTROL : *** | having annoying creatures (Skymark, Baneslayer, Lynx) to | SYNERGY : * | deal with and several ways to maintain a full hand of |________________| cards (Military Intelligence, Ravnica, Bident of Thassa). _________________________ / HEED THE CALL (DEFAULT) | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Creatures [25] Enchantments [2] | | | | [×2] Advocate of the Beast [×2] Nimbus Wings | | [×2] Assault Griffin | | [×2] Attended Knight Instants [4] | | [×1] Jade Mage | | [×2] Lone Missionary [×2] Raise the Alarm | | [×2] Primal Huntbeast [×2] Titanic Growth | | [×1] Seraph of the Masses | | [×2] Siege Wurm Sorceries [5] | | [×2] Spire Tracer | | [×2] Standing Troops [×2] Angelic Edict | | [×1] Stomper Cub [×2] Hunt the Weak | | [×2] Timberland Guide [×1] Triplicate Spirits | | [×2] Trained Caracal | | [×2] Wandering Wolf | | | | Lands [24] | | | | [13] Forest | | [11] Plains __________________________| |________________________________________________/ HEED THE CALL (UNLOCKED) | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Creatures [27] Enchantments [2] | | | | [×1] Baneslayer Angel [×2] Beastmaster Ascension | | [×2] Banisher Priest | | [×1] Brimaz, King of Oreskos Instants [4] | | [×2] Elder of Laurels | | [×4] Elvish Visionary [×4] Raise the Alarm | | [×2] Mentor of the Meek | | [×3] Phantom General Sorceries [3] | | [×2] Scion of the Wild | | [×3] Selesnya Evangel [×3] Triplicate Spirits | | [×3] Seraph of the Masses | | [×2] Siege Wurm Lands [24] | | [×1] Soul of Zendikar | | [×1] Vengevine [10] Forest | | [10] Plains | | [×4] Selesnya Guildgate | |___________________________________________________________________________| | | | SPEED --: * | G/W token deck. Use token generators (Soul of Zendikar, | STRENGTH: *** | Evangel, Raise the Alarm, Triplicate) to spam the field | CONTROL : * | with weakling monsters, then power 'em up with Phantom | SYNERGY : ***** | General and Beastmaster Ascension. The more tokens made, |_________________| the more powerful Scion and Seraph of the Masses get! _________________________ / HEROIC CHARGE (DEFAULT) | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Creatures [21] Instants [4] | | | | [×2] Assault Griffin [×2] Raise the Alarm | | [×1] Brood Keeper [×2] Shock | | [×2] Attended Knight | | [×2] Foundry Street Denizen Sorceries [7] | | [×2] Kiln Fiend | | [×2] Lone Missionary [×2] Act of Treason | | [×2] Marauding Maulhorns [×2] Angelic Edict | | [×2] Pitchburn Devils [×2] Krenko's Command | | [×2] Regathan Firecat [×1] Triplicate Spirits | | [×2] Standing Troops | | [×2] Trained Caracal Lands [24] | | | | Enchantments [4] [14] Mountain | | [10] Plains | | [×1] Lightning Talons | | [×2] Nimbus Wings | | [×1] Ordeal of Heliod __________________________| |________________________________________________/ HEROIC CHARGE (UNLOCKED) | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Creatures [23] Enchantments [10] | | | | [×1] Baneslayer Angel [×3] Inferno Fist | | [×2] Banisher Priest [×4] Nimbus Wings | | [×1] Brimaz, King of Oreskos [×3] Ordeal of Heliod | | [×2] Brood Keeper | | [×2] Hero of Iroas Sorceries [3] | | [×1] Inferno Titan | | [×3] Satyr Hoplite [×3] Bolt of Keranos | | [×1] Stormbreath Dragon | | [×2] Trained Caracal Lands [24] | | [×3] Truefire Paladin | | [×3] Two-Headed Cerberus [×4] Boros Guildgate | | [×2] Wrecking Ogre [10] Mountain | | [10] Plains | |___________________________________________________________________________| | | | SPEED --: *** | R/W aura deck, which takes weenie monsters and makes them | STRENGTH: **** | powerful by using enchantments. This creates a toolbox to | CONTROL : * | spam the field (Brimaz, Brood Keeper), gain life and deal | SYNERGY : * | noncombat damage (Inferno Titan/Fist). Creatures like Hero |________________| and Satyr inherently grow stronger as auras are attached. __________________________ / LIFE AND DEATH (DEFAULT) | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Creatures [28] Enchantments [2] | | | | [×2] Accursed Spirit [×2] Nimbus Wings | | [×1] Ajani's Pridemate | | [×2] Assault Griffin Instants [4] | | [×2] Attended Knight | | [×2] Bloodflow Connoisseur [×2] Flesh to Dust | | [×2] Child of Night [×2] Raise the Alarm | | [×1] Cruel Sadist | | [×2] Death Cultist Sorceries [3] | | [×2] Lone Missionary | | [×2] Mind Rot [×2] Angelic Edict | | [×2] Necromancer's Assistant [×1] Triplicate Spirits | | [×2] Shadowcloak Vampire | | [×2] Standing Troops Lands [24] | | [×2] Trained Caracal | | [×2] Walking Corpse [12] Plains | | [12] Swamp ___________________________| |_______________________________________________/ LIFE AND DEATH (UNLOCKED) | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Creatures [23] Enchantments [5] | | | | [×3] Ajani's Pridemate [×3] Angelic Accord | | [×1] Baneslayer Angel [×2] Sanguine Bond | | [×1] Brimaz, King of Oreskos | | [×3] Child of Night Instants [6] | | [×2] Cruel Sadist | | [×1] Griselbrand [×1] Suffer the Past | | [×4] Lone Missionary [×2] Tribute to Hunger | | [×2] Rhox Faithmender [×3] Ulcerate | | [×2] Rune-Scarred Demon | | [×1] Shadowborn Demon Lands [24] | | [×3] Vizkopa Guildmage | | [×4] Orzhov Guildgate | | Sorceries [2] [10] Plains | | [10] Swamp | | [×2] Covenant of Blood | |___________________________________________________________________________| | | | SPEED --: ** | B/W deck using white creatures to gain life and black ones | STRENGTH: * | to deal noncombat damage. Black sorceries/instants add | CONTROL : **** | oomph, particularly Sanguine Bond, which makes life gain | SYNERGY : * | dangerous and compounds the damage inflicted on opponents |________________| through Covenant of Blood and Suffer the Past. _________________________ / NATURAL ORDER (DEFAULT) | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Creatures [27] Instants [5] | | | | [×2] Accursed Spirit [×2] Flesh to Dust | | [×2] Advocate of the Beast [×1] Rescue from the Underworld | | [×2] Bloodflow Connoisseur [×2] Titanic Growth | | [×2] Child of Night | | [×2] Death Cultist Sorceries [5] | | [×2] Necromancer's Assistant | | [×2] Primal Huntbeast [×2] Hunt the Weak | | [×1] Shadowcloak Vampire [×2] Mind Rot | | [×2] Siege Wurm [×1] Spider Spawning | | [×2] Spire Tracer | | [×2] Stomper Cub Lands [24] | | [×2] Timberland Guide | | [×2] Walking Corpse [13] Forest | | [×2] Wandering Wolf [11] Swamp __________________________| |________________________________________________/ NATURAL ORDER (UNLOCKED) | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Creatures [24] Instants [5] | | | | [×2] Bloodghast [×3] Flesh to Dust | | [×2] Gravedigger [×2] Rescue from the Underworld | | [×1] Griselbrand | | [×4] Necromancer's Assistant Sorceries [7] | | [×3] Nemesis of Mortals | | [×3] Pelakka Wurm [×2] Prey Upon | | [×1] Phytotitan [×2] Spider Spawning | | [×1] Rune-Scarred Demon [×3] Treasured Find | | [×4] Satyr Wayfinder | | [×1] Shadowborn Demon Lands [24] | | [×1] Soul of Zendikar | | [×1] Vengevine [×9] Forest | | [×4] Golgari Guildgate | | [11] Swamp | |___________________________________________________________________________| | | | SPEED --: n/a | B/G deck based around graveyard dumping, which reduces the | STRENGTH: **** | cost on Nemesis of Mortals, powers up Spider Spawning, | CONTROL : ** | puts Bloodghast/Vengevine in position to hit the field, | SYNERGY : **** | and gives Treasured Find and RFTU more to work with. Fat |________________| graveyards also avoid Shadowborn's sacrificing cost. __________________________ / SMASH AND BURN (DEFAULT) | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Creatures [23] Instants [5] | | | | [×2] Advocate of the Beast [×2] Shock | | [×2] Foundry Street Denizen [×2] Titanic Growth | | [×2] Marauding Maulhorn [×1] Volcanic Geyser | | [×2] Kiln Fiend | | [×1] Pelakka Wurm Sorceries [6] | | [×2] Pitchburn Devils | | [×2] Primal Huntbeast [×2] Act of Treason | | [×2] Regathan Firecat [×2] Hunt the Weak | | [×1] Siege Wurm [×2] Krenko's Command | | [×2] Spire Tracer | | [×1] Stomper Cub Lands [24] | | [×2] Timberland Guide | | [×2] Wandering Wolf [15] Forest | | [×9] Mountain | | Enchantments [2] | | | | [×2] Lightning Talons ___________________________| |_______________________________________________/ SMASH AND BURN (UNLOCKED) | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Creatures [21] Instants [4] | | | | [×2] Arbor Colossus [×2] Shock | | [×4] Elvish Pioneer [×2] Volcanic Geyser | | [×4] Elvish Visionary | | [×2] Genesis Hydra Sorceries [9] | | [×2] Grave Bramble | | [×1] Inferno Titan [×2] Anger of the Gods | | [×3] Pelakka Wurm [×3] Ground Assault | | [×1] Soul of Zendikar [×4] Cultivate | | [×1] Stormbreath Dragon | | [×1] Vengevine Lands [24] | | | | Artifacts [2] [11] Forest | | [×4] Gruul Guildgate | | [×2] Meteorite [×9] Mountain | |___________________________________________________________________________| | | | SPEED --: ** | Standard G/R beatdown deck, using heavy-hitters like Soul | STRENGTH: ** | of Zendikar and Pelakka Wurm for field presence while | CONTROL : *** | using elvish weenies (Pioneer, Visionary) to rush out lands | SYNERGY : ** | and keep hand advantage. Instants and sorceries are mostly |_______________| for dealing direct damage, combating the deck's slow speed. _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ DECK LIST (OPPONENT) [DCKO] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Here's the plane exploration opponents. Campaign duels are detailed in the main walkthrough instead. Except for a precious few, all foes use standard 60-card decks. The difficulty ratings are for the default setting, and'll be a bit low for those playing on Planeswalker. ___________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| INNISTRAD: FLIGHTS OF FEAR |=================================================== ___________________________| DIFFICULTY: 2 of 5 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creatures [14] Instants [12] [×2] Gallows Warden [×4] Crippling Chill [×4] Geist of the Moors [×4] Fleeting Distraction [×4] Niblis of the Mist [×4] Midnight Haunting [×4] Shriekgeist Lands [27] Enchantments [7] [12] Island [×3] Ghostly Possession [15] Plains [×4] Spectral Prison CONTROL -: good (Ghostly Possession, Spectral Prison, Crippling Chill) DRAWPOWER: poor (Fleeting Distraction) SPEED ---: good STAYPOWER: poor STRENGTH : poor SYNERGY -: average RETRIEVAL: none P.CHANGES: [+4] Chapel Geist [-4] Niblis of the Mist [+2] Geist-Honored Monk [-2] Gallows Warden FoF runs a U/W spirit flyer spam deck, and frees them up space to attack by burdening the opponent with annoying auras and Crippling Chill. Fleeting Distraction is used for easy draw power. Noncombat damage is king here -- all creatures have a toughness of 1, except the 3/3 Gallows Warden (which also grants +1 toughness to other spirits). Those not running damage-dealing sorceries/instants can probably bumble through the fight with a few fliers and life-gain methods at hand. Shirking FoF's auras (Cloudshift, Gods Willing, anything that returns cards to hand) is wise no matter how one tackles the problem. Alternatively, cards that destroy one's own monsters for later recycling work, especially the Innistrad plane's "Fling," which can easily 1:1 an opponent's monster in the process. On Planeswalker difficulty, Niblis of the Mist is replaced with the stronger Chapel Geist (2/3), providing some much-needed staying power...although it's ability-less. Gallows Warden is replaced by the non-flyer GH Monk, which gets +1/+1 for each other creature FoF controls (and always enters as at least a +3/+3). ___________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| INNISTRAD: LILIANA |=========================================================== ___________________| DIFFICULTY: 3 of 5 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creatures [16] Enchantments [3] [×1] Bloodgift Demon [×1] Liliana's Caress [×1] Demon of Death's Gate [×1] Triumph of Cruelty [×1] Griselbrand [×1] Unhallowed Pact [×2] Liliana's Reaver [×1] Liliana's Shade Sorceries [12] [×4] Liliana's Specter [×4] Necromancer's Assistant [×1] Corrupt [×1] Reaper from the Abyss [×4] Diabolic Tutor [×1] Rune-Scarred Demon [×3] Endless Obedience [×1] Mind Rot Artifacts [3] [×2] Mutilate [×1] Ostracize [×3] Staff of the Death Magus Lands [24] Instants [2] [24] Swamp [×2] Snuff Out CONTROL -: good (Snuff Out, Corrupt, Mutilate) DRAWPOWER: good (Diabolic Tutor, Griselbrand) SPEED ---: slow STAYPOWER: good STRENGTH : great (Demon of Death's Gate, Griselbrand, Rune-Scarred Demon) SYNERGY -: average RETRIEVAL: good (Diabolic Tutor, Rune-Scarred Demon, Endless Obedience) NOTES ---: glitch: Griselbrand can use its effect even with sub-7 life? P.CHANGES: [+4] Demonic Tutor [-4] Diabolic Tutor [+3] Jet Medallion [-3] Staff of the Death Magus [+1] Reanimate [-1] Unhallowed Pact Foregoing the usual zombie-themed decks, this time Lili wields low-cost hand disruptors (Ostracize, Mind Rot, Lil's Specter) while she tries getting her powerful demons out. Unlike most opponents, Lil can use Diabolic Tutor to toolbox. Opponent have a big beatstick? Snuff Out. Opponent filling the field with weenies? Mutilate. And on and on. Good strategies'll take advantage of her poor deck speed, generally by laying into her early on. This may make the AI more hesitant to pay life costs for some cards (Snuff Out, Demon of Death's Gate) and give one a small leg up. Hand destruction is less impressive here, since she can use Demonic Tutor to get whatever she needs, or use Griselbrand to quickly build a huge hand again. Note Snuff Out can't target black creatures, and Corrupt/Mutilate deal damage based off Swamps she controls. If one gets the upper hand early, she may just waste Mutilates/Snuffs on garbage. Finally, one can sidestep her attacks via Undying or protection from black ("Gods Willing"). Planeswalker difficulty truly is difficult. Diabolic Tutor has been switched for Demonic Tutor, which functions the same for half its cost. (There's a reason it's banned in most formats.) And she has four of 'em! Jet Medallions lower her spells' costs by 1 colorless mana -- their effects quickly become apparent when she's springing Bloodgift Demon or Rune-Scarred Demon early on. Finally, Reanimate (1 CMC) brings a creature in any graveyard onto her field, and Liliana takes damage equal to its CMC. Though this can be a death sentence later on, it can provide an immediate advantage if one's milling. Example: a player uses Tome Scour on their first turn, and Liliana uses Reanimate on her second turn to get out Demon of Death's Gate (9/9). Yes, it really is that simple! _______________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| INNISTRAD: MAD SCIENCE |======================================================= _______________________| DIFFICULTY: 1 of 5 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creatures [7] Sorceries [8] [×3] Alchemist's Apprentice [×2] Amass the Components [×4] Laboratory Maniac [×4] Divination [×2] Traumatize Instants [7] Lands [17] [×3] Counterlash [×4] Thought Scour [13] Island [×4] Swamp Enchantments [1] [×1] Curiosity CONTROL -: good (Counterlash, Thought Scour, Traumatize) DRAWPOWER: great (Alchemist's Apprentice, Amass the Components, Divination) SPEED ---: fast STAYPOWER: poor STRENGTH : poor SYNERGY -: great RETRIEVAL: none NOTES ---: Opponent's deck only has 40 cards! P.CHANGES: [+4] Forbidden Alchemy [-4] Divination [+3] Cancel [-3] Counterlash Laboratory Maniac has an effect where, if the player would deck out while it's on the field, they instead win the game. Most of the opponent's cards are deck-thinners, meant to fill their graveyard (Traumatize, Thought Scour) or maintain hand advantage (Amass the Components, Divination). Easiest way to win? Destroy all Lab Maniacs or an old-fashioned beatdown. The opponent has few monsters to deal damage, and will want to keep Lab Maniacs on the field -- get a big enough beatstick and they'll have no choice but to sacrifice 'em as blockers. The foe has no graveyard retrieval methods either, so once all 4 are kaput, their deck-thinning ways immediately work against 'em. Just remember the opponent can eviscerate one's own deck, too, so have a few precautions (easiest being Elixir of Immortality, itself an Innistrad exploration prize). Planeswalker difficulty ramps up the deck's speed, with Forbidden Alchemy drawing a card, dumping 3 into the graveyard AND having a Flashback cost to do it all again. The expensive Counterlash is replaced with a more general use Cancel (CMC 3). _________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| INNISTRAD: SPIDER TANGLE |===================================================== _________________________| DIFFICULTY: 2 of 5 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creatures [18] Instants [2] [×4] Canopy Spider [×2] Terrifying Presence [×4] Giant Spider [×2] Gloomwidow Sorceries [8] [×2] Goliath Spider [×4] Grappler Spider [×4] Mulch [×2] Sentinel Spider [×4] Spider Spawning Enchantments [8] Lands [24] [×4] Arachnus Web [22] Forest [×4] Primal Cocoon [×2] Swamp CONTROL -: poor (Arachnus Web) DRAWPOWER: poor (Mulch) SPEED ---: average STAYPOWER: average STRENGTH : average (Goliath Spider) SYNERGY -: average RETRIEVAL: poor P.CHANGES: [+2] Arachnus Spinner [-2] Goliath Spider [+4] Kessig Recluse [-4] Grappler Spider The gist: Fairly bland spider-themed green deck. All spiders have reach (can block creatures with flying), which may slow progress a little. ST will use Mulch to gain land cards; the rest are discarded, potentially powering up Spider Spawning. Arachnus Web prevents its equipped creature from attacking, blocking or activating abilities. Terrifying Presence can be used offensively to ensure its owner's attacker survives, or defensively, to prevent damage (this is done by targeting a creature that is neither attacking or blocking). An old-fashioned beatdown works fine here -- get something powerful, make it more powerful, and plow through. First/double strike, unblockability and trample all work well. Remember: Arachnus Web, ST's main delay tactic, will self-sacrifice during the upkeep if it's attached to creatures of power 4+. Planeswalker difficulty is a bit harder, with mediocre 2/1 Grappler Spiders being replaced with deathtouch-capable 2/3 Kessig Recluses. All Goliath Spiders (7/6) have now been replaced with Arachnus Spinners (5/7), giving a bit more synergy to the deck. Said newcomer can tap its fellow spiders to search the graveyard/library for Arachnus Webs, and put them onto the field attached to targets. Finally, note that Spider Spawning needs black mana for its Flashback costs. If one can manage to mill or destroy the Swamps -- and there's only two! -- things can proceed a lot easier. Until then, pack some field nukes, like Anger of the Gods, which is available on the Theros block. Charmbreaker Devils can recycle it, luck willing. __________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| INNISTRAD: UNDYING HORDES |==================================================== __________________________| DIFFICULTY: 2 of 5 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creatures [28] Instants [6] [×4] Bloodflow Connoisseur [×2] Gravepurge [×4] Butcher Ghoul [×4] Necrobite [×4] Manor Skeleton [×4] Rotting Fensnake Lands [26] [×2] Sightless Ghoul [×2] Somberwald Spider [×8] Forest [×4] Wakedancer [14] Swamp [×4] Young Wolf [×4] Woodland Cemetery CONTROL -: poor (Necrobite) DRAWPOWER: none (although Gravepurge can stack the deck in its favor) SPEED ---: above average STAYPOWER: average (Butcher Ghoul, Sightless Ghoul, Young Wolf/Manor Skeleton) STRENGTH : average SYNERGY -: average RETRIEVAL: poor (Gravepurge) P.CHANGES: [+4] Evernight Shade [-4] Rotting Fensnake [+2] Gravetiller Wurm [-2] Somberwald Spider [+4] Innocent Blood [-4] Necrobite UH runs a black counter/token deck with annoying abilities often associated with black creatures: regeneration, Undying and Morbid. For the latter, the opponent will often let its own creatures die to activate those abilities, smoothing over the losses. Bloodflow Connoisseur will sacrifice creatures targeted by destructive spells to power itself up. Noncombat damage kills rout creatures' regeneration abilities, while flyers can attack freely (as long as Somberwald Spider isn't played). Don't be surprised if UH tries to trade kills then plays a critter with Morbid; or, activates Necrobite to kamikaze into your best blocker. Bloodflow Connoisseur and its sacrificial ways trigger Morbid, too, note. On Planeswalker difficulty, the rather lackluster creatures get a hearty boost via Evernight Shade, which can expend black mana to give itself +1/+1s, making it a surprisingly effective beatstick. Gravetiller Wurm gets +4/+4 via its Morbid ability, and it has trample as well -- yikes! Finally, Innocent Blood has both players sacrifice a creature, whose deaths will trigger Morbid and Undying. Other things to consider: • Undying only activates if a creature enters the graveyard from play without a +1/+1 counter on it. It won't activate if the creature is exiled (Anger of the Gods, Angelic Edict, etc.) or even if it received a +1/+1 from a different source, such as an uncontrolled Timberland Guide. • Gravepurge is an instant, so it can effectively be used to "stack the deck" to ensure it can find replacements quickly. For example, using Arrest on an 8/8 Gravetiller Wurm. UH can use Gravepurge to find another, then sacrifice the one on the field to trigger Morbid, then be back up to par immediately. • Be wary of having only one monster on the field, which is just asking for it to be killed via Innocent Blood. Since the effect doesn't target, it can't be thwarted via Gods Willing or Cloudshift; it can, however, be countered or rendered pointless (Undying Evil, Voyage's End, etc.) if one's fast enough. ______________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯| THEROS: AJANI |================================================================ ______________| DIFFICULTY: 2 of 5 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creatures [21] Enchantments [16] [×1] Ajani's Chosen [×4] Ajani's Mantra [×4] Ajani's Sunstriker [×1] Battle Mastery [×4] Healer of the Pride [×2] Divine Favor [×4] Leonin Snarecaster [×2] Ethereal Armor [×4] Oreskos Sun Guide [×1] Gift of Immortality [×2] Pride Guardian [×2] Griffin Guide [×2] Trained Caracal [×4] Recumbent Bliss Lands [23] [23] Plains CONTROL -: poor (Recumbent Bliss) DRAWPOWER: none SPEED ---: average STAYPOWER: average (Griffin Guide, Gift of Immortality) STRENGTH : average SYNERGY -: average RETRIEVAL: none P.CHANGES: [+4] Ajani's Pridemate [-4] Healer of the Pride [+4] Heliod's Pilgrim [-4] Oreskos Sun Guide [+2] Savannah Lions [-2] Pride Guardian Ajani is up to his usual tricks, a white cat- and aura-themed life gain deck. As with many decks of this nature, he takes weenies with decent keyword abilities (often lifelink) and decks them out with power-ups (first