Magic the Gathering Duels of the Planeswalkers Guide for the XBox 360 (or MtG DotP for you folks out there who love abbreviations.) By ThermalStone Version 1.0 submitted 6/24/09 Version 1.1 submitted 6/26/09 Finished the Blue and Red/Green/White Decks Added a list of Tezzeret's cards Version 1.2 submitted 6/30/09 Fixed some typos Added text to Achievements Added Cho-Manno/Pariah combo Version 1.3 submitted 9/10/09 Fixed yet more typos (Note to self: never write a guide with a broken wrist and no spellcheck!) Added the Hold Priority Tip Added EXPOLOITABLE GLITCHES AND TRICKS section Version 1.4 submitted 10/22/09 Added Duel the Dragon (DtD) DLC Content, including all unlockable cards and Challenge solutions. Added two new tips, UNLOCK CARDS QUICKLY and STREAMLINE YOUR DECKS FOR DUELING. Version 1.5 submitted 5/21/10 Finished DtD deck summaries Added Expansion 2 DLC content, including all decks, unlockable cards and Challenge solutions. Finally spell checked the whole guide. Standardized EASIEST OPPONENT TO UNLOCK CARDS AGAINST for all decks. Changed EXPOLOITABLE GLITCHES AND TRICKS section TABLE OF CONTENTS I. INTRODUCTION II. GENERAL TIPS III. THE DECKS IV. CLAWS OF VENGEANCE (White, Red, Green) A. Unlockable Cards B. Strengths C. Weaknesses D. Important Cards and Combos V. HANDS OF FLAME (Red) A. Unlockable Cards B. Strengths C. Weaknesses D. Important Cards and Combos VI. WINGS OF LIGHT (White): A. Unlockable Cards B. Strengths C. Weaknesses D. Important Cards and Combos VII. TEETH OF THE PREDATOR (Green): A. Unlockable Cards B. Strengths C. Weaknesses D. Important Cards and Combos VII. THOUGHTS OF WIND (Blue) A. Unlockable Cards B. Strengths C. Weaknesses D. Important Cards and Combos IX. EYES OF SHADOW (Black) A. Unlockable Cards B. Strengths C. Weaknesses D. Important Cards and Combos X. EARS OF THE ELVES (Black and Green) A. Unlockable Cards B. Strengths C. Weaknesses D. Important Cards and Combos XI. SCALES OF FURY (Red, Black, Green) A. Unlockable Cards B. Strengths C. Weaknesses D. Important Cards and Combos XII. MIND OF VOID (Blue/ White) A. Unlockable Cards B. Strengths C. Weaknesses D. Important Cards and Combos XIII. CRIES OF RAGE (Green/ Red) A. Unlockable Cards B. Strengths C. Weaknesses D. Important Cards and Combos XIV. RELICS OF DOOM (Blue/ Black/ Artifact) A. Unlockable Cards B. Strengths C. Weaknesses D. Important Cards and Combos XV. HEART OF WORLDS (Green/White) A. Unlockable Cards B. Strengths C. Weaknesses D. Important Cards and Combos XVI. HEAT OF BATTLE (Red) A. Unlockable Cards B. Heat vs. Hands C. Strengths D. Weaknesses E. Important Cards and Combos XVII. EONS OF EVIL (Red/Blue/Black) A. Unlockable Cards B. Strengths C. Weaknesses D. Important Cards and Combos XVIII. Tezzeret's Boss Deck IXX. Nicol Bolas' Boss Deck XX. Sorin Markov's Boss Deck XX. CHALLENGES A. Tips B. Spoilers C. Duel the Dragon Spoilers D. Expansion 2 Spoilers XXI. ACHIEVEMENTS A. Original Achievements B. Duel the Dragon C. Expansion 2 XXII: EXPOLOITABLE GLITCHES AND TRICKS I. INTRODUCTION Hopefully you have already read my guides for Band of Bugs and Halo Wars and found them helpful. Magic for the XBox 360 arcade is a great buy for a mere 800 MS points (10 bucks) and I highly recommend picking it up as it will keep you entertained much longer than most 360 arcade games. I was also able to sell my Garruk promotional foil card (submit the code that comes with your game) for $17.50 on eBay, so the game more than paid for itself and the first DLC. MtG veterans and newbies alike will appreciate this fast, simple, and cheap way to play the game. I last played the card game over thirteen years ago. I quit because I had no one to play with and I haven't gotten back in because of the expense. This game solves both those problems. If you have any questions, suggestions, or comments, send a text (not voice) message to my XBox Live account, ThermalStone. Voice messages may be easy to send but most of them are nearly impossible to understand. II. GENERAL TIPS: 1. PLAY THE TUTORIAL: If you have never played MtG the card game, it is a good introduction for how it works. The tutorial will explain the basic concepts to you and you can be off and spell slinging without having to read the rules. Even if you have played the card game before, you will