1234567890123456789012345678901234567890123456789012345678901234567890123456789 The Eye of Judgment Legends GameFAQ In Game Deck Listings v1.0b 2015-01-31 by lathe-mandrel INTRODUCTION ------------ This is simply a compiled list of the decks from PSP's The Eye of Judgment Legends in a single document. Thats it really. I figured I would start simple for my first GameFAQ submission lol. As far as I know, the decks used in both "Story Mode" and in "Wizards Duel" are the same decks, different in only the "Summoner Skills." If I later find anything different I will then update this listing, but otherwise, I believe this to be complete. Cards are listed in the order that they would appear in the "Deck Builder" mode, assuming the "E" version cards are grouped with the standard versions. The "E" cards are computer only cards that when their info is displayed they show an "E" where the promo versions would show a "P". Some of the "E" cards are stronger than their standard version, but some are actually weaker. Each "E" card will have a corresponding note within the deck it appears in. This is compiled from my own notes of the UCES01334 (European) version and information from Alan Kwan's "English Card Text Errata List (v1.34)" found at http://home.netvigator.com/~tarot/Games/Eye%20of%20Judgment%20PSP%20errata.txt The Summoner Skills are written here as they are in the game, any errors to such are in that deck's "Errata." The errata document is an invaluable document that clarifies possibly all of the translation errors found in the game, and also clarifies many of the keyword abilities. Many thanks to akwan_tarot for making it a public document! PLAYER DECKS ------------ When you start a new game, you are to choose your first deck from the five available decks. STARTER DECK Cost 60 Notes; Mostly designed around steady options, has some Biolith "pop", but not a stand-out deck. On the other hand, no real weak points, and a good intro to playing Rainbow/Multi specifically and/or Biolith in general, makes this is my personal favourite of the starting five. Fire 5 1x Flame Magus 2x Hellfire Spitter 1x Great Minos of Sciondar 1x Triceptaur Behemoth Water 5 2x Tritonan Ice Guard 1x Dancing Temptress 2x Venoan Assassin Earth 6 2x Verzar Foot Soldier 1x Stone Wing Dwarf 1x Giant Axe Dwarf 2x Se Hollyn Fortress Wood 6 2x Bewitching Elf Archeress 2x Elven Berserker Maiden 2x Twin Goblins Biolith 2 1x Biolith Battle Chariot 1x Taurus Monolith Neutral 0 Spell 6 1x Parmetic Holy Feast 2x Beguiling Fog 2x Healing Shower 1x Fissures of Goghlie FIRE DECK Cost 57 Notes; Fire Creatures are strength of attack oriented, making them great on offense. However, their health is usually a little low, so the field health +/- bonus is often important. Good for hitting, but doesn't take hits for long. Fire 18 2x Hellfire Spitter 2x Partmole Warhound 2x Freedonian Wanderer 2x Partmole Flame Lizard 2x Flame Lizard Archer 1x Partmole Flame Guard 2x Partmole Axethrower 1x Behemorph 1x Lizard Shocktrooper 1x Flame Lizard Barracks 1x Partmole Fire Oracle 1x Flame Lizard Commander Water 0 Earth 2 1x Verzar Canine 1x Novogus Golem Wood 1 1x Sleeptrap Biolith 1 1x Biolith Centurion Neutral 0 Spells 8 1x Granvenoa Altar 1x Beguiling Fog 1x Dhees's Command 1x Healing Shower 1x Fissures of Goghlie 1x Sciondar Inferno 1x Festival of Fire 1x Val's Secret Message WATER DECK Cost 48 Notes; Water creatures like to focus on abilities, primarily dodge/evade and magic attacks. However, magic users, when hit, usually have no counter attack. Also, magic attacks ignore dodge/evade, and rarely triggers a counter-action. This all means that water creatures are much better proactive than reactive. Fire 0 Water 18 2x Monk Elder of Okunada 2x Cloudrunner Marauder 1x Blue Lycanthrope 2x Cloudrunner Shipmate 2x Tritonan Harpoonsman 2x Aluhja Priestess 1x Tentacles of Possession 1x Frost Guards 2x Corsez Henchman 2x Ghost Ship 1x Siam's Sentinel Earth 2 2x Skeleton Soldier Wood 1 1x Sleeptrap Biolith 1 1x Biolith Stinger Neutral 0 Spell 8 1x Corsez Oath 1x Beguiling Fog 1x Healing Shower 1x Fissures of Goghlie 1x Aluhjan Fieldbond 1x Ice Flood of Okunada 1x Festival of Water 1x The New Capital EARTH DECK Cost 54 Notes; Earth creatures like to focus on staying alive and will work best when their Protection abilities and grouped bonuses are active. However, as their strength is defensive, they are often weak on offense. Much better for "clogging," then for "clearing," the board. Fire 1 1x Partmole Fire Oracle Water 2 1x Tritonan Harpoonsman 1x Aluhja Priestess Earth 18 2x Verzar Canine 2x Verzar Swordsman 2x Skeleton Archer 2x Verzar Defender 1x Skeleton Soldier 1x Far Land Sand Dog 1x Dwarf Sniper 1x Stone Wing Veteran 1x Novogus Catapult 2x Battering Ram 1x Verzar Golem 1x Blackhood Anti-Mystic 1x Verzar Elephant Brigade Wood 0 Biolith 1 1x Architekt Neutral 0 Spells 8 1x Venoan Hard Bargain 1x Beguiling Fog 1x Healing Shower 1x Fissures of Goghlie 1x Se Hollyn Battle Hymn 1x Fist of Verzar 1x Festival of Earth 1x Dhees Migration WOOD DECK Cost 53 Notes; Wood creatures like to stay alive through sheer amounts of health, healing and good old fashioned trickery. They fight back well, but