strike, double strike, flying). Similar to his Pacifism use in previous MTG games, Ajani uses Recumbent Bliss to prevent one's creatures from doing any battling, although activation abilities are still a go. Planeswalker difficulty contains Ajani's Pridemate, a 2/2 that gets +1/+1 each time life is gained. Needless to say, this can quickly grow out of control, thanks to the Ajani's Mantra enchantment. Heliod's Pilgrim searches the library for auras, letting Ajani toolbox for good auras, usually Gift of Immortality. Savannah Lions is just an ability-less 2/1 (CMC 1). Aura decks naturally burn out their own hand, and besides life gain, Ajani doesn't have any draw power on the default difficulty. Tactical noncombat damage use hit the spot best. Example: Ajani tries attaching an aura to his Sunstriker (2/2), but one plays Shock/Ulcerate/etc. first to kill it. Doing so wastes the aura as well, and this year, Ajani has no Auramancers for more chances. Those who don't want to use outright damage can simply bounce his critters back to the hand, which destroys any attached auras in the process. (This is helpful in preventing Gift of Immortality's effect from triggering.) Also note that Ajani has no inherent flyers, so decks built around that can often come out on top. _____________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| THEROS: CENTAUR RAGE |========================================================= _____________________| DIFFICULTY: 3 of 5 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creatures [32] Instants [4] [×4] Chronicler of Heroes [×4] Savage Surge [×4] Lagonna-Band Elder [×4] Nessian Courser Lands [24] [×4] Pheres-Band Raiders [×4] Pheres-Band Thunderhoof [16] Forest [×4] Pheres-Band Tromper [×4] Plains [×4] Pheres-Band Warchief [×4] Temple of Plenty [×4] Swordwise Centaur CONTROL -: none DRAWPOWER: poor (Chronicler of Heroes) SPEED ---: average STAYPOWER: average STRENGTH : great (Pheres-Band Raiders, Pheres-Band Thunderhoof) SYNERGY -: average RETRIEVAL: none P.CHANGES: [+4] Courser of Kruphix, [-4] Nessian Courser G/W centaur-themed beatdown deck, most of its flock with Heroic or Inspired (power up while untapping) keywords. These are all hearty creatures often having power and toughness close to their converted mana costs. Savage Surge serves to power up creatures as well as untap them, which triggers Inspired effects. Planeswalker difficulty switches out the ability-less 3/3 Nessian Courser for the 2/4 Courser of Kruphix. This newcomer makes its owner play with the top card of their library revealed, and they can play lands in this way (not unlike Oracle of Mul Daya). It also gives 1 life each time a land is played. This gives the deck a much-needed land-grab boost; before, they had to rely on Temple of Plenty's secondary scry effect. Easiest way to win? Flyers -- the opponent couldn't kill a 0/1 Cloudfin Raptor to save its life! Those who don't wish to go the noncombat damage route (most centaurs have a toughness of 2-3) can clutter the field with defenders and other annoyances, particularly creatures with deathtouch, which make them think twice about wasting their beatsticks. Watch out for Warchief, though, which grants vigilance, trample and +1/+1 to all other centaurs. • Courser of Kruphix counts as an enchantment as well, which means it can be targeted for destruction by certain cards (Naturalize, Reclamation Sage, etc.) one may have forgotten about. ______________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| THEROS: PERILOUS SEAS |======================================================== ______________________| DIFFICULTY: 2 of 5 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creatures [24] Instants [8] [×4] Chorus of the Tides [×2] Griptide [×4] Cloaked Siren [×2] Sudden Storm [×4] Deepwater Hypnotist [×4] Voyage's End [×4] Rotted Hulk [×4] Shipwreck Singer Lands [26] [×4] War-Wing Siren [18] Island Sorceries [2] [×4] Swamp [×4] Temple of Deceit [×2] Sea God's Revenge CONTROL -: great (Griptide, Sudden Storm, Voyage's End, Sea God's Revenge) DRAWPOWER: none SPEED ---: average STAYPOWER: poor STRENGTH : below-average SYNERGY -: average RETRIEVAL: none P.CHANGES: [+2] Ray of Command [-2] Island [+2] Siren of the Fanged Coast [-2] Sudden Storm Blue siren-themed flyer deck. Though the creatures themselves are rather weak, they -- like most blue decks -- have annoying sorceries/instants that bounce creatures back to the hand (or, in Griptide's case, top of the deck). Some of PS's cohorts can still be annoying, though. Hypnotist gives -3/-0 when it untaps, and Shipwreck Siren can force its opponent to attack AND give -1/-1 to all of them in the same turn. On Planeswalker difficulty, the team is outfitted with Ray of Command, which steals a target creature for a turn, and returns it to its owner tapped. It's good for offensive (steal beatstick) and defense (take opponent's critter and sacrifice it as a blocker). Meanwhile, Siren of the Fanged Coast is the only creature with Tribute in the game -- it can either enter as a 4/4 if tribute is paid or a 1/1 who permanently gains control of its opponent's creature. Regardless, the bane of all weenies is noncombat damage, and with the exception of Rotted Hulk & War-Wing Siren, all can fall prey to simple Shock spells. Outside of being blue and flying, there's very little synergy within the ranks, evident when two creatures have Heroic keywords but no "positive" instants/sorceries with which to target 'em. Furthermore, this is one of the rare blue decks with zero drawing power, so hand decimation works fine, too. _______________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| THEROS: POLIS INVASION |======================================================= _______________________| DIFFICULTY: 1 of 5 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creatures [20] Instants [8] [×4] Akroan Crusader [×4] Battlewise Valor [×4] Akroan Horse [×4] Coordinated Assault [×4] Akroan Skyguard [×4] Elite Skirmisher Lands [24] [×4] Favored Hoplite [12] Mountain Enchantments [8] [12] Plains [×4] Chosen by Heliod [×4] Messenger's Speed CONTROL -: poor DRAWPOWER: poor (Chosen by Heliod) SPEED ---: fast STAYPOWER: average STRENGTH : good SYNERGY -: great RETRIEVAL: none P.CHANGES: [+4] Anax and Cymede [-4] Elite Skirmisher [+4] Launch the Fleet [-4] Messenger's Speed This is a R/W weenie deck built around the Heroic keyword (powers up creatures when targeted by owner's spells). It's not unlike the game's "Heroic Charge" deck, only that prefab setup lacked the low-cost instants this one has in spades. The bane of all weenies is noncombat damage. Additionally, aura/equip decks tend to make opponents overextend, killing their hand. One can take advantage of this by destroying creatures after PI has already paid their activation costs. Watch out for Favored Hoplite's damage prevention ability and the token-making Akroan Horse. On Planeswalker difficulty, the changes will be very apparent. "Launch the Fleet" lets a variable number of attackers spawn an additional attacking 1/1 token. Putting the opponent on the ropes means this will rarely be used; if it's seeing play, that's usually a sign the upper hand hasn't been claimed! "Anax and Cymede" is a 3/2 whose Heroic ability gives +1/+1 and trample to all other creatures until turn's end. This can trigger multiple times, easily making a formidable attack turn out of several weenies. (In fact, expect Anax and Cymede to be the recipient of most instants/auras while out.) The good news is it's rather weak itself and, being a legendary, only one copy can be out at once. Other notes: • Akroan Horse, when summoned to the field, automatically gives itself to the opponent. The enemy will use it to get free tokens, but one can "give back" the defender to get that benefit instead -- just use any effect that would summon it to one's own side (Rescue from the Underworld, Undying Evil before killing AH, Cloudshift, etc). The enemy can't get rid of a double-crossing AH, so it's a permanent 1/1 token machine each turn. • Creatures that are returned to the hand lose all counters. If a foe's spent a bunch of time building up a huge beatstick, use a low-cost blue to bounce it back, removing all counters and destroying any attached auras. Note that this doesn't cancel Anax and Cymede's creature boost effect if it's already underway. ___________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| THEROS: WHAT'S IN THE BOX? |=================================================== ___________________________| DIFFICULTY: 3 of 5 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creatures [44] Artifacts [3] [×4] Benthic Giant [×3] Pyxis of Pandemonium [×4] Borderland Minotaur [×2] Cyclops of One-Eyed Pass Lands [13] [×4] Gluttonous Cyclops [×4] Nessian Courser [×3] Forest [×4] Nettle Swine [×2] Island [×4] Oreskos Swiftclaw [×3] Mountain [×4] Pensive Minotaur [×3] Plains [×3] Silent Artisan [×2] Swamp [×4] Supply-Line Cranes [×4] Vulpine Goliath [×3] Wild Celebrants CONTROL -: poor (Wild Celebrants) DRAWPOWER: none SPEED ---: slow STAYPOWER: average STRENGTH : high SYNERGY -: poor RETRIEVAL: none P.CHANGES: Foe begins with a Pyxis of Pandemonium on the field NOTES ---: Deck has the most monsters and least lands out of all opponents. Opponent begins with a Pyxis and ~5 lands (1 per type) in hand, and always goes second. Pyxis-themed deck which exiles cards each turn and, when one gets 7 lands, sacrifices the artifact to swarm the field with tough baddies. Since over two-thirds of the deck are powerful creatures, this is often a death sentence. Many of the creatures fall into the managable "high power, low toughness" category, but others are immediate problems. Benthic Giant has hexproof (can't be targeted by spells/abilities), Vulpine Goliath has trample, and Gluttonous Cyclops has Monstrosity 3. On Planeswalker difficulty, the opponent already begins with a Pyxis in play. That seems to be the only change, but it allows them to start their plan from the get-go, giving the player no time to do anything (it doesn't need mana to pay its exile cost, remember). Although I can't check, given how the battle begins, it's possible the foe begins with a full hand of lands. Other notes: • Forcing the foe to have dead draws is a good strategy -- this can be done by destroying Pyxis before its effect goes off, or destroying lands it'll need. Islands (required for Benthic Giant) are the easiest choice, given how few in number there are. Alternatively, one can leave Pyxis up and just decimate the foe's hand, a la Monomania or Mind Rot. It has no methods for retrieval or searching (besides Pyxis), so most milling methods can work. • WITB always begins with a Pyxis in hand, so those who want to destroy it by turn 2 need to pull a Naturalize or do an Elvish Pioneer/Reclamation Sage combo. Burning Inquiry, which forces each player to draw 3 and randomly discard 3, is great, too, as it may immediately make the foe mana-starved. These tactics can work on Planeswalker difficulty also, but there's no way to stop it before it can go off. ____________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| RAVNICA: BOROS FIST |========================================================== ____________________| DIFFICULTY: 2 of 5 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creatures [31] Instants [4] [×4] Assault Griffin [×4] Swift Justice [×4] Bomber Corps [×4] Boros Elite Lands [25] [×4] Boros Mastiff [×4] Daring Skyjek [×4] Boros