still need to get used to the mechanics of this version of the game. 2. READ THE RULES: If you still have questions, the answer is probably in the rules. Go to "Help and Options" on the main menu, and select "How to Play". There are 31 pages of rules to read there, which means I'm not going to write up my own "How to Play" section where I tell you things you can figure out for yourself, like what each button does or what a block phase is. If you see a card played that you have never seen before, enlarge it with the right trigger and press the right bumper to bring up a thorough explanation of all the features and powers of the card. 3. BE CAREFUL WHEN YOU PRESS THE Y BUTTON: The Y button ends the current phase you are in and moves you on to the next one. If there are no possible actions for you to take during a particular phase, the game automatically moves you to the next phase. This can create a problem if you have creatures you want to attack with and no cards you can play during the main phase. The game will move you from the main phase to the attack phase, but you may not realize that you are in the attack phase. Eager to get to the attack, you press Y, but since you are already in the attack phase, it ends without you getting to make an attack. I have made this mistake may times. The solution I found to this problem is to change the game's settings. Start from the main menu, select Help & Options -> Settings -> Game Settings and switch Hold Priority from off to on. Now you will have to press Y to end each main phase, even if you have no action you could take. This slows the game down a little but makes it much less likely you will skip your attack phase. 4. UNLOCK CARDS QUICKLY: An easy way to unlock cards is simply to play against your friend and take turns conceding. The player who didn't quit will get a win and a card. Unfortunately, the addition in DLC 2 of host migration has made it impossible for more than one player to unlock a card in a single game. 5. EASIEST OPPONENT TO UNLOCK CARDS AGAINST: If you are offline or have no friends playing Magic, just play against an easy campaign opponent. The easiest opponent for everyone to beat up on is #2 Elspeth. In her first incarnation, she has no creature removal, direct damage ability or counterspells, no instant speed combat tricks apart from Holy Day, and most importantly, her biggest creature is a 3/3 Angel of Mercy. Slower decks or decks with no unlocked cards may take a beating in the early game, but survive long enough and Elspeth will run out of options and you will regain control of the game. The only exception is if you are unlocking cards for the elf deck. You should play against #3 Garruk because your forestwalking ability will absolutely murder him. 6. STREAMLINE YOUR DECKS FOR DUELING: Most of these decks are bloated with mediocre cards. You can't take out the basic cards in the deck, but you can choose not to include unlocked cards. Removing cards from your deck will make it more likely that you will pull something useful with each draw. It also makes it less likely that you will draw more mana when you want to draw spells, since the game adds land to your deck based on the number of cards. Nearly all the decks play better without their life giving artifacts (Wurm's Tooth, etc.), unless you are playing a mirror match. Some cards, like Reya Dawnbringer, are so expensive that you will never see them played in 1v1 games. Others, like Sangarite Surge or Denizen of the Deep, are nearly worthless. (Both can be easily blocked by any 1/1 creature.) For games of 3 or 4 players, consider putting your life gain artifacts and expensive cards back in, because these games tend to last longer and allow for a full buildup and more life gain. Experiment on your own to see which cards are useful and which ones slow your deck down. III. THE DECKS I have listed how each deck is unlocked, plus the unlockable cards. You unlock a card each time you win with a deck in any mode, although the screen displaying the card you've unlocked will only show up after a Campaign win. The cards are unlocked in the order listed below. I haven't listed the basic cards included in each deck. To view those cards, go to your deck editor once you've unlocked a deck. I've also included a short paragraph on each deck's strengths and weaknesses and important combos and cards whose uses are not completely obvious. If you have any other suggestions, send me a message. IV. CLAWS OF VENGEANCE (White, Red, Green): Unlocked: Defeat #14 Tezzeret A. Unlockable Cards 1. A third Woolly Thoctar: Creature - Beast, cost 1 white/1 red/1 green 5/4 2. Angel's Feather: Artifact, cost 2 mana "Whenever a player plays a white spell, you gain 1 life." 3. Sigil Blessing: Instant, cost 1 green/1 white "Until end of turn, target creature you control gains +3/+3 and other creatures you control gain +1/+1." 