are no powerhouses. Great in (and for) prolonged matches but be prepared to maximise their limited attacks. Fire 1 1x Rageflame Spitter Water 2 1x Cloudrunner Marauder 1x Queen's Servant Earth 0 Wood 18 2x Leapfrog Bandit 1x Green Lycanthrope 1x Tree Foxes 2x Elven Soul Hunter 2x Sleeptrap 2x Samurai Nagirashu 2x Elven Plaguedancer 1x Elven Berserker Witch 1x Juno Tree Haunt 1x Bewitching Elf Huntress 1x Elven Scout Mistress 1x Elven Rider 1x Elven Death Dancer Biolith 1 1x Toxic Intruder Neutral 0 Spells 8 1x Caisen Riot 1x Beguiling Fog 1x Healing Shower 1x Fissures of Goghlie 1x Elven Subterfuge 1x Wrathful Winds of Juno 1x Festival of Wood 1x Building the Granvil OPPONENT DECKS -------------- These are, in Wizard Duel order, the abilities and decks of the games opponents. After the name of the spell cards is the Cost value. After the creature cards is, in order, Cost, Health, and Attack values, followed by any points of note. None of the listed values take into account any of the Wizard or creature abilities, for example Atomic Rudra's Barrage, or the activation cost, as I found it too variable, and/or not necessary. To unlock the Arena only opponents of the four Saints and Seer Vizak, you must have at least one win versus all the Story Mode opponents, and also against all Wizard Duel opponents. This will unlock the Saints, who must also be defeated to unlock Seer Vizak. Seer Vizak must then be defeated to unlock the final standard cards, such as Seer Vizak himself, and The Eye of Juno, in the Card Shop. Romili Reloaded Story; n/a Arena; "None" "None" Notes; This is the deck that is used for the tutorial in Story Mode versus the Black Forest Elf. It contains two Ultra-rares, and overall is no threat. However, when I do lose to this deck, which is very rarely, it is usually a _spectacular_ loss. One time, after winning two of two matches against one of the Saints, I figured I had enough time to quickly win here. I lost in four-and-a-half rounds. Yup, the fastest you can normally lose, she pulled off. Otherwise, she is usually easy (but low) gold. Fire 6 1X Flame Magus 1 1 1 2X Hellfire Spitter 1 1 1 1X Partmole Flame Lizard 2 2 2 1X Triceptaur Behemoth 5 4 5 1X UR Sciondar Fire God 9 9 3 Water 5 2X Tritonan Ice Guard 1 1 1 1X Cloud Runner 3 2 1 1X Dancing Temptress 3 1 0 1X Venoan Assassin 3 3 2 Earth 6 1X Verzar Canine 1 1 1 2X Verzar Foot Soldier 1 2 1 1X Stone Wing Dwarf 1 1 1 1X Giant Axe Dwarf 2 3 1 1X Se Hollyn Fortress 4 4 1 Wood 6 2X Bewitching Elf Archeress 1 2 1 2X Sleeptrap 2 2 1 1X Elven Berserker Maiden 2 3 1 1X Twin Goblins 2 3 1 Biolith 1 1X Biolith Battle Chariot 4 5 3 Neutral 1 1X UR White Cubic 1 1 0 Spell 5 1X Parmetic Holy Feast 0 2X Beguiling Fog 0 1X Healing Shower 2 1X Fissures of Goghlie 2 Black Forest Elf Story; "None" "None" Arena; "Black Folia" "A playful dance beloved by the Black Forest elves. Allied Elf creatures gain 1HP from the pain-numbing effects of the soothing melodies." Errata; Allied Elf creatures /on non-Wood fields/ gain +1 HP. Notes; A good intro to fighting wood decks. Has an Ultra Rare Wild Dendrovort as its single UR, but not much to say about it otherwise. Fire 0 Water 0 Earth 0 Wood 26 2X Bewitching Elf Archeress 1 2 1 1X Tree Foxes 1 1 1 2X Elven Soul Hunter 1 1 1 2X Slumbertrap 1 1 1 1X Sleeptrap 2 2 1 2X Elven Berserker Maiden 2 3 1 1X White Tree Haunt 2 1 0 1X Elven Plaguedancer 2 2 1 1X Elven Berserker Witch 2 2 1 1X Juno Tree Haunt 3 1 2 2X Bewitching Elf Huntress 3 3 1 2X Elven Rider 4 4 2 1X Juno Prisoner Trap 4 4 0 1X Reaper's Golem 3 4 1 1X Arboreal Wyrm 4 4 1 2X Elven Death Dancer 5 3 1 1X Elven Night Rider 5 4 2 1X Berserker Princess 5 3 2 1X UR Wild Dendrovort 8 8 5 Biolith 0 Neutral 0 Spell 4 1X Beguiling Fog 0 1X Elven Dismissal X 1X Healing Shower 2 1X Fissures of Goghlie 2 Preacher Noova Story; "None" "None" Arena; "Noova's Sacrificial Sermon" "The holy truth of the orcs, as preached by Noova. His voice inspires fanaticism in his followers, subtracting 1 from the Summoning Cost of allied Green Bandits creatures (minimum 1)." Errata; Subtract 1 from the summoning cost of allied /Ultra-Rare/ Green Bandits creatures (down to a minimum of 1). Notes; Another Wood deck, this one with two UR, and the first deck where the Opponent can appear on the board. Again, not much to say, it's still early in the game, so the opponents haven't ramped up yet. Fire 0 Water 0 Earth 0 Wood 25 2X Leapfrog Bandit 1 1 1 1X Tree Foxes 1 1 1 2X Goblin Fanfare 1 2 1 2X Slumbertrap 1 1 1 2X Twin Goblins 2 3 1 3X Leapfrog Boss 2 1 1 3X Goblin Basher 2 2 1 2X Goblin Bomber 3 3 2 2X Goblin Chickenrider 3 3 1 2X Goblin Fort 4 6 1 2X Leapfrog Warchief 4 4 2 1X UR Preacher Noova 5 5 2 1X UR Green Erlking Zomba 6 6 3 Biolith 2 1X Biolith Stinger 3 1 0 1X Toxic Intruder 3 3 1 Neutral 0 Spell 3 1X Healing Shower 2 2X Great Tolicore Quake 3 Corleo, Venoan Capo Story; "None" "None" Arena; "Corsez License" "Proof of membership in the Corsez Family, signed in blood by Corleo. This license upgrades common thugs into tough traders. Allied Merfolk gain a Dodge attempt." Errata; Allied /Corsez Family creatures on non-Water fields/ gain a Dodge attempt. Notes; Basically this deck plays creatures to