Guildgate [×4] Nav Squad Commandos [×8] Mountain [×3] Ordruun Veteran [×9] Plains [×4] Skyknight Legionnaire [×4] Sacred Foundry CONTROL -: poor DRAWPOWER: none SPEED ---: fast STAYPOWER: average STRENGTH : average SYNERGY -: good RETRIEVAL: none P.CHANGES: [+2] Assemble the Legion [-4] Boros Mastiff [+2] Boros Charm [-4] Nav Squad Commandos [+4] Truefire Paladin This is a R/W Battalion-themed deck, where most creatures' special ability activates when attacking with 2 or more allies. It's half beatdown, half speed -- very simple to understand. Planeswalker difficulty turns the otherwise boring battle into something a bit tougher. Boros Charm provides clinch abilities, like giving double strike or making all its owner's creatures indestructible. Truefire Paladin replaces Boros Mastiff in both CMC and lifelink effect, but also has an activated ability to give first strike. Finally, the most annoying card: Assemble the Legion. This is an enchantment that spawns 1/1 soldiers with haste during its owner's upkeep. Each turn, the amount spawned grows by 1, quickly making enormous amounts of fodder to deal with (similar to "Endless Ranks of the Dead" from last year's Planeswalker game). ATL is an enchantment, not an artifact, so make sure one's destruction abilities are updated accordingly. With the exception of NS Commandos, all creatures have a toughness of 1-2, ensuring their demise against all but the wimpiest of one's creatures. Noncombat damage works fine, too. Be wary of situations where the opponent attacks "recklessly" -- they may have a Swift Justice (or Boros Charm) in hand. Or two! _________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| RAVNICA: CHANDRA |============================================================= _________________| DIFFICULTY: 2 of 5 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creatures [21] Instants [9] [×2] Cinder Elemental [×2] Annihilating Fire [×1] Firewing Phoenix [×3] Searing Spear [×4] Flamewave Invoker [×4] Volcanic Geyser [×2] Hellfire Mongrel [×2] Lavaborn Muse Sorceries [1] [×3] Pilgrim's Eye [×4] Regathan Firecat [×1] Cone of Flame [×3] Young Pyromancer Lands [25] Artifacts [1] [25] Mountain [×1] Staff of the Flame Magus Enchantments [3] [×3] Seal of Fire CONTROL -: great (Annihilating Fire, Searing Spear, Volcanic Geyser) DRAWPOWER: poor SPEED ---: good STAYPOWER: poor STRENGTH : average SYNERGY -: good RETRIEVAL: poor (Firewing Phoenix) P.CHANGES: [+4] Chandra's Phoenix [-4] Regathan Firecat [+2] Flametongue Kavu [-2] Cinder Elemental [+1] Pyromancer's Gauntlet [-1] Staff of the Flame Magus Like all of Chandra's decks in the Planeswalker series, her main goal is to kill opponents through noncombat damage. All enchantments, instants and sorceries she owns are to that end, and many of her creatures (Lavaborn Muse, Cinder Elemental, Hellfire Mongrel, Flamewave Invoker) fall into the same category. The more lands she has, the more damage she can deal with Cinder Elemental and Volcanic Geyser -- and, foregoing player damage, may use their effects to destroy problematic creatures. Planeswalker difficulty ups the ante. The crappy Regathan Firecat is switched for Chandra's Phoenix, a 2/2 hasted flyer that can return itself to the hand each time its owner plays a red instant or sorcery. Flametongue Kavu is a 4/2 that deals 4 damage to a target creature when summoned. Finally, Pyromancer's Gauntlet adds 2 extra damage to all existing noncombat damage inflicted by its controller. There's only one, but its effect will be immediate! Easiest way to win? Life gain, life gain, life gain. She's going to do her darndest to whittle down one's health while picking off what creatures do hit the field. Luckily, most of her creatures are straight-up weak (most have a toughness of 1-2), and the deck has nothing that maintains hand advantage or allows graveyard retrieval. Firewing Phoenix's effect allows it to be returned to the hand, however -- but there's only one to deal with. • Milling will put Firewing Phoenix (and/or Chandra's Phoenix) into the graveyard for easy retrieval, but it still gets rid of many sources of noncombat damage in the meantime. Even just a couple hits of Tome Scour, Chill of Forboding, etc. can deal major blows, if luck's on one's side. • Flametongue Kavu's damage effect is mandatory, which is why Chandra won't summon it when her opponent controls no creature. When it's summoned, if a player bounces the only creature(s) s/he owns, Kavu will have no choice but to destroy its ally, or even itself. ________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| RAVNICA: GOLGARI DEPTHS |====================================================== ________________________| DIFFICULTY: 2 of 5 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creature [22] Instants [6] [×4] Corpse Blockade [×2] Fatal Fumes [×4] Gutter Skulk [×4] Grisly Salvage [×4] Sewer Shambler [×4] Slitherhead Lands [28] [×4] Terrus Wurm [×2] Zanikev Locust [×6] Forest [×4] Golgari Guildgate Sorceries [4] [18] Swamp [×4] Drown in Filth CONTROL -: average (Fatal Fumes) DRAWPOWER: none SPEED ---: average STAYPOWER: average STRENGTH : good SYNERGY -: good RETRIEVAL: poor (Grisly Salvage) P.CHANGES: [+4] Rot Farm Skeleton [-4] Swamp [+2] Vigor Mortis [-2] Terrus Wurm This is a fun G/B Scavenge-themed deck. Many creatures here, when put into the graveyard, can be exiled for their Scavenge cost to put counters on a different monster, quickly making beatsticks. GD will use Drown in Filth's milling to kill creatures, then parlay the thinning into graveyard retrieval with Grisly Salvage. Planeswalker difficulty drops extra lands in exchange for Rot Farm Skeleton, a 4/1 wimp that can mill the deck to return itself to the battlefield. This gives it extra synergy with Drown in Filth and Grisly Salvage, and it'll be happy to discard it (or kamikaze it) when able. Vigor Mortis is a relatively low-cost resurrector, returning a creature from GD's graveyard to the field, often with a +1/+1 counter on it. With only two around, and them replacing two scavengable Terrus Wurms, this change tends to work in one's favor. Spot removal works best, and surprisingly, milling can help move things along. This gets rid of annoyances like Drown in Filth and Fatal Fumes, as well as setting the proverbial table with tons of exile fodder. That is, the foe tends to play opportunistically -- if many scavenge targets exist, it'll burn through them as often as possible, even on crappy creatures like Gutter Skulk. (I've also seen it use Corpse Blockade as its counter recipient, heh.) Take advantage of the foe's single-mindedness by killing creatures after GD pays scavenge costs, or bouncing them to the hand, which works similarly (counters are automatically removed in those cases). • Don't forget Corpse Blockade's effect: sacrificing its allies for one-turn deathtouch! Putting creatures in its graveyard is its goal anyway, so this works in its favor -- if it gets rid of an opponent's beatstick, great! On a similar note, if one has deathtouch monsters on the field, GD's reticence to attack surfaces. It doesn't want to spend turns raising a 10+/10+ ringer only for it to die to some piddly wuss like a Pharika's Chosen or Agent of the Fates. • Oftentimes, the AI Scavenges opportunistically, using the effect on whatever it has laying around. This goes back to the strategy of playing into its milling, then letting the opponent Scavenge its best monsters (thus exiling them) before it can use Grisly Salvage. Just beware: land-filled graveyards make Drown in Filth's power skyrocket! • As with all opponents who raise large beatsticks, consider using Tribute to Hunger when they're all alone. Force a sacrifice, gain some life -- truly a winning combo. _____________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| RAVNICA: RAKDOS RIOT |========================================================= _____________________| DIFFICULTY: 3 of 5 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creatures [23] Instants [7] [×4] Demon's Jester [×4] Auger Spree [×4] Gore-House Chainwalker [×3] Grisly Spectacle [×4] Grim Roustabout [×3] Rakdos Ringleader Lands [24] [×4] Rakdos Shred-Freak [×2] Rix Maadi Guildmage [×4] Blood Crypt [×2] Thrill-Kill Assassin [×8] Mountain [×4] Rakdos Guildgate Enchantments [6] [×8] Swamp [×4] Deviant Glee [×2] Havoc Festival CONTROL -: good (Auger Spree, Grisly Spectacle) DRAWPOWER: none SPEED ---: fast STAYPOWER: poor STRENGTH : average SYNERGY -: good RETRIEVAL: none P.CHANGES: [+3] Carnival Hellsteed [-3] Rakdos Ringleader [+4] Rakdos Pit Dragon [-4] Demon's Jester R/B speed blitz deck, containing creatures with regeneration, deathtouch and haste. Most have wimpy stats, but can grow stronger with Deviant Glee and inherent keywords (Hellbent gives stat boosts if controller has no cards in hand; Unleash can give a +1/+1 counter when creature enters field, but they lose ability to block). Auger Spree and Grisly Spectacle act as spot removal, although the latter doesn't work on artifact creatures. On Planeswalker difficulty, the expensively wimpy (3/1) Rakdos Ringleader's replaced by the much more violent Carnival Hellsteed (5/4), which has the same CMC (6), plus first strike, haste and Unleash. Yikes! Meanwhile, the 2/1 flyer, Demon's Jester, is replaced by the flight-capable 3/3 Pit Dragon, which also has the draconic "+1/+0 for each red mana spent" ability. The easiest way to win's still noncombat damage. Most creatures inherently have a low toughness (1-2), and this method also gets around Grim Roustabout and Rakdos Ringleader's regeneration. Those who can't match RR's speed may end up in a very dire situation, particularly if Havoc Festival (each player loses half their life in upkeep stage; life gain is prevented) hits the field. Other notes: • Rix Maadi Guildmage is a wimp, but can prey upon the opponent when they cast cards with life-loss costs. For example, you try bouncing your creature to the hand with Vapor Snag, which loses 1 life. Afterwards, Rix Maadi uses its spare mana to deal extra damage (1 black + 1 red = 1 life lost). This can quickly stack up with attacking in the early rounds, not to mention act as annoying snipes in the late going, when there's plenty of mana to burn. ___________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| RAVNICA: SIMIC STRANGENESS |=================================================== ___________________________| DIFFICULTY: 2 of 5 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creatures [25] Sorceries [7] [×4] Adaptive Snapjaw [×2] Miming Slime [×3] Assault Zeppelid [×2] Slime Molding [×3] Battering Krasis [×3] Urban Evolution [×4] Coiling Oracle [×4] Frilled Oculus Lands [24] [×2] Nimbus Swimmer [×3] Shambleshark [×4] Evolving Wilds [×2] Species Gorger [×9] Forest [×7] Island Instants [4] [×4] Simic Guildgate [×4] Bioshift CONTROL -: none DRAWPOWER: good (Coiling Oracle, Urban Evolution) SPEED ---: average STAYPOWER: average STRENGTH : average SYNERGY -: average RETRIEVAL: none P.CHANGES: [+4] Cloudfin Raptor [-4] Bioshift [+4] Experiment One [-4] Frilled Oculus [+3] Drakewing Krasis [-3] Shambleshark [+2] Fathom Mage [-2] Species Gorger U/G deck based on creatures with Evolve keyword (earn +1/+1 counter each time creature with power or toughness greater than theirs enters under owner's control) and a Species Gorger/Coiling Oracle bounce combo. Opponent may use Bioshift to salvage earned counters by moving 'em onto another target. Planeswalker difficulty