4. Pariah: Enchantment - Aura, Cost 1 white/2 mana "Enchant creature. All damage that would be dealt to you is dealt to enchanted creature instead." 5. Wurm's Tooth: Artifact, cost 2 mana, "Whenever a player plays a green spell, you gain 1 life." 6. A second Bull Cerodon, Creature - Beast, cost 1 white/1 red/4 mana "Vigilance, Haste." 5/5 7. Dragon's Claw: Artifact, cost 2 mana, "Whenever a player plays a red spell, you gain 1 life." 8. A second Sangrite Surge: Sorcery, cost 1 red/1 green/4 mana "Target creature gets +3/+3 and gains double strike until end of turn." 9. Brion Stoutarm: Legendary Creature-Giant Warrior, cost 1 white/1 red/2 mana "Lifelink. [Red mama], Tap: Sacrifice a creature other than Brion Stoutarm: Brion Stoutarm deals damage equal to the sacrificed creature's power to target player." 4/4 10. A second Angel's Feather 11. A second Knight of the Skyward Eye: Creature - Human Knight, cost 1 white/ 1 mana "[1 green/ 3 mana]: Knight of the Skyward Eye gets +3/+3 until end of turn. Play this ability only once each turn." 12. A second Sigil Blessing 13. Wrath of God: Sorcery, cost 2 white/3 mana "Destroy all creatures. They can't be regenerated." 14. Godsire: Creature - Beast, cost 1 white/1 red/2 green/4 mana "Vigilance. Tap: Put an 8/8 Beast creature token into play that's red, green, and white." 8/8 15. Cho-Manno, Revolutionary: Legendary Creature - Human Rebel, Cost 2 white/ 2 mana "Prevent all damage that would be dealt to Cho-Manno, Revolutionary." 2/2 *16. Leonin Scimitar: Artifact - Equipment, cost 1 mana "Equipped creature gets +1/+1. Equip [1 mana]." *17. A fourth Wooly Thoctar *18. A second Wrath of God **19. Lightning Helix: Instant, cost 1 red/1 white "Lightning Helix deals 3 damage to target creature or player and you gain 3 life." **20. Kor Sanctifiers: Creature: Kor Cleric, cost 1 white/2 mana "Kicker [1 white]. When Kor Sanctifiers enters the battlefield, if it was kicked, destroy target artifact or enchantment." 2/2 **21. Titanic Ultimatum: Sorcery, cost 2 red/3 green/2 white "Until end of turn, creatures you control get +5/+5 and gain first strike, lifelink, and trample. *Unlockable with the Duel the Dragon DLC **Unlockable with Expansion 2 DLC B. Strengths: This deck is built so you can play powerful creatures out early. You can get a Woolly Thoctar on turn three or a Bull Cerodon on turn four if you get the right cards in your hand. This deck also has direct damage and Pacifism enchantments to allow you to gain the upper hand in early to mid game creature combat. This deck isn't complete until the last two cards are unlocked. Godsire is a very powerful late game creature, but is also the most expensive card in the game. Cho-Manno (who makes up these names anyways?) is the ultimate blocker. This deck is strong against Red. If everything goes right for Claws, by turn 3 it will start to put out creatures too big for Red to blast with one spell. This deck is also a good sleeper deck in four player games. Build up slowly, and don't play all your creatures at once. No one will see this deck as a threat and you will probably be ignored. Late in the game, when your opponents are weak, cast Wrath of God and follow it up with Godsire or the creatures you've been holding onto. C. Weaknesses: This deck has some glaring weaknesses. It's really a jack of all trades and a master of none. It's got some strong mid game creatures but they quickly get outclassed because there are no permanent creature buffs. This deck can cast both red direct damage and white enchant creature spells to stop attacks, and it has some buffs for your own creatures, but there isn't enough of anything to make a reliable strategy. There isn't anything