have either health or dodge as a bonus. Some magic can go a long way here, but aggressive play can end the match quickly. Again, the opponent is an UR here, but its the only UR the deck has. Fire 0 Water 23 1X Cloudrunner Marauder 1 2 1 1X Aluhja Priestess 2 1 1 1X Venoan Spy 2 2 1 2X Darkwater Syren 2 2 0 3X Corsez Henchman 2 2 1 Corsez Family 1X Cloud Runner 3 2 1 2X Dancing Temptress 3 1 0 2X Venoan Assassin 3 3 2 Corsez Family 2X Siam's Lookout 3 3 1 2X Shadow Diver 3 2 1 Corsez Family 1X Corsez Moving Castle 3 3 0 Corsez Family 1X Ship's Surgeon 4 4 2 2X Don of Venoa 5 3 2 Corsez Family 1X UR Corleo, Venoan Capo 5 4 2 Corsez Family 1X Don's Double 5 5 1 Corsez Family Earth 0 Wood 0 Biolith 0 Neutral 0 Spell 7 1X Corsez Oath 0 1X Beguiling Fog 0 1X Tinoan Teleportation 1 1X Lament for Clare Wil 1 1X Healing Shower 2 1X Fissures of Goghlie 2 1X Aluhjan Fieldbond 2 Imposter Queen Anfisa Story; "None" "None" Arena; "Icy Handmaiden" " The Queen's fastidious handmaiden keeps the palace in pristine condition. Every time an allied creature is destroyed, any fields whose reverse side is the Water element are fieldquaked." Notes; Whereas the last one was health and dodge, this opponent tries to outplay you with variety of tricks, but nothing too extreme. Again, the opponent is the only UR here. If the Indigo Mimic is on the board, it's a good idea to pick it off quick, but it's sometimes a decoy anyway. Fire 0 Water 25 2X Tritonan Ice Guard 1 1 1 1X Blue Cubic 1 1 0 2X Queen's Courier 1 2 0 2X Tritonan Harpoonsman 2 2 1 2X Aluhja Priestess 2 1 1 3X Tentacles of Possession 2 2 0 2X Frost Guards 2 2 1 1X Darkwater Syren 2 2 0 1X Indigo Mimic 2 2 0 1X Cloud Runner 3 2 1 2X Aluhja Moving Citadel 3 3 1 2X Ghost Ship 3 1 0 1X Sea Serpent 4 4 1 1X Queen's Emissary 5 3 2 1X Aluhja Inquisitrix 5 5 2 1X UR Imposter Queen Anfisa 6 5 2 Earth 0 Wood 0 Biolith 0 Neutral 0 Spell 5 1X Beguiling Fog 0 1X Tinoan Telekinesis 0 1X Healing Shower 2 1X Aluhjan Fieldbond 2 1X Ice Flood of Okunada 0 Inquisitor Koog Story/Arena; "Hymn #99" "A potent hymn sung by the Church of Parmus missionaries. It promptly converts listeners into fervent believers, subtracting 1 from the Summoning Cost of allied Ultra Rare Church of Parmus creatures (minimum 1)." Notes; Funny enough, not much green for a Wood deck. The four Zealots help keep down on Summoning Cost, and this deck looks to re-attack a lot. The four URs in this deck are all "E", thats how it has four Betrayers out of a maximum of three. The only real difference between the standard Inquisitor Koog versus the "E" version is that its amount restriction is removed. The differences between the standard Mandragora Triplet and the "E" version is that its amount restriction is removed and its Combo Attack doesn't work. Really, it has failed to activate every single time. Fire 7 1X Flame Magus 1 1 1 1X Rageflame Spitter 1 2 1 1X Freedonian Wanderer 2 2 1 1X Crimson Mimic 2 2 0 1X Noram Zealot 4 3 1 1X Flame Archmage 5 3 2 1X Torrid Nightmare 5 4 0 Water 9 1X Tritonan Ice Guard 1 1 1 1X Queen's Courier 1 2 0 1X Aluhja Priestess 2 1 1 1X Indigo Mimic 2 2 0 1X Aluhja Moving Citadel 3 3 1 1X Aluhja Prioress 3 3 2 1X Aluhja Zealot 4 3 2 1X Aluhja Inquisitrix 5 5 2 1X Missionary Ship 6 4 2 Earth 2 1X Visvar Vaas Zealot 4 3 2 1X Parmetic Vengeress 6 6 0 Wood 6 1X White Tree Haunt 2 1 0 1X UR E Inquisitor Koog 3 3 2 UR Church of Parmus 1X Tolicore Zealot 4 3 2 3X UR E Mandragora Triplet 4 4 2 UR Church of Parmus Biolith 0 Neutral 0 Spell 6 1X Granvenoa Altar 0 1X Beguiling Fog 0 1X Aluhjan Spellshield 1 1X Aluhja Seduction 1 1X Aluhjan Fieldbond 2 1X Aluhjan Regeneration 3 Biolith Gatekeeper Story/Arena; "Biolith Barrier" "The barrier that surrounds the Biolith Castle. It protects allied Biolith creatures, which gain 2 HP." Notes; Basically the Skill gives Biolith creatures the field health bonus that they don't get because of the higher attack strength, and now they get it on any field. Not as scary as it sounds though. This deck is a bit of a stereotypical Biolith deck, it sits back waiting for its big guns to come out, primarily in the the form of its two Ultra Rares. "Smash" them asap and overall this opponent isn't too bad. Fire 3 1X Flame Guard Recruit 1 2 0 1X Partmole Gatekeeper 1 1 1 1X Torrid Nightmare 5 4 0 Water 1 1X Aluhja Priestess 2 1 1 Earth 5 2X Skeleton Soldier 2 2 1 2X Stone Wing Veteran 2 2 1 1X Roving Penitentiary 3 4 1 Wood 2 2X Slumbertrap 1 1 1 Biolith 13 2X Biolith Stinger 3 1 0 2X Imperial Biolith Guard 3 4 2 1X Biolith Centurion 3 4 2 1X Barrager 3 3 1 1X Biolith Ninja 4 4 2 2X Biolith War Chariot 4 4 2 1X Biolith Deathgarden 4 5 0 1X Dragoon Dragon Cavalry 5 5 3 1X UR Battle Master 6 6 3 1X UR Magic Master 6 6 2 Neutral 0 Spell 6 1X Absolver Sacrament 0 1X Tinoan Teleportation 1 2X Parmetic Castigation 2 1X Great Tolicore Quake 3 1X Seer Vizak's Calamity 6 Undead King Novogus Story/Arena; "Deadwall Dungeon" "Novogus' prison of the undead, which locks in the living and shelters the recently deceased. Allied Novogus Dynasty creatures on Earth fields gain +1 Protection. (Physical damage on target creatures is reduced by 1.)" Notes; This deck, completely unsurprisingly, tries to set up on