introduces a lot more speed into the deck. Gone is the 6/6 Species Gorger, Shambleshark and Frilled Oculus. In their places are Cloudfin Raptor and Experiment One, evolve-capable creatures with a CMC of 1. Drakewing Krasis is basically the same as Assault Zeppelid, only it's a 3/1 instead of a 3/3. Fathom Mage lets its owner draw a card each time it evolves, giving the deck extra drawpower. For general strategies, noncombat damage works to a degree, but several critters (Adaptive Snapjaw, Shambleshark, Battering Krasis) can grow out of range if left to their own devices. The main thing to remember is that with Coiling Oracle and Urban Evolution, the opponent is often putting in an extra land each turn; with Species Gorger, the former is reusable. (Even if a land isn't revealed, it's still a free card!) Other than that, SS can't tamper with its graveyard, so mill/defender decks can often squeak out wins. • Creatures bounced to the hand lose all counters that were placed on 'em. Tokens created by Slime Molding or Miming Slime simply disappear, since they aren't actual cards, just created by their effect. (It's a good idea to get rid of 'em anyway, since having giant beatsticks around only powers up the next SM/MS usage.) • The opponent can't deal any noncombat damage, so some methods that would ordinarily be risky can work. Roil Elemental is a prime example, letting one simply poach the opponent's evolvers, then grow 'em in a new "field"! ____________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| SHANDALAR: ASSASSIN'S BLADE |================================================== ____________________________| DIFFICULTY: 3 of 5 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creatures [20] Instant [4] [×4] Acolyte of Xathrid [×4] Ulcerate [×4] Cruel Sadist [×4] Vendetta [×4] Highway Robber [×4] Onyx Mage Sorceries [8] [×4] Xathrid Slyblade [×4] Assassinate Lands [24] [×4] Sign in Blood [24] Swamp CONTROL -: good (Ulcerate, Vendetta, Assasinate, Sign in Blood) DRAWPOWER: average (Sign in Blood) SPEED ---: average STAYPOWER: good STRENGTH : poor SYNERGY -: average RETRIEVAL: none P.CHANGES: [+4] Murder, [-4] Assassinate This is a black life loss deck. Acolyte of Xathrid, Highway Robber and Cruel Sadist can all inflict noncombat damage or life loss; cards that don't fit into that mold deal with instant death (Assassinate, Vendetta) or deathtouch (Xathrid Slyblade, Onyx Mage). Sign in Blood does double duty for drawpower and damage. Planeswalker difficulty does very little, simply trading Assassinate for a more general-use Murder -- the latter can work on anything, not just tapped creatures. Their CMCs are identical. As usual, life gain decks counter most of AB's offense, and one's own noncombat damage can eliminate most of the monsters, which are weenies. Note that Xathrid Slyblade can trade its hexproof for deathtouch and first strike, so baiting it into attacking/blocking will open a window for noncombat damage. • Vendetta is a double-edged sword -- it outright kills its target but the owner takes damage equal to its toughness. This means, if the foe's life gets low enough, it moves outside the range of its use (the AI will never intentionally make itself lose a duel). For instance, if the foe has 9 life and one owns a 10/10 Nemesis of Mortals, it's essentially Vendetta-proof! ________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| SHANDALAR: BEAST AMBUSH |====================================================== ________________________| DIFFICULTY: 3 of 5 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creatures [29] Sorceries [6] [×4] Advocate of the Beast [×4] Hunt the Weak [×4] Bond Beetle [×2] Overrun [×4] Brindle Boar [×4] Living Totem Lands [25] [×2] Spiked Baloth [×3] Primal Huntbeast [25] Forest [×4] Rumbling Baloth [×4] Timberpack Wolf CONTROL -: poor (Hunt the Weak) DRAWPOWER: none SPEED ---: good STAYPOWER: average (Advocate of the Beast) STRENGTH : good SYNERGY -: good RETRIEVAL: none P.CHANGES: [+4] Kalonian Tusker [-4] Timberpack Wolf [+2] Thragtusk [-2] Spiked Baloth Green beast/beatdown deck. Bond Beetle, AOTB and Living Totem can grant +1/+1 counters, while Timberpack Wolf grows more powerful when cards of the same name are on the field. The power-up strategy is all to maintain field advantage for Overrun, which grants +3/+3 and trample to all monsters. On Planeswalker difficulty, the deck's speed is improved. Timberpack Wolf, a 2/2 with CMC 2, is replaced with Kalonian Tusker, a 3/3 with the same CMC. Don't be surprised if the foe slips in AOTB to make it a 4/4 or better soon after entry. Thragtusk is a 5/3 beatstick that leaves a 3/3 beast token when destroyed. Easiest way to win? Noncombat damage works (most enemy creatures have a toughness of 1-3) but having a beatstick of one's own may be better, since the enemy will be hesitant to attack. Just watch out for Hunt the Weak, which will be used to pick off one's weaker creatures without their abilities kicking in. (Example: your Pharika's Chosen with deathtouch would normally make beatsticks hesitant to attack...but with HTW, it'll just be fodder and kill nothing in return.) Primal Huntbeast can't be targeted by abilities or spells, so the "have a beatstick to dissuade the foe" strategy is doubly useful. Try investing in creatures that have Monstrosity effects, like the easy-to-use Nemesis of Mortals. • Whenever possible, kill Advocate of the Beast (2/3)! Even quickie removal like Auger Spree can quickly be moved from OHKO territory, and since AOTB's effect triggers at turn's end, the foe will often slip it in after the combat phase to ensure at least one counter is created. _________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| SHANDALAR: BLAZING WINGS |===================================================== _________________________| DIFFICULTY: 2 of 5 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creature [24] Enchantments [8] [×4] Ancient Hellkite [×4] Firebreathing [×4] Brood Keeper [×4] Lightning Talons [×4] Dragon Egg [×4] Dragon Hatchling Instants [4] [×4] Furnace Whelp [×4] Volcanic Dragon [×4] Punishing Fire Lands [24] [24] Mountain CONTROL -: average (Punishing Fire) DRAWPOWER: none SPEED ---: good STAYPOWER: average STRENGTH : good SYNERGY -: average RETRIEVAL: poor (Punishing Fire) P.CHANGES: [+4] Dragonspeaker Shaman, [-4] Firebreathing THE GIST: Red dragon-themed flyer deck. A common ability among them is being able to spend red mana for +1/+0, which they'll certainly do if one gives 'em an opening. Firebreathing bestows the same prowess, and the common Lightning Talons (+3/+0, first strike) gives extra bite. Punishing Fire, which is like Shock in many ways, can be returned to the hand when its owner's opponent gains life. Planeswalker changes little, but its effects are still apparent -- the new addition is a 2/2 that lowers all dragon card costs by 2 colorless mana. This means it's possible to have Furnace Whelp out with 2 mountains, Ancient Hellkite with 4, and other combinations of weenie flyers with less. Needless to say, destroying this as soon as possible makes the battle much slower, and in doing so, easier. Despite Punishing Fire, milling and hand destruction work great, capitalizing on draw/retrieval methods. (Decks with land destruction themes can do fine, too, since it deprives the foe's creatures of extra firepower.) With the foe's ranks plum full of cost-activated abilities, it often burns through its mana pool quickly in the battle phase. None of said abilities improve toughness, though, so tactically bouncing/killing attackers makes for good setbacks, as well as robbing them of recourse during one's own turn. Even simple instants like Righteous Blow (deal 2 damage to attacking creature) or Shock can waste most creatures, or serve as the coup de grace on those damaged in combat. The opponent trie the same tactic, so return the favor, eh? • The AI often uses its Punishing Fires intelligently, "wasting" them as soon as it sees one has a beatstick with lifelink (Baneslayer Angel, Griselbrand, etc). This is, of course, in preparation to retrieve them the next time said beatstick attacks. Just remember that retrieving them costs the opponent 1 red mana, so if the bounce method above works, the foe may be mana-starved and miss the opportunity. On a similar note, one can destroy graveyard PFs by using "Suffer the Past," which also gains life in the process -- quite the cheeky kiss-off! • All creatures besides Volcanic Dragon (4/4) and Ancient Hellkite (6/6) are weenies. Even though they can buff their attacks, their toughness remains poor. Simple instants, like Righteous Blow or Shock, can rough roughshod over most attackers. Also, any flyer with first strike -- perhaps even using Lightning Talons, as the foe does -- goes well. Guard Gomazoa (1/3) and Palisade Giant (2/7) take no combat damage and redirect all damage, respectively, and can make good alternatives. ________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| SHANDALAR: SLIMY HORROR |====================================================== ________________________| DIFFICULTY: 1 of 5 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creatures [23] Artifacts [1] [×2] Bogbrew Witch [×1] Bubbling Cauldron [×4] Chasm Skulker [×3] Colossal Whale Sorceries [3] [×4] Coral Barrier [×4] Festering Newt [×3] Polymorph [×2] Rotfeaster Maggot [×4] Witch's Familiar Lands [25] Instants [8] [×4] Drowned Catacomb [11] Island [×2] Essence Scatter [10] Swamp [×2] Polymorphist's Jest [×4] Turn to Frog CONTROL -: good (Essence Scatter, Polymorphist's Jest, Turn to Frog) DRAWPOWER: none SPEED ---: average STAYPOWER: average STRENGTH : poor SYNERGY -: poor RETRIEVAL: poor P.CHANGES: [+4] Murder, [-4] Turn to Frog U/B Bogbrew Witch deck, containing theme-pertinent cards (Witch's Familiar, Festering Newt, Bubbling Cauldron) and other creepy-crawly types. The instants and sorceries are morph-themed, changing one/all target creatures into 1/1 ability-less frogs until end of turn; Polymorph simply destroys a creature and has its controller put one from the deck onto the field. On Planeswalker difficulty, Turn to Frog is just switched out for the creature-destroying Murder. With most monsters pretty terrible (Colossal Whale the exception) and too few Cauldrons/Witches, the deck has a very ramshackle feel -- just about anything can work, from noncombat damage to milling to hand destruction. Old-fashioned beatdowns are probably the easiest method, though -- just keep an eye on the opponent's mana pool and consider whether they have a Polymorphist's Jest or Turn to Frog in hand. • Once Witch's Cauldron hits the field, it tends to rob a lot of the impact one's offense has. Creature would be destroyed in battle? Sacrifice it for 4 life. Try destroying creature with Shock, Auger Spree, etc.? Sacrifice it for 4 life. It has a secondary effect (sacrifice Witch's Familiar to make opponent lose 4 life, then gain life equal to that) but it's not a common occurance. The opponent will even preemptively sacrifice creatures once its life total plummets, ensuring a fight to the bitter end. __________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| SHANDALAR: WIZARDS' TOWER |==================================================== __________________________| DIFFICULTY: 3 of 5 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Sorceries [12] Creatures [23] [×4] Mind Sculpt [×4] Æther Adept [×4] Tome Scour [×4] Archaeomancer [×4] Traumatize [×3] Archivist [×4] Azure Mage Lands [25] [×4] Paragon of Gathering Mists [×4] Sage's Row Denizen [25] Island CONTROL -: poor (Æther Adept) DRAWPOWER: good (Archivist, Azure Mage) SPEED ---: slow STAYPOWER: poor STRENGTH : poor SYNERGY -: good RETRIEVAL: average (Archaeomancer) P.CHANGES: [+4] Thought Scour [-4] Paragon of Gathering Mists [+4] Sleep [-4] Sage's Row Denizen Blue mill deck, centralized on destroying opponent's library while using Azure Mage/Archivist to maintain hand advantage. Archaeomancer fetches spent sorceries to speed things up; Æther Adepts bounce high-priority targets. On Planeswalker difficulty, Paragon and SRD are ditched in favor of another easy mill source (Thought Scour) and a tap-all-creatures annoyance (Sleep). Flyers work well here, and the opponent has no way to block them, save POGM's activated ability (and that only applies 'til turn's end). Whichever strategy one chooses, the milling in this deck is very fast, thanks to Sage's Row Denizen and multiple Mind Sculpts and Tome Scours -- always pack some Elixirs of Immortality. Backup ways to retrieve those Elixirs (Treasured Find) or fetch them (Rune-Scarred Demon) would be wise...just in case. _________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| ZENDIKAR: ALL-OUT SPRINT |===================================================== _________________________| DIFFICULTY: 2 of 5 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creatures [16] Instants [8] [×4] Caravan Hurda [×4] Narrow Escape [×4] Felidar Sovereign [×4] Rest for the Weary [×4] Lightkeeper of Emeria [×4] Lone Missionary Sorceries [6] Enchantments [4] [×2] Oust [×4] Survival Cache [×4] Sunspring Expedition Lands [26] [26] Plains CONTROL -: poor (Oust) DRAWPOWER: poor (Survival Cache) SPEED ---: average STAYPOWER: average STRENGTH : average SYNERGY -: good RETRIEVAL: poor (Narrow Escape) P.CHANGES: [+4] Emeria, the Sky Ruin, [-4] Plains White life gain deck, built around Felidar Sovereign's instant win condition (having 40+ life during upkeep). Every card here draws the end closer, whether it's LOE's multikicker, Survival Cache's rebound effect or the instants (RFTW can heal 8 life with its Landfall effect). Planeswalker difficulty only adds one card, but what an annoyance it is. If one controls 7+ Plains during the upkeep, Emeria lets them return a graveyard creature to play for free. This means no more "destroy all Felidar Sovereigns to beat the deck" nonsense, since that's the first target the opponent will choose. Recycling land destruction (Charmbreaker Devils + Demolish, Tectonic Rift) or simply exiling Sovereigns now becomes a useful tactic. Winning here is whatever the quickest way to deliver pain is -- almost always noncombat damage, beatsticks or a combination of both (like Inferno Titan). Aura-themed weenie decks can do well, too, and they needn't fear much besides Oust's put-atop-deck effect and LOE's flying. Just remember that all creatures (save Lone Missionary) have lifelink, so it may take a little while to make a dent. As long as the opponent's life is kept sub-40, or all Felidar Sovereigns are milled, the fight is managable. • The foe has no noncombat damage sources itself, leaving just Oust to deal with lingering threats. This opens the door to do fun tactics like stealing the foe's Felidar Sovereign (via Switcheroo or Roil Elemental) and winning that way. ________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| ZENDIKAR: NISSA |============================================================== ________________| DIFFICULTY: 3 of 5 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creatures [24] Sorceries [8] [×4] Civic Wayfinder [×2] Bountiful Harvest [×4] Elvish Pioneer [×2] Feral Incarnation [×4] Elvish Visionary [×2] Nissa's Expedition [×2] Imperious Perfect [×2] Overwhelm [×4] Nissa's Chosen [×2] Oracle of Mul Daya Instants [4] [×4] Sylvan Ranger [×2] Groundswell Lands [×2] Primal Bellow [24] Forest CONTROL -: poor DRAWPOWER: average (Elvish Visionary) SPEED ---: good STAYPOWER: poor STRENGTH : average SYNERGY -: great RETRIEVAL: great (Civic Wayfinder, Oracle of Mul Daya, Sylvan Ranger) P.CHANGES: [+2] Elvish Champion [-2] Bountiful Harvest [+2] Feral Incarnation [-2] Civic Wayfinder [+2] Joraga Warcaller [-2] Oracle of Mul Daya [+2] Overwhelm [-2] Nissa's Expedition Oh joy, a green elf weenie deck. Like many decks of its ilk, the draw power and land-grabbing ability is huge, especially with Nissa's Expedition (put two tapped lands on the field; Convoke) and Oracle of Mul Daya (can play an extra land each turn; if top card of library is a land, it can be played). The eventual goal of the field spam is destroying the opponent in a final hurrah, thanks to Overwhelm -- and that turn isn't far off, thanks to said sorcery having Convoke also. Groundswell and Primal Bellow act as offensive boosts and, when targeted for noncombat damage, defensive protectors. Planeswalker difficulty shakes things up noticeably, making the deck highly aggressive. Gone are many land-grab cards, replaced with more Overwhelms and Feral Incarnations. Elvish Champion gives +1/+1 to other elves, and Joraga Warcaller has a similar buff on its allies with its multikicker ability. As most strategies vs. weenies end up being, noncombat damage. Since the whole point of elf decks is to get multiple ones out and use Imperious Perfect to boost their stats, en-masse destruction -- like Planar Cleansing or Anger of the Gods -- is great. (Anger of the Gods is also nice since it exiles Nissa's Chosen, preventing them from returning to the deck.) As long as one is stifling the weenie spam, it shouldn't be too hard to combat the general annoyances (like Feral Incarnation). The deck also lacks graveyard retrieval and its own noncombat damage sources, so one can even play harder-to-use cards like Roil Elemental. • Tactically destroy Imperious Perfect (and Elvish Champion) to leave other attackers open. A very basic strategy, but it helps reduce field spam, and thus lowers the chances of the foe wasting an Overwhelm on their next turn. • Overwhelm can be countered with Hysterical Blindness, which gives all creatures -4/-0 until end of turn. It can be a great way to smash Nissa's ranks at once, provided one can overcome their toughness. • Many of Nissa's cards act as deck-thinning land-grabbers, ensuring she's rarely mana-starved and has plenty of discard fodder if targeted by, say, Mind Rot. However, she can ONLY fetch lands, so milling strategies can still work here (how do you think I found changes between difficulties?). However, her deck is still fast, so capitalize early and get a beatstick out that's worth the effort -- Soul of Zendikar, Inferno Titan, etc. _________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| ZENDIKAR: TANGLED GROWTH |===================================================== _________________________| DIFFICULTY: 3 of 5 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creatures [26] Instant [4] [×2] Avenger of Zendikar [×4] Harrow [×4] Jaddi Lifestrider [×4] Phytotitan Lands [26] [×4] Snapping Creeper [×4] Vinelasher Kudzu [22] Forest [×4] Wall of Vines [×4] Khalni Garden [×4] Wall of Wood Enchantments/Auras [4] [×4] Entangling Vines CONTROL -: poor (Entangling Vines) DRAWPOWER: none SPEED ---: average STAYPOWER: average (Phytotitan, Jaddi Lifestrider) STRENGTH : good (Avenger of Zendikar, Phytotitan) SYNERGY -: great RETRIEVAL: poor (Harrow) NOTES ---: Player begins with free Trusty Machete (equipment) on field P.CHANGES: [+4] Khalni Heart Expedition [-4] Snapping Creeper [+4] Wall of Blossoms [-4] Wall of Wood Green plant-themed spam deck. The low-cost monsters are defenders that impede the opponent, buying time to get out juggernauts like Phytotitan (resummons itself when killed) and Jaddi Lifestrider (life gain source). The main creature to look out for is Avenger of Zendikar, which has a Landfall effect that places +1/+1 counters on all plants. This is important to destroy, since it spawns 0/1 plant tokens when it enters the field, equal to the number of lands its owner has. Needless to say, the longer the battle goes on, the worse things get! Planeswalker difficulty ditches Snapping Creepers in favor of Khalni Heart Expeditions, enchantments that can be sacrificed to fetch two lands. Wall of Wood, an unimpressive 0/3 defender, is switched for the slightly tougher Wall of Blossoms defender (0/4), which lets one draw a card upon battlefield entry. Of the new additions, it's KHE that's important to watch out for, as it gives quick power to Vinelasher Kudzu and sacrificial targets for Harrow. Its land grab tactics also power up other KHEs, giving the deck much-needed speed. The usual noncombat damage will get rid of the weenie defenders and Khalni Garden's 0/1 spawns, while bigger guns are needed for Jaddi and AoZ (Ground Assault is the most cost-effective). For those going that route, one of the best cards is "Anger of the Gods," which ends up exiling all creatures it kills -- including Phytotitan, which would normally end up returning to the field like nothing happened. It should be noted that milling works great here, since the opponent has no way to fetch 'em back, plus it tends to rid one of the annoying amount of Jaddis/Phytos/Avengers. OTHER NOTES: Player has a free Trusty Machete artifact (equip: +2/+1) in play already. It should be obvious how this helps overcome walls. Also, Harrow can sacrifice a land to fetch two more, and as an instant, may render effects to destroy lands (Demolish, Tectonic Rift) useless. However, land destruction's still a very good route to go, especially if Charmbreaker Devils is around. _________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| ZENDIKAR: TOMB OF TERROR |===================================================== _________________________| DIFFICULTY: 2 of 5 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creatures [23] Instants [4] [×4] Blood Seeker [×4] Tomb Hex [×2] Bloodghast [×3] Bloodrite Invoker Sorceries [7] [×4] Bloodthrone Vampire [×4] Gloomhunter [×3] Dead Reckoning [×2] Kalastria Highborn [×4] Disentomb [×4] Ruthless Cullblade Lands [24] Enchantments [2] [24] Swamp [×2] Soul Stair Expedition CONTROL -: average (Tomb Hex) DRAWPOWER: poor SPEED ---: good STAYPOWER: average STRENGTH : average SYNERGY -: good RETRIEVAL: great (Dead Reckoning, Disentomb, Soul Stair Expedition) P.CHANGES: [+4] Gatekeeper of Malakir [-4] Blood Seeker [+4] Grim Discovery [-4] Disentomb NOTES ---: foe begins with Bloodghast, Bloodthrone Vampire, Dead Reckoning, Bloodrite Invoker, Gloomhunter and 2 Swamps in graveyard. Player begins with a Blazing Torch (equipment) on field. Black vampire-themed life loss deck. Blood Seeker passively deals damage when its opponent summons creatures; Bloodghast and Cullblade power up when one's life is 10 or less. Kalastria Highborn and the usual Bloodghast sacrifice loop (this time with Bloodthrone Vampire) ensure reliable life loss each turn. That said, its noncreature, nonland cards do damage, replenish the ranks or -- in Dead Reckoning's case -- both. Planeswalker difficulty adds in more annoyances. Gatekeeper of Malakir is a 2/2 that has an easy 1-mana kicker, forcing its opponent to sacrifice a creature. Grim Discovery one-ups Disentomb, allowing it to also take a land from the graveyard (if applicable). In general, the average life gain deck should suffice, although it's much easier to work that concept into a speedier beatdown deck. After all, behind all those effects