this deck is really good at. This problem is compounded by the tricolor nature of the deck. If you don't get the right lands early on, you won't be able to play many of your spells. You will be crippled early to midgame when this deck should be at its best. This deck is also vulnerable to both forest and mountainwalk. Finally, this deck has absolutely no way to stop flying creatures, other than using a spell to blast them. This deck was the hardest deck for me to unlock cards with, losing about half the time to Elspeth, the easiest opponent, even when I had most of the rare cards unlocked. This deck is weak against nearly everything. This deck will get beat down by any deck with flying creatures (Black, Blue, White, and Scales.) It is also vulnerable to Elves forestwalk and Green will have more numerous and powerful creatures late in the game, unless you have breathing space so Godsire can asexually reproduce for a few turns. D. Important Cards and Combos: 1. Woolly Thoctar: The Woolly Thoctar can be a game changer because he has the best base stats (5/4) of any creature in the game that only costs 3 mana. For comparison, a 5/4 Spined Wurm costs 6 total mana. Barring enchantments or other buffing abilities and spells, the other creatures in play are likely to be 2/2 at best. The downside is that you need to have all three kinds of land to cast the thoctar. The thoctar will lose his effectiveness as the game goes on, because he doesn't have any special abilities and more powerful creatures will emerge. Plan ahead and play different land types for your first two turns in anticipation of drawing the thoctar or the right lands in time for turn three. It's also worth drawing a new hand at the beginning of the game to try to get the thoctar and the right mana or a Rampant Growth. 2. Pariah/Cho-Manno: If you manage to get both of these cards at the same time (there's only one of each), you can become practically invincible. Cho Manno takes all damage that you would have taken, and it gets prevented. Green and Red have no answer for this and other decks without removal will have a very hard time beating you. This combo can make an otherwise weak deck worth playing. V. HANDS OF FLAME (Red) Unlocked: Available from the beginning A. Unlockable Cards: 1. Shivan Dragon: Creature - Dragon, cost 2 red/ 4 mana "Flying. [Red Mana]: Shivan Dragon gets +1/+0 until end of turn." 5/5 2. Dragon's Claw: Artifact, cost 2 mana "Whenever a player plays a red spell, you may gain 1 life." 3. Cinder Pyromancer: Creature - Elemental Shaman, cost 1 red/2 mana "Tap: Cinder Pyromancer deals one damage to target player. Whenever you play a red spell, you may untap Cinder Pyromancer." 0/1 4. A fourth Incinerate: Instant, cost 1 red/1 mana "Incinerate deals 3 damage to target creature or player. A creature dealt damage this way can't be regenerated this turn." 5. A second Dragon's Claw 6. Cryoclasm: Sorcery, cost 1 red, 2 mana "Destroy target Plains or Island. Cryoclasm deals 3 damage to that land's controller." 7. Blaze: Sorcery, cost 1 red/X mana "Blaze deals X damage to target creature or player." 8. A third Dragon's Claw 9. Bloodmark Mentor: Creature - Goblin Warrior, cost 1 red/1 mana "Red creatures you control have first strike." 10. A second Cryoclasm 11. Seismic Assault: Enchantment, cost 3 red "Discard a land card: Seismic Assault does 2 damage to target creature or player." 12. A fourth Dragon's Claw 13. Kamahl, Pit Fighter: Legendary Creature - Human Barbarian, 2 red/4 mana "Haste. Tap: Kamahl, Pit Fighter deals 3 damage to target creature or player." 6/1 14. Rage Reflection: Enchantment, cost 2 red/4 mana "Creatures you control have double strike." 15. Shivan Hellkite: Creature, Dragon, cost 2 red/5 mana "Flying. [1 mana/1 red]: Shivan Hellkite deals 1 damage to target creature or player." 5/5 16. Furnace of Rath: Enchantment, cost 3 red/1 mana "If a source would deal damage to a creature or player, it deals double damage to that creature or player instead." 17. Hostility: Creature - Elemental Incarnation, cost 3 red/3 mana "Haste. If a spell you control would deal damage to an opponent, prevent that damage. Put a 3/1 red Elemental Shaman creature token with haste into play for each 1 damage prevented this way. When Hostility is put into a graveyard from anywhere, shuffle it into its owner's library instead." 