the Earth fields with some of its earlier (smaller) things and then is surprisingly aggressive from there. It has only two URs, but relies on brute strength nonetheless. Some healing and quakes work well here, but I find magic keeps down on the damage I take overall. Fire 0 Water 0 Earth 25 1X Yellow Cubic 1 1 1 2X Relentless Skeleton 1 1 1 Novogus Dynasty 2X Skeleton Archer 1 2 1 Novogus Dynasty 3X Skeleton Soldier 2 2 1 Novogus Dynasty 2X Novogus Catapult 3 4 2 Novogus Dynasty 2X Novogus Bandwagon 3 2 0 Novogus Dynasty 3X Novogus Warrior 3 2 2 Novogus Dynasty 2X Forgotten Fortress 3 4 0 1X Novogus Golem 4 3 2 Novogus Dynasty 2X Bone Drake 4 4 1 Novogus Dynasty 1X Novogus Sinbearer 5 5 0 Novogus Dynasty 1X UR Vamas, Tomb Sentinel 5 5 2 Novogus Dynasty 1X Novogus War Mammoth 5 5 2 Novogus Dynasty 1X UR Undead King Novogus 6 7 2 Novogus Dynasty 1X Undead Dragon 7 8 5 Novogus Dynasty Wood 0 Biolith 0 Neutral 0 Spell 5 1X Absolver Sacrament 0 1X Se Hollyn Battle Hymn 2 2X Great Tolicore Quake 3 1X Festival of Earth 0 Biolith Army Story/Arena; "Scion's Law" "A property of neurotransmission discovered by Scion. It's capable of stimulating the artificial muscles of Biolith Bodies, subtracting 1 from the Activation Cost to attack for allied Biolith creatures." Notes; In Story Mode, this deck will be the first "2nd fight" you face and therefore your first chance to use the sideboard. I find a well-balanced deck doesnt need it, but this is early enough that you probably don't have anywhere enough selection to ignore the sideboard. Two URs and the first UR spell you face doesn't sound like much, but the frequent re-attacks from hard hitting Bioliths will beat you down fast. A defensive deck or an all-out one-hit destroy deck should both work well here, but good luck having a lot of those cards at this point. Fire 0 Water 2 1X Partmole Warhound 1 1 1 1X Tritonan Ice Guard 1 1 1 Earth 2 1X Far Land Sand Dog 2 2 1 1X Dwarf Sniper 2 3 1 Wood 4 1X Bewitching Elf Archeress 1 2 1 1X Elven Soul Hunter 1 1 1 1X Goblin Fanfare 1 2 0 1X Goblin Bomber 3 3 2 Biolith 16 2X Biolith Bomber 3 3 1 1X Biolith Stinger 3 1 0 1X Imperial Biolith Guard 3 4 2 1X Athenix Citadel 3 4 1 1X Architekt 3 4 2 1X Biolith Transmorph 3 4 1 1X Barrager 3 3 1 1X Biolith War Chariot 4 4 2 2X Behemoth Terraformer 4 4 1 1X Taurus Monolith 5 6 3 1X Prototype Behemoth 5 5 2 1X Centipede Tank 6 6 3 1X UR Ouroboros Dragon 7 10 7 1X UR Biolith Battleship 7 8 2 Neutral 0 Spell 6 1X Absolver Sacrament 0 1X Venoan Hard Bargain 0 1X Tinoan Telekinesis 0 1X Parmetic Castigation 2 1X UR Biolith Infestation 0 1X First Fall of Scion 3 Shaman Zolda Story/Arena; "Firewake Stratagem" "The Dheesian army's fireship strategy. It sails along the ground, leaving burning villages in its wake. Every time a creature is destroyed, any fields whose reverse side is the Fire element are fieldquaked." Notes; Not a great skill, but one you opponent tries to take advantage of every chance it gets. For all its offense, its field bonuses are the only reliable defense this deck has. The only real advice I can give is get this deck before it gets you. Magic avoids the counter-hits, but is costly versus damage, and this deck has magic itself. Dodging creatures might get returned to hand or outright destroyed by the two URs. The best strategy might be to simply overpower it. Fire 28 2X Red Cubic 1 1 0 1X Flame Guard Recruit 1 2 0 2X Partmole Gatekeeper 1 1 1 2X Rageflame Spitter 1 2 1 2X Partmole Flame Lizard 2 2 2 2X Flame Lizard Archer 2 2 1 2X Partmole Axethrower 3 2 2 2X Beacon of Cai-Shae 3 1 0 1X Behemorph 3 3 1 2X Lizard Shocktrooper 3 3 2 1X Flame Lizard Barracks 3 4 2 1X Partmole Fire Oracle 4 3 2 1X Flame Lizard Commander 4 4 3 1X UR Shaman Zolda 4 3 2 1X Flame Archmage 5 3 2 1X Flameheart 5 4 0 1X Torrid Nightmare 5 4 0 1X UR Crucible King Dios IV 6 6 3 1X Flame Lizard General 6 5 3 1X Partmole Scout Balloon 6 6 3 Water 0 Earth 0 Wood 0 Biolith 0 Neutral 0 Spell 2 1X Goghile Altar 0 1X Yuga's Mesmerizing Fog 0 Logan Zurtur Story/Arena; "Sciondar Fever" "A feverish condition often caught by ascetics. It agitates the nervous system of the afflicted, adding 1 to the Attack of allied Dhees Empire creatures." Notes; More Fire brutality. This deck has two URs and a skill that increases attack strength. Surprising amount of Cai-Shae though, as they don't get the bonus. Theres Dhees Empire creatures not in this deck, but theres enough here for the skill to be dangerous. Really, this is just another big-hit deck, and again hitting harder may be the best advice. Fire 27 2X Hellfire Spitter 1 1 1 2X Flame Novice 1 1 1 1X Partmole Warhound 1 1 1 Dhees Empire 2X Partmole Gatekeeper 1 1 1 Dhees Empire 1X Rageflame Spitter 1 2 1 1X Freedonian Wanderer 2 2 1 2X Fire Witch's Familiar 2 2 1 2X Crimson Mimic 2 2 0 1X Cai-Shae Brazier 2 1 0 1X Great Minos of Sciondar 3 1 2 2X Partmole Flame Guard 3 3 1 Dhees Empire 1X Behemorph 3 3 1 1X Lesser Granvenoa 4 3 4 1X Partmole Fire Oracle 4 3 2 2X Flame Wyvern 4 4 1 Dhees Empire 1X UR Logan Zurtur 4 4 2 1X Triceptaur Behemoth 5 4 5 Dhees Empire 1X Flameheart 5 4 0 Dhees Empire 1X Infernal Sciondar Dragon 7 8 5 Dhees Empire 1X UR Raging Pyrathrax 8 8 5 Water 0 Earth 