is a bunch of 1~2 toughness weenies. (Aforementioned sacrifice loop powers up Bloodthrone Vamp, though, so single-target spells on other creatures in its presence may be wasted.) Tomb Hex is almost always a -4/-4 on the opponent's turn; otherwise, it and Dead Reckoning tend to do half that. • The player has a free Blazing Torch artifact on the field during this fight, which makes creatures unblockable to vampires/zombies. It can be sacrificed to deal 2 damage as well, although the gesture means little in the face of Dead Reckoning and Disentomb. (It must be equipped to be sacrificable.) • Beware the 1/1 Bloodthrone Vampire attacking, as it will often sacrifice its allies to mow down whatever tries blocking it. This field-thinning tactic also leaves it wide open for tactical bouncing and other fun tricks, like Tribute to Hunger or Reprisal. • The foe's graveyard is a huge annoyance in this deck, so consider adopting its own tactics (Bloodghast spam) or eradicating its key creatures. Anger of the Gods will often annihilate the foe's ranks, exiling Bloodghasts and any that can't power-up through sacrifices. Suffer the Past can exile from the opponent's graveyard, doing double duty as a healing tactic. ___________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| ZENDIKAR: TRAP-FILLED LAIR |=================================================== ___________________________| DIFFICULTY: 1 of 5 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Sorceries [1] Instants [13] [×1] Blaze [×4] Lavaball Trap [×2] Lethargy Trap Lands [11] [×2] Runeflare Trap [×4] Stone Idol Trap [×3] Island [×1] Whiplash Trap [×8] Mountain CONTROL -: average DRAWPOWER: none SPEED ---: poor STAYPOWER: poor STRENGTH : average (Stone Idol Trap) SYNERGY -: average RETRIEVAL: none NOTES ---: TFL starts with 1 Island and 3 Mountains in play, 0 cards in hand P.CHANGES: [+1] Inferno Trap [-1] Mountain [+1] Whiplash Trap [-1] Lethargy Trap THE GIST: R/U trap-themed deck. Traps are special instants that can be cast for especially low costs, supposing the opponent fulfills a condition. Those conditions are: (1) Lavaball: two or more lands played (2) Lethargy: three or more creatures are attacking (3) Runeflare: 3+ cards drawn (4) Stone Idol: costs 1 colorless mana less to cast for each attacker (5) two+ creatures were played this turn. Planeswalker difficulty drops a Mountain for Inferno Trap, which can do 4 damage on a 1-mana trigger, provided two or more creatures damaged its owner that turn. There's only one, though, making it of minor interest. There's a second Whiplash Trap added, too, which is far more useful than its forebear. Milling's the easiest way here, no doubt about it. It's possible to simply outlast the opponent with minimal effort, too, though life gain helps. As long as one avoids the traps' cost-lowering situations, this is fairly easy to deal with. Milling this opponent is also the easiest way to earn the "Ingenuity" achievement, for reference. • The 6/12 colorless Construct created by Stone Idol Trap doesn't have Reach, ensuring its use against an all-flyer strike is entirely pointless. It does have trample though, so weenies still have to be careful. (As an Artifact, it's susceptible to removers like Naturalize and Demolish, too.) ____________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| ALARA: EXPLORE BANT |========================================================== ____________________| DIFFICULTY: 3 of 5 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creatures [25] Enchantments [4] [×4] Aven Squire [×4] Oblivion Ring [×4] Akrasan Squire [×2] Court Archers Artifacts [3] [×3] Guardians of Akrasa [×3] Jhessian Infiltrator [×3] Obelisk of Bant [×4] Qasali Pridemage [×2] Rafiq of the Many Lands [24] [×3] Rhox War Monk [×3] Bant Panorama Instants [4] [×6] Forest [×3] Island [×2] Bant Charm [×8] Plains [×2] Resounding Silence [×4] Seaside Citadel CONTROL -: above-average (Oblivion Ring, Bant Charm, Resounding Silence) DRAWPOWER: none SPEED ---: average STAYPOWER: average STRENGTH : average SYNERGY -: good RETRIEVAL: poor (Bant Panorama, Resounding Silence) P.CHANGES: [+2] Bant Charm, [-2] Resounding Silence G/W/B Exalted deck -- basically, when a creature attacks alone, it gains +1/+1 for each of its Exalted allies. The common scenario one gets into is having Jhessian Infiltrator (which is unblockable) get the Exalted boosts, dealing consistant damage. If Rafiq is on the field, the attacker'll get double strike as well. (Only Rhox War Monk lacks Exalted.) Meanwhile, the instants and enchantments are used to get rid of problematic creatures, often by exiling. Planeswalker difficulty switches out Resounding Silence for more copies of the easy-to-use, general-purpose Bant Charm (can return to deck, destroy artifacts, counter spells). This eliminates any type of drawpower the deck had, poor as it may be, but makes the deck a bit more annoying. • Exalted creatures only get their effect when attacking alone, meaning if one nixes the attacker before the boost kicks in, the battle phase is a complete wash. Most cost-effective instants would be Ulcerate, Auger Spree, Volcanic Geyser, etc. (Once the boost occurs, destroying non-attacking creatures with Exalted won't lower it, note.) Anger of the Gods can wipe the field most of the time, too, giving the AI a taste of exile. • Qasali Pridemage can destroy enchantments and artifacts, so use at your discretion! Only Creepy Doll and Darksteel Axe/Ingot will be in the clear, thanks to indestructibility. • Fans of Planar Cleansing may already know this, but if nuking the field, any creature that was temporarily exiled by another permanent's effect -- like Oblivion Ring or Banisher Priest -- returns to the field, giving one an immediate leg up. Something to consider, especially if one's running any monster steal/swap cards (Switcheroo, Portent of Betrayal, etc.), since one can then nab a Qasali Pridemage and sacrifice it to destroy Oblivion Ring. ______________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| ALARA: EXPLORE GRIXIS |======================================================== ______________________| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creatures [21] Artifacts [2] [×2] Corpse Connoisseur [×2] Obelisk of Grixis [×3] Death Baron [×4] Dregscape Zombie Sorceries [3] [×2] Extractor Demon [×4] Fleshbag Marauder [×3] Blightning [×2] Hellspark Elemental [×4] Viscera Dragger Lands [24] Instants [10] [×4] Crumbling Necropolis [×3] Grixis Panorama [×4] Agony Warp [×3] Island [×3] Bituminous Blast [×6] Mountain [×3] Magma Spray [×8] Swamp CONTROL -: average (Agony Warp, Bituminous Blast, Magma Spray) DRAWPOWER: average (Viscera Dragger) SPEED ---: above-average STAYPOWER: good STRENGTH : average SYNERGY -: good RETRIEVAL: average (Corpse Connoisseur, Unearth-capable creatures) P.CHANGES: [+2] Thraximundar, [-2] Corpse Connoisseur B/R/U zombie deck, with a few skeletons and demons thrown in. Many creatures (Extractor, Viscera, Dregscape, Connoisseur) have Unearth, which allows them to be cast with Haste from the graveyard, in exchange for being exiled at turn's end. Thus, the opponent won't mind trading kills, since he can just blitz the field next time around. Meanwhile, Death Baron empowers zombies and skeletons with deathtouch, which applies to everything besides Hellspark & Extractor. Needless to say, even if one gets a beatstick or two out, it's hard to beat the constant stream of unearthed deathtouch-capable annoyances! Planeswalker difficulty takes out Connoisseurs for Thraximundar, a legendary zombie assassin with haste that forces its opponent to sacrifice creatures when it attacks. Each sacrifice gives it a +1/+1, so it needs to be removed as quickly as possible, if it can't be outright stolen (Roil Elemental, Switcheroo, etc). Ground Assault is the cheapest way to eliminate it, but cards like Volcanic Geyser and Banefire can do the trick, too. If one has a huge beatstick in the graveyard, Dead Reckoning may be able to OHKO it before it grows too large. Though it's an immediate threat, even with Death Baron out, at least only one can be out at a time...a small kindness, I suppose. All instants and sorceries deal noncombat damage, so there isn't really any perfect way, though beatsticks and (obviously) life gain are a good combo. Having cards of one's own that have Unearth or Undying help keep some field advantage, though in lieu of that, beefy cards with First Strike & Deathtouch make the foe think twice about attacking. Cards to consider using here: • Arrest (aura: equipped creature can't attack, block, activate abilities) • Baneslayer Angel (first strike, lifelink, flying) • Cloudshift (saves creatures from targeted spells, can renew effects) • Fog (all combat damage ignored during turn, 1 CMC) • Fusion Elemental (8/8 beatstick, not too difficult to get out) • Griselbrand (lifelink, drawpower) • Guard Gomazoa (1/3 flying defender, immune to combat damage) • Palisade Giant (all damage redirected to that card) • Planar Cleansing (wipes Obelisks; gets rid of Thraxamundar) • Rune-Scarred Demon (6/6 that searches any other card in library) • Soul of Zendikar (6/6 that can spawn 3/3 tokens) • Spore Burst (Domain-based weenie spam) • Suffer the Past (exiles Unearth-capable targets) Decks that focus on quickly creating beatsticks, like auras, shouldn't have much trouble taking advantage of the early turns when the foe can't do much. Token creation cards are great, too, since there's nothing worse than being deprived of a huge beatstick thanks to forced sacrifices. Sprouting Thrinax, an expansion card, creates tokens upon death, and makes for a good choice, both for its effect and as a 3/3 (CMC 3). If it wasn't obvious, milling is terrible here -- it just wastes mana and gives the opponent damage extra damage potential. On the flipside, milling does get rid of the instants and sorceries that make this duel hair-pullingly annoying. (Especially Blightening, which damages and forces one to discard 2. I hate you, Blightening! You hear me!?) Hand destruction, though bearing similar risks to the average milling techniques, can still be great in the early going. Pack a Monomania or two and see how it goes. ____________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| ALARA: EXPLORE JUND |========================================================== ____________________| DIFFICULTY: 2 of 5 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creatures [20] Sorceries [7] [×4] Blister Beetle [×3] Bone Splinters [×2] Flameblast Dragon [×4] Dragon Fodder [×2] Karrthus, Tyrant of Jund [×2] Skullmulcher Lands [24] [×4] Sprouting Thrinax [×4] Tukatongue Thallid [×7] Forest [×2] Volcanic Dragon [×3] Jund Panorama [×8] Mountain Artifacts [3] [×4] Savage Lands [×2] Swamp [×3] Obelisk of Jund Instants [6] [×3] Jund Charm [×3] Resounding Thunder CONTROL -: average (Bone Splinters, Resounding Thunder) DRAWPOWER: poor (Skullmuncher, Resounding Thunder) SPEED ---: average STAYPOWER: good STRENGTH : above-average (Karrthus, Flameblast Dragon, Skullmuncher) SYNERGY -: average RETRIEVAL: poor (Jund Panorama) P.CHANGES: [+2] Broodmate Dragon [-2] Flameblast Dragon [+2] Caldera Hellion [-2] Volcanic Dragon It's a R/G/B dragon deck, built around stalling with tokens, which buys time to get out Karrthus or Volcanic Dragon, and provides sacrificial fodder for Bone Splinters (which outright destroys its targeted creature). Skullmulcher's Devour 1 ability allows grants a little