0 Wood 0 Biolith 0 Neutral 0 Spell 3 1X Granvenoa Altar 0 1X Fissures of Goghlie 2 1X Sciondar Inferno 0 Wormak, Biolith Heir Story/Arena; "Inheritance Code" "Wormak's seal as his father's successor. All of his Biolith brethren bow down before the seal, gaining 1 mana every time he summons an allied Biolith creature." Notes; "Wormy" may be the only UR here, but the Skill is compounded with creature abilities to create a deck that seems to play a Biolith every single round. Re-attacks from a Biolith creature followed by an entry-attack from another Biolith can destroy a big creature fast. The only real advice I can give here is don't let things gather, meaning destroy what you can asap, _especally_ anything that generates mana (exit-mana expected of course.) If Wormy doesn't keep his mana up, he starts to run out of options, and thats your chance to put the pressure on. Fire 1 1X Freedonian Wanderer 2 2 1 generates mana Water 6 2X Monk Elder of Okunada 1 1 0 1X Cloudrunner Marauder 1 2 1 1X Frost Guards 2 2 1 1X Venoan Spy 2 2 1 1X Darkwater Syren 2 2 0 Earth 1 1X Giant Axe Dwarf 2 3 1 Wood 3 1X White Tree Haunt 2 1 0 1X Juno Spirit Fox 3 2 1 1X Darksword Samurai 4 4 1 Biolith 15 2X Athenix Citadel 3 4 1 2X Flailmonger 3 4 1 2X Architekt 3 4 2 1X Biolith Transmorph 3 4 1 2X Toxic Intruder 3 3 1 1X UR Wormak, Biolith Heir 4 4 2 generates mana 1X Biolith War Chariot 4 4 2 1X Biolith Transporter 4 3 0 1X Dragoon Dragon Cavalry 5 5 3 2X Archiver 5 5 0 Neutral 0 Spell 4 1X Summoner Mesmer's Lapse 1 2X Yuga's Mesmerizing Fog 0 1X Seer Vizak's Calamity 6 Berserk Romili Story/Arena; "Overload" "The runaway Biolith Virus that infected Romili and enabled the conquests of the Biolith Scourge. All non-Biolith fields with allied creatures are also treated as Biolith fields." Errata; All fields /adjacent to allied "Romili Reloaded"/ are also treated as Biolith fields. Notes; The skill might not seem like much, but combined with her Possession ability, you can get locked down quick. Otherwise she can play creatures around her that get bonuses on Biolith fields. In other words, when Romili, the only UR in the deck, is in play, Smash her asap. She can still be an unrelenting opponent, but I find with her on the board, it's an especially uphill battle. Fire 2 1X Flame Novice 1 1 1 1X Lesser Granvenoa 4 3 4 Water 5 1X Cloudrunner Marauder 1 2 1 1X Queen's Courier 1 2 0 2X Blue Lycanthrope 1 1 0 1X Cloudrunner Shipmate 1 2 1 Earth 3 1X Verzar Canine 1 1 1 1X Verzar Foot Soldier 1 2 1 1X Verzar Swordsman 1 1 1 Wood 3 1X Green Lycanthrope 1 1 0 1X Bewitching Elf Archeress 1 2 1 1X Goblin Basher 2 2 1 Biolith 14 1X P Biolith Bomber 3 3 1 2X Athenix Citadel 3 4 1 1X Architekt 3 4 0 1X Biolith Transmorph 3 4 1 1X Biolith Ninja 4 4 2 1X Biolith Sentry 4 4 1 1X UR Romili Reloaded 4 4 2 2X Aegis Citadel 5 5 1 2X Arc Satellite Cannon 5 5 4 1X Archiver 5 5 0 1X Centipede Tank 6 6 3 Neutral 0 Spell 3 1X Parmetic Holy Feast 0 1X Mesmer's Lecture 1 1X Great Tolicore Quake 3 Kastor and Pollux Story/Arena; "Necromitter" "A mana-transmutation catalyst created by Scion. It converts the power of the Prime Elements into Biolith energy, subtracting 1 from the Activation Cost of allied creatures." Notes; Again, Biolith re-attacking for less cost, and theres some real brutes here to take advantage of it too. An important thing to know about this deck is its two URs, Kastor and Pullox themselves, are "E" versions. It not as bad as it sounds though, as the difference is both has had all Dioskuri abilities removed. While they are intimidating on their own, they simply cannot join together. Advice is simply again, destroy or be destroyed. However, it's not as simple here, as it uses the standard Biolith strategy of playing small creatures to save up to get the big ones on the board later. What this means is early in the match you can try to keep the board clear of the smaller stuff (ten of eleven pays for itself with exit mana) and keep something big in hand for later. Fire 1 1X Partmole Warhound 1 1 1 Water 2 2X Cloudrunner Shipmate 1 2 1 Earth 6 1X Verzar Canine 1 1 1 1X Stone Wing Dwarf 1 1 1 1X Relentless Skeleton 1 1 1 1X Skeleton Archer 1 2 1 2X Verzar Defender 1 2 0 Wood 2 1X Leapfrog Bandit 1 1 1 1X Elven Berserker Witch 2 2 1 Biolith 13 1X Imperial Biolith Guard 3 4 2 1X Biolith Transmorph 3 4 1 1X Barrager 3 3 1 1X Biolith Sentry 4 4 1 1X UR E Kastor 4 4 2 1X UR E Pollux 4 4 2 2X Taurus Monolith 5 6 3 2X Biolith Mage Guard 5 5 2 2X Scion's Peace 6 7 1 1X Centipede Tank 6 6 3 Neutral 0 Spell 6 1X Goghile Altar 0 1X Fissures of Goghlie 2 1X Scion's Revelation 1 2X Scion's Riotous Impunity 2 1X Seer Vizak's Calamity 6 Dioskuri Story/Arena; "Back Door" "Dissolves the twins' combination power. The seal placed on this door is broken, and the Summoning Cost of an allied Dioskuri is set to 1 (minimum 1.)" Notes; Here they are, already joined! With two other big Biolith URs also! The strategy here is deceptively simple; Dioskuri is "possibly" in his own starting hand and will try to play it asap. (This is the earliest I can guarantee of the computer "cheating." However, I suspect that sometime before this point the computer doesn't use one thirty-card deck, but empties one fifteen-card deck before drawing from the second.) So, take advantage of this. End your turn without playing something (both building mama reserves) until either Dioskuri is on the board or your hand is full, then put something as out "bait." The Dioskuri in this deck is "E", so the Summoning Lock and required Incarnation is removed, but costs six (not three) to re-attack. It, like the standard version, has a Summoning Cost of 12, but the skill takes care of that. Once you Smash it asap, it's an ability and attack heavy Biolith deck from there, so keep the pressure on. Fire 2 1X Flame Magus 1 1 1 1X Partmole Warhound 1 1 1 Water 3 2X Monk Elder of Okunada 1 1 0 1X Cloudrunner Shipmate 1 2 1 Earth 3 1X Verzar Canine 1 1 1 1X Stone Wing Dwarf 1 1 1 1X Skeleton Archer 1 2 1 Wood 2 1X Green Lycanthrope 1 1 0 1X Sleeptrap 2 2 1 Biolith 13 1X Imperial Biolith Guard 3 4 2 1X Athenix Citadel 3 4 1 1X Biolith Transmorph 3 4 1 1X Morning Star Warrior 4 4 2 1X Biolith Ninja 4 4 2 1X Behemoth Groundbreaker 4 4 1 1X Behemoth Terraformer 4 4 1 1X Biolith Sentry 4 4 1 1X Biolith Mage Guard 5 5 2 1X Prototype Behemoth 5 5 2 1X UR Atomic Rudra 6 5 3 1X UR Sciondar Gateway 7 6 1 aka "Biolith Gateway" 1X UR E Dioskuri 12 5 2 (6 activation) Neutral 0 Spell 7 1X Parmetic Holy Feast 0 1X Goghile Altar 0 1X Healing Shower 2 1X Se Hollyn Battle Hymn 2 1X Parmetic Castigation 2 1X Yaksha Stimulants 3 1X Juno's Admonition 2 Tino, Son of Scion Story/Arena; "Speechless Spells" "High-level spellcasting knowledge fully mastered by Scion. He has learned to renounce spell incantations entirely, casting spells at no Summoning Cost." Notes; A spell heavy Ninja deck. It uses the only Promo spell used by the computer (one of four promos overall) as one of its _nine_ spells. (I recommend five spells in my deck builds.) Despite being a ninja deck, it somehow doesn't have the Biolith Ninja, which I consider the strongest of the five ninjas. Only three Biolith in this deck, including both of this decks URs, being himself, and the potent Phaseus, Biolith God. When successful, a Ninja deck is sight to behold with the four elemental ninjas working together to form a chain of relative invulnerability. However that requires all four of them, and one missing creates a weak spot. Thats where everything else comes in. This deck attempts to be relentless, but the high number of spells creates lag. Destroy the ninjas in particular, keep up the attack, and you should eventually have out the five needed to win. Fire 4 1X Flame Magus 1 1 1 2X Firefly Ninja 3 2 1 1X Flame Ascetic 3 3 2 Water 5 1X Cloudrunner Marauder 1 2 1 1X Blue Lycanthrope 1 1 0 2X Wolf Ninja 3 3 1 1X Venoan Assassin 3 3 2 Earth 6 1X Verzar Foot Soldier 1 2 1 1X Giant Axe Dwarf 2 3 1 1X Dwarf Sniper 2 3 1 2X Spider Ninja 3 2 1 1X Se Hollyn Fortress 4 4 1 Wood 3 1X Green Lycanthrope 1 1 0 1X Samurai Nagirashu 2 2 2 1X Swallow Ninja 3 3 1 Biolith 3 1X UR Tino, World Savior 3 4 1 1X Aegis Citadel 5 5 1 1X UR Phaseus, Biolith God 9 12 4 Neutral 0 Spell 9 1X Parmetic Holy Feast 0 1X Elven Dismissal X 1X Ninja Fate Enhancer 1 1X Healing Shower 2 1X Se Hollyn Battle Hymn 2 1X Parmetic Castigation 2 1X Aluhjan Regeneration 3 1X Yaksha Stimulants 3 1X P Tino's Law of Heaven 0 Scion, Biolith Lord Story/Arena; "Summonology of Scion" "The basic theory of summoning, as posited by Scion. It maintains that incantations are unnecessary for summoning and thus subtracts 1 from the Summoning Cost of allied Biolith creatures (minimum 1)." Notes; A Field bonus negating UR spell and two powerful UR creature are the center pieces of a deck designed to simply overpower you. With a Skill like that, it appears Scion can afford to. Once it does, it's just staggering. Theres a strange catch though; being _so_ Biolith heavy, it takes awhile to get rolling. It has been found that you can outplay him early and beat the Biolith Lord with a deck of only common creatures, no spells, or higher rarities. Since the gold payout is nice, some people "gold farm" against him to get the Wizard Card Wallet awards for saved gold. I don't know what the "best" deck for this is, so I won't discuss it any further. If you don't go this route, it's the now standard anti-Biolith advice of Destroy as much as you can before getting destroyed, especially with the two UR Bioliths. Fire 5 2X Flame Novice 1 1 1 2X Flame Guard Recruit 1 2 0 1X Partmole Warhound 1 1 1 Water 1 1X Cloudrunner Shipmate 1 2 1 Earth 1 1X Stone Wing Dwarf 1 1 1 Wood 0 Biolith 19 1X Flailmonger 3 4 1 2X Biolith Centurion 3 4 2 1X Biolith Transmorph 3 4 1 2X Toxic Intruder 3 3 1 1X Biolith Battle Chariot 4 5 3 2X Morning Star Warrior 4 4 2 1X Behemoth Groundbreaker 4 4 1 1X Biolith War Chariot 4 4 2 1X Biolith Sentry 4 4 1 2X Taurus Monolith 5 6 3 1X Biolith Mage Guard 5 5 2 1X Prototype Behemoth 5 5 2 1X UR Scion, Biolith Lord 6 5 2 1X UR Guardian Watchtower 6 10 1 1X Centipede Tank 6 6 3 Neutral 0 Spell 4 1X Venoan Hard Bargain 0 1X Dhees's Command 1 1X UR Biolith Ascension 0 1X Scion's Revelation 1 Scion Triumphant Story/Arena; "Scion's Sphere" "An extradimensional space engineered by Scion in which his powers cannot be blocked. It subtracts 1 from the Summoning Cost