card-drawing ability. Planeswalker difficulty ups the annoyances a bit. Flameblast Dragon's benched in favor of Caldera Hellion, a 3/3 that deals 3 damage to all creatures when put into play (often suiciding in the process). It's basically "Anger of the Gods" without the perk of exile. Broodmate Dragon has the same 4/4 stats as Volcanic Dragon, losing haste in favor of spawning a 4/4 token. This becomes a huge problem if Karrthus is already out, since its "give all other dragons haste" effect will actually apply (before, it and Volcanic already had it, remember). This is by far the easiest of the Alara decks, thanks to it slowed drawpower, wimpy (nondragon) enemies and dearth of beatsticks. As long as one can destroy Karrthus and deal with the field spam, it tends to be very easy. Those having a tough time dealing 7 spot damage should consider using Reprisal or Ground Assault, two cost-effective destroyers. Other options: Dead Reckoning, Divine Verdict, Banefire, Volcanic Geyser... • Planeswalker difficulty means the opponent has field nukes in Jund Charm and Caldera Hellion. The situation's a bit easier with Sigil Blessing, a cheap instant from the expansion (+3/+3 to target, +1/+1 to all other creatures one controls). Since one of the best ways to counter this deck is to adapt the same field-spamming ability, this can easily save crucial tokens, like Soul of Zendikar's 3/3s. Hall of Triumph (+1/+1 to creatures of chosen type) can tide things over, too, since the opponent can't destroy artifacts, enchantments, equipment, etc. • Don't forget that Karrthus will steal all dragons one controls when it hits the field. Not a great deck archetype to bring here, unless one can reliably destroy the AI's hand (there's only two after all). Also, token-spawning creatures (Thrinax, Tukatongue, Skullmuncher) don't get that effect when exiled -- think "Anger of the Gods". No tokens, no Bone Splintering! ____________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| ALARA: EXPLORE NAYA |========================================================== ____________________| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creatures [19] Enchantments [3] [×2] Beacon Behemoth [×3] Where Ancients Tread [×2] Blitz Hellion [×4] Cylian Elf Sorceries [5] [×4] Spellbreaker Behemoth [×4] Wild Nacatl [×2] Exploding Borders [×3] Woolly Thoctar [×3] Rampant Growth Artifacts [4] Lands [24] [×4] Obelisk of Naya [×9] Forest [×4] Jungle Shrine Instants [5] [×5] Mountain [×3] Naya Panorama [×3] Branching Bolt [×3] Plains [×2] Colossal Might CONTROL -: average (Branching Bolt, Exploding Borders, Where Ancients Tread) DRAWPOWER: none SPEED ---: below-average STAYPOWER: average STRENGTH : great SYNERGY -: average RETRIEVAL: poor (Naya Panorama) P.CHANGES: [+2] Bull Cerodon, [-2] Beacon Behemoth R/G/W beatdown & noncombat damage deck -- a dangerous combo! Spellbreaker Behemoth (4CMC, 5/5) prevents creatures of 5+ toughness or greater from being countered. Blitz Hellion (7/7) is like Hellspark Elemental on steroids, only it goes back into the deck the turn it's summoned, not the graveyard. Rounding out the smaller creatures is Wild Nacatl and Woolly Thoctar, two low-cost types for 1/1 (up to 3/3) and 5/4, respectively. Planeswalker difficulty switches out the 5/3 Beacon Behemoth for a 5/5 Bull Cerodon, which inherently has haste and vigilance. Not too big a change, but it winds up like a slightly weaker Blitz Hellion that never taps. Beatstick decks typically rely on land-grabbing to quickly fuel rampages, but with "Where Ancients Tread," even a slow trickle of creatures can easily wipe one's progress. Luckily, Exploding Borders and the instants aren't quite as annoying as they could be (EB maxes out at 3 damage; Branching Bolt deals 6 damage potentially but has to split it). A good way to tackle this is having one's own beatstick-fueled deck, maybe even with cards available from exploration (Wild Nacatl, Woolly Thoctar). That way, they can capitalize on "Where Ancients Tread"'s absence, or attact both shots of it, generally ensuring one's life total remains the same. • Ground Assault (land-based damage, • Guard Gomazoa (incurs no combat damage) • Kozilek, Butcher of Truth (force foe to sacrifice 4 permanents each attack) • Obelisk of Alara (5 free healing each turn) • Planar Cleansing (destroys all beatstick, Obelisks and WATs) • Safe Passage (prevents all damage that turn) • Tribute to Hunger (consume beatsticks for life gain) Other notes: • Blitz Hellion may leave the field soon after it arrives, but this also means it's going to constantly trigger a copy(s) of Where Ancients Tread, quickly stacking damage. It'll also attack to try to wreak more havoc, so consider sacrificing a creature(s) to get rid of it, especially if no deathtouch or milling methods are available. • If one has way more creatures than the opponent, and one's life total is outside of OHKO range, the AI prioritizes thinning the crowd instead of gunning for the player. This makes 10+ life a tentative "safe zone," one where keeping the field filled is the ticket to survival. The AI may change its tune if it can trigger WAT four times, though, so be careful! _____________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| ALARA: EXPLORE THE MAELSTROM |================================================= _____________________________| DIFFICULTY: 4 of 5 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Creatures [14] Lands [24] [×4] Aven Trailblazer [×3] Forest [×4] Fusion Elemental [×2] Island [×2] Maelstrom Archangel [×4] Jungle Shrine [×4] Matca Rioters [×3] Mountain [×2] Plains Instants [11] [×3] Savage Lands [×3] Swamp [×3] Bituminous Blast [×4] Terramorphic Expanse [×4] Resounding Thunder [×4] Worldly Counsel Sorceries [11] [×4] Deny Reality [×3] Exploding Borders [×4] Spore Burst CONTROL -: good (Bituminous Blast, Deny Reality) DRAWPOWER: average (Worldly Counsel) SPEED ---: average STAYPOWER: average STRENGTH : good SYNERGY -: good RETRIEVAL: none P.CHANGES: [+4] Tribal Flames, [-4] Resounding Thunder A five-color noncombat damage deck, boosted by Cascade effects -- basically, one gets to play the next card in the deck with a lower mana cost for free. This allows one to quickly deal damage (Bituminous Blast/Resounding Thunder), spam the field (Spore Burst), acquire lands (Exploding Borders) and toolbox a bit (Worldly Counsel). Luckily, they can't nab Maelstrom Archangel or Fusion Elemental with this method. Some critters have the Domain keyword, which boosts their base stats for each basic land type they control. Planeswalker difficulty switches out Resounding Thunder for Tribal Flames, a Domain-based damage source for CMC 2. Its damage caps at 5, but it's much easier to use. This is far and away the hardest Alara opponent, thanks to Cascade playing cards for free, quickly, at random and regardless of current cards (i.e. lands to pay for it normally). Hard to believe just seven cards could cause such trouble! However, the deck has very few creatures, so if one can survive the vagaries of Cascade, that just leaves the two beatsticks: Fusion Elemental (8/8) and Maelstrom Archangel (5/5). Both have a converted mana cost of five -- 1 mana of each type -- and the latter lets one play a free nonland card from the hand when it combat-damages a player. I'd suggest an easy-to-use damage card (like Ground Assault) or something to take advantage of the enemy's burgeoning toughness (Tribute to Hunger is great). No matter how one tackles this foe, bring a bit of life gain for when those surprise Resounding Thunders and Exploding Borders come! _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ V. FREQUENTLY ASKED QUESTIONS [FAQZ] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [Q] - Is the game worth getting? The review weren't too kind to it... [A] - I'd say yes. Several of the things that annoyed people (like glitchy AI, random crashes, purchase-only boosters) are now fixed. As someone who's played several DOTP games, this easily has the most longevity, thanks to custom decks. There's still no Two-Headed Giant mode though, which will rub some potential customers the wrong way. [Q] - Do I have to buy from the store to get all cards? [A] - This used to be the case, but a patch renamed premium cards to "battle boosters," and allowed them to be earned from multiplayer wins. Note that packs won through multiplayer are randomly selected from planes not 100%'d. To increase the chances of getting battle boosters, finish progress on Innistrad through Zendikar first. [Q] - Can I use the opponent's decks? [A] - No, those are always unavailable, both for usage and card acquisition. [Q] - Does this game have a Draft Mode? [A] - No, Magic 2014 is currently the only one that has it. [Q] - You can play as Garruk in the expansion. Any custom decks w/ his cards? [A] - Nope. He's only available to play during the expansion campaign, nowhere else. His deck does change slightly depending on what difficulty's in play, though, for those wanting some of his campaign-ending hijinx. [Q] - Are there going to be more expansions? [A] - My spidey senses say...no. It won't be long 'til next year's DOTP game arrives, I reckon, and if WOTC hasn't capitalized on it thus far, the chances are slim. Shame, though, what with the deck-building aspect and all. [Q] - What's a good site to look up cards on? [A] - I've been using [http://magiccards.info/sitemap.html] and found it to be ridiculously thorough. It's great for those playing this game or just curious about the current state of MTG expansions. _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ VI. UPDATES & CONTRIBUTORS [UPDT] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 11-27-14 -------------------------+ Started guide 01-11-15 -------------------------+ Finished guide THANKS TO... ¯¯¯¯¯¯¯¯¯¯¯¯ • Sailor/Ceej, for hostin' my stuff • Inferno Titan: Gentleman. Scholar. Arsonist. • A topic in the WOTC forums for posting the tutorial decklists -- gracias! http://community.wizards.com/forum/mtg-duels-planeswalkers/threads/4107676 NOTES TO SELF/THINGS I NEED ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ • Polis Crusher planeswalker difficulty changes: what 7 lands are removed? _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ VII. LEGALITY [LGLT] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ This document is intended for private home use ONLY, and may not be reproduced through electronic or commercial means without the expressed consent of the author (P. Summers). It cannot be hosted, edited, or distributed for profit, and may not be given away as an add-in/gift to bought items. All rights are reserved to respective parties, even those not explicitly stated herein. Those who find this document on sites not listed below should e-mail the author (me). Thanks for reading this, and thanks for respectin' FAQ authors. Allowed Sites: Disallowed Sites: • Gametalk.com • cheatcc.com • GameFAQs.com • gamershell.com • MyCheats.com • Neoseeker.com • Gamesradar.com • Supercheats.com • Cheathappens.com • Honestgamers.com • Chaptercheats.com E-mail me for permissions ~ • Cavesofnarshe.com shotgunnova (a+) gmail (d0t) com. _______________________________________________________________________________ I'VE BEEN PUTTING Document © Shotgunnova, 1997-2015 (and countin'!) MYSELF THROUGH HELL Magic the Gathering namesake © respective owners WAITING FOR HELL TO BEGIN E N D O F D O C U M E N T
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