of allied Ultra Rare Biolith creatures (minimum 1)." Errata; The summoning cost of allied Ultra-Rare Biolith creatures is /set to 1/. Notes; Now we are at the Story Mode final boss. With an UR spell and a staggering _five_ Ultra Rare Biolith creatures, playable for 1 mana each, you are now in for a fight! Being Biolith, it is slow to build up speed, and has a surprising weakness beside; its Ultra Rares! Biolith Bomber and practically anything else that affects 1 mana creatures work well here, but the counter-attacks are a real issue overall. Otherwise keep pounding away and don't think twice about playing a 1 cost of your own to win with a full board. Fire 0 Water 2 1X Frost Guards 2 2 1 1X Venoan Spy 2 2 1 Earth 1 1X Skeleton Soldier 2 2 1 Wood 3 1X Samurai Nagirashu 2 2 2 1X Leapfrog Boss 2 1 1 1X Elven Plaguedancer 2 2 1 Biolith 20 1X Athenix Citadel 3 4 1 1X Flailmonger 3 4 1 1X Biolith Centurion 3 4 2 1X Toxic Intruder 3 3 1 1X Morning Star Warrior 4 4 2 1X Behemoth Groundbreaker 4 4 1 1X Biolith Deathgarden 4 5 0 1X Biolith Sentry 4 4 1 1X Dragoon Dragon Cavalry 5 5 3 1X Taurus Monolith 5 6 3 1X Aegis Citadel 5 5 1 1X Arc Satellite Cannon 5 5 4 1X Biolith Mage Guard 5 5 2 1X UR Battle Master 6 6 3 1X UR Magic Master 6 6 2 1X Scion's Peace 6 7 1 1X Centipede Tank 6 6 3 1X UR Ouroboros Dragon 7 10 7 1X UR Biolith Temple 7 7 1 1X UR Scion Triumphant 9 8 2 Neutral 0 Spell 4 1X Aluhjan Spellshield 1 1X Elven Subterfuge 2 1X UR Blinding Skies 0 1X Scion's Riotous Impunity 2 Four Saints and Seer Vizak -------------------------- Once you have defeated Story Mode and gotten a win against each Wizard Duel opponent, now you face the four Saints and Seer Vizak! All of the remaining five Skills are to reduce Summoning Cost, the four mono-colours for the Saints and "non-Biolith" for Seer Vizak. To make things harder, all five have _six_ Ultra Rares each! Dont expect to win every match, or really even half. I more then suspect they play with at least partially stacked decks, and more than suspect that Seer Vizak has his deck split into thirds. Thats how often certain cards come up at certain points in the match. However if you want to unlock all the standard cards, you must beat them all at least once. Especially if you want "The Eye of Juno" card, which, despite not being as expensive in the shop as Dioskuri, will directly help you with several of the Wizard Card Medals. Saint Dhees Story; n/a Arena; "Torch of Dhees" "The first flames that Saint Dhees set blazing on the western mountain. This torch ignites courage in the Children of Fire, subtracting 1 from the Summoning Cost of allied Fire creatures (minimum 1)." Notes; With little surprise this deck focuses on hitting you hard. Very Hard. It's like a Biolith deck only cheaper Summoning Cost and less health, so play against it like a Biolith deck; hit back. An unrelenting attack sometimes is the best defense. Fire 27 1X Flame Novice 1 1 1 1X Flame Guard Recruit 2 1 0 1X Rageflame Spitter 1 2 1 1X Freedonian Wanderer 2 2 1 2X Fire Witch's Familiar 2 2 1 1X Cai-Shae Brazier 2 1 0 1X Great Minos of Sciondar 3 1 2 2X Flame Ascetic 3 3 2 1X Partmole Flame Guard 3 3 1 1X UR Didi the Enlightened 3 3 2 1X UR Warden Hilda 3 4 2 1X Beacon of Cai-Shae 3 1 0 1X Shrine of Mourning 3 3 1 1X Behemorph 3 3 1 1X Lesser Granvenoa 4 3 4 1X Flame Lizard Commander 4 4 3 1X Parmetic Deathspeaker 4 4 2 1X Mourning Cenobite 4 3 2 1X Mourning Buffalo 5 5 2 1X Pursuer of Saint Dhees 6 4 5 1X UR General Lug 6 4 3 1X UR Carlo the Scorched 6 4 3 1X Infernal Sciondar Dragon 7 8 5 1X UR Saint Dhees 7 6 2 1X UR Sciondar Fire God 9 9 3 Water 0 Earth 0 Wood 0 Biolith 0 Neutral 0 Spell 3 1X Goghile Altar 0 2X Se Hollyn Battle Hymn 2 Saint Tritona Story; n/a Arena; "Carafe of Tritona" "The first drops of water that Saint Tritona set flowing in the northern river. This cool liquid instills wisdom in the Children of Water, subtracting 1 from the Summoning Cost of allied Water creatures (minimum 1)." Notes; Lots of abilities more then makes up for the relatively low health and attack. Again, I recommend magic attacks, but a balanced deck of any kind should work well here. Fire 0 Water 27 1X Tritonan Ice Guard 1 1 1 1X Blue Lycanthrope 1 1 0 2X Tritonan Harpoonsman 2 2 1 2X Aluhja Priestess 2 1 1 2X Frost Guards 2 2 1 1X Cloud Runner 3 2 1 1X UR Siam, Traitor of the Seas 3 3 2 2X Siam's Lookout 3 3 1 1X Okunada Moving Temple 3 3 1 1X Corsez Moving Castle 3 3 0 1X Aluhja Prioress 3 3 2 1X Moving Isle of Kadena 4 3 0 2X Sea Serpent 4 4 1 2X Siam's Sentinel 4 4 2 1X Don of Venoa 5 3 2 1X UR Sarma of Tinoa 5 4 3 1X Don's Double 5 5 1 1X UR Admiral Belta 6 5 1 1X UR Clare Wil the Valiant 6 4 2 1X UR Saint Tritona 7 6 2 1X UR Goddess Tritona 9 9 3 Earth 0 Wood 0 Biolith 0 Neutral 0 Spell 3 1X Corsez Oath 0 2X Healing Shower 2 Saint Val na Vos Story; n/a Arena; "Pillar of Val na Vos" "The first stone structure that Saint Val na Vos erected on the eastern plains. This pillar promotes unity among the Children of Earth, subtracting 1 from the Summoning Cost of allied Earth creatures (minimum 1). Notes; More so than the other Saints, this deck is about keeping the board full first, and destroying second. In my experience, that also works as a good counter strategy to this deck. Of course, that hinges on you basically destroying something every turn, so try for as good positioning asap, then try to hang on it. Fire 0 Water 0 Earth 29 2X Verzar Foot Soldier 1 2 1 2X Skeleton Soldier 2 1 1 2X Giant Axe Dwarf 2 3 1 2X Dwarf Sniper 2 3 1 1X Stone Wing Veteran 2 2 1 1X Novogus Catapult 3 4 2 1X UR Arelai the Protector 3 3 2 1X UR Blackhood Dwarf Vultra 3 4 1 1X Verzar Golem 3 3 0 1X Dwarf Battlebuggy 3 3 1 2X Dwarf Miner 3 3 1 1X Forgotten Fortress 3 4 0 1X Roving Penitentiary 3 4 1 1X Dwarf Warbanner 4 4 0 1X Dwarf Battle Forge 4 5 0 2X Bone Drake 4 4 1 1X Blackhood Anti-Mystic 4 4 2 1X Novogus War Mammoth 5 5 2 1X UR Marshal Akhum 6 7 1 1X Blackhood Caravan 6 5 2 1X UR King Sanavaan 6 6 2 1X UR Saint Val na Vos 7 6 2 1X UR Novogus Gravekeeper 9 9 3 Wood 0 Biolith 0 Neutral 0 Spell 1 1X Parmetic Holy Feast 0 Saint Til Vorg Story; n/a Arena; "Seedling of Til Vorg" "The first blades of grass planted by Saint Til Vorg on the southern continent. This potent flora inspires the Children of the Forest, subtracting 1 from the Summoning Cost of allied Wood creatures (minimum 1). Notes; Wow, wow, and wow. Followed by uggh. This may be the hardest opponent in the game. Health, attack and abilities to spare. She is a beast of an opponent who takes delight in toying with you before stripping your hand and even your deck. The best strategy I have found versus her yet is to stall, make her discard, and win by deck out. Yes, you lose a lot of your bonus gold, but it's more reliable than trying to overpower her. To make matters worse, I find that if you are not trying to overpower her, then she will actually deck out with Pope-Queen Cyrstin II in her hand. This means if you were trying to get all six Ultra Rare Smashes against her, you could not of had in those matches. In fact, I had roughly two hundred matches (basically, in a row) against her trying for all six Smashes, and she did not play all six in _any_ of those matches. It was usually Pope-Queen Cyrstin II that wasn't played and the matches when Pope-Queen Cyrstin II was played, she would hang on to at least one other. Good luck, as I gave up trying to get all six. Fire 0 Water 0 Earth 0 Wood 28 2X Leapfrog Bandit 1 1 1 1X Green Lycanthrope 1 1 0 1X Tree Foxes 1 1 1 1X Elven Soul Hunter 1 1 1 1X Elven Berserker Maiden 2 3 1 1X Samurai Nagirashu 2 2 2 2X Twin Goblins 2 3 1 1X Bewitching Elf Huntress 3 3 1 1X Juno Spirit Fox 3 2 1 2X Elven Rider 4 4 2 1X Darksword Samurai 4 4 1 2X Arboreal Wyrm 4 4 1 1X Leapfrog Warchief 4 4 2 1X Elven Death Dancer 5 3 1 1X Alchemist's Lab 5 4 2 1X Elven Night Rider 5 4 2 1X UR Prince Lusirion 5 5 2 1X UR Preacher Noova 5 5 2 1X UR Lord Hu 6 4 2 1X Moggy Howdan 6 4 1 1X Ronin Nagirashu 6 5 3 1X UR Pope-Queen Cyrstin II 6 5 2 1X UR Saint Til Vorg 7 6 2 1X UR Exhalted Elven Deity 9 9 3 Biolith 0 Neutral 0 Spell 2 1X Goghile Altar 0 1X Elven Subterfuge 2 Seer Vizak Story; n/a Arena; "White Revelation" "A divine message uttered by Vizak to heroes. His words reveal miracles to the children of the Supreme Being, subtracting 1 from the Summoning Cost of allied non-Biolith creatures (minimum 1)." Notes; Basically you are facing all the Neutral creatures with supporting creatures. Dragon Riders and the elemental Childs to start the game and a lot of you getting hit otherwise. Smash The Eye of Juno asap, and hang on. The best strategy I've found yet is ... are you ready? Wait for the computer to brain freeze. Roughly one in twenty matches the computer just falls apart. But then you need, at worst, a not-bad draw. I know there are other players that probably claim to win every Seer Vizak match, but I would need to see it to believe it. At my best, I (who, admittedly, is not the best player in the world) can win about half the time, but that relies on a well timed Dioskuri to clear the board. Seer Vizak simply starts strong (see above, I honestly believe he cheats) and slowly overpowers you from there ... except the times he doesn't bother. Take advantage of those times and you too will be able to access The Eye of Juno for your very own. Fire 4 1X Fire Witch's Familiar 1 2 1 2X Child of Mourning 3 3 1 1X UR Fire Witch Freedonia 5 5 2 Water 3 1X Tritonan Harpoonsman 2 2 1 2X Child of Okunada 3 3 1 Earth 3 1X Verzar Golem 3 3 0 2X Child of Sanavaan 3 3 1 Wood 3 1X Goblin Basher 2 2 1 2X Child of Alchaera 3 3 1 Biolith 0 Neutral 11 1X UR White Cubic 1 1 0 2X P Dragon Rider 2 3 1 1X Child of Yorga 3 4 1 2X Sword of Juno 5 5 4 1X Hammer of Juno 6 5 0 1X UR Spire of Juno 8 8 8 1X UR Fist of Juno 9 9 9 1X UR Seer Vizak 9 8 2 1X UR The Eye of Juno 10 2 0 Spell 6 1X Goghile Altar 0 1X Venoa Conference 0 1X Dhees's Command 1 1X Yorga's Prayer 1 1X Great Tolicore Quake 3 1X Vizak's Proclamation 2 Closing ------- Well, that's it. As far as I know everything above is correct. I won't leave any contact information because I don't particularly care to be contacted regarding this document. You can use any of the information contained within, with credit, including simply reposting the document in whole. I have enjoyed this game for years, and probably will for years to come; lathe-mandrel -e-o-f-