6/6 *18. Earthquake: Sorcery, cost 1 red/ X mana "Earthquake deals X damage to each creature without flying and each player." *19. Threaten: Sorcery, cost 1 red/2 mana "Untap target creature and gain control of it until the end of turn." *20. Razormane Masticore: Artifact Creature - Masticore, cost 5 mana "First Strike. At the beginning of your upkeep, sacrifice Razormane Masticore unless you discard a card. At the beginning of your draw step, you may have Razormane Masticore deal 3 damage to target creature." 5/5 **21. Goblin Artillery: Creature - Goblin Warrior, cost 2 red/1 mana "Tap: Goblin Artillery deals 2 damage to target creature or player and 3 damage to you." 1/3 **22. Claws of Valakut: Enchantment - Aura, cost 2 red/1 mana "Enchant Creature. Enchanted Creature gets +1/+0 for each mountain you control and first strike." **23. Goblin Chieftain:: Creature - Goblin, cost 2 red/1 mana "Haste. Other Goblins you control get +1/+1 and have haste." 2/2 *Unlockable with the Duel the Dragon DLC ** Unlockable with the Expansion 2 DLC B. Strengths: This deck has the best early game offense because of its numerous cheap creatures and direct damage cards. It is the only deck that can deal damage on the first turn, with Raging Goblin or Shock. As explained further below, Red's direct damage cards can clear the table of enemy creatures or knock your opponent's life points down. Because of this, red players don't end up in stalemates that last very long. This deck also does fairly well against the Blue deck's counterspells simply because your damage spells are cheap and there are a lot more of them than there are cards that counter them. Don't be afraid to trade creatures in combat with your opponent because you have lots of other ways to hurt him. With its cheap and plentiful direct damage, Red is also the only deck that has a clear advantage over Elves, the strongest deck in the game. Trade cheap goblins for elves and save your direct damage for the elves that buff other elves or make more elves. Red also does better against black than most other decks. In my opinion, Red is the most underrated deck in the game. C. Weaknesses: This deck is weak against flying creatures. While the Goblin King may be the red equivalent of the Elvish Champion, this deck isn't goblin focused to the extent that Ears of the Elves is elf focused and so the goblins are less numerous and weaker by comparison. Likewise with the dragons as compared to the Scales of Fury deck. Users of this deck will also find it hard to gain life and prevent damage. This deck's big creatures are not as powerful as the big creatures found in some other decks. A Red player who lets the game go on too long will find himself in trouble because this deck is weak late in the game as your opponent plays creatures that are too big to blast. Play aggressively early in the game so you can get your opponent's life total low enough that a single late game direct damage spell will finish him. Red is also terrible in 3 or 4 player games, where you won't have enough direct damage cards for everyone and your opponents are more likely to be able to play their big expensive creatures and spells. See Heat of Battle for a comparison of the two mono colored Red decks. D. Important Cards and Combos: 1. Direct Damage Usage: This deck contains many cards and effects that can directly damage your opponent or his creatures, like Shock, Lava Axe, or the pyromancers. Use the proper tactics with these cards. Blast a potential blocker before he can damage one of your attacking creatures, or wait until after the damage is dealt and pick off powerful but wounded creatures before they heal at the end of the round. Blast a creature that is about to receive a buffing spell while it is still weak, and both your opponent's creature and his spell will go to the graveyard. When casting spells to directly damage another player, save the spells until your opponent doesn't have enough cards in his hand or mana available to use counterspells or prevent the damage. 2. Lightning Elemental: He is a 4/1 creature with haste. This means he can attack the turn he is summoned and do lots of damage, but is easily blocked and destroyed by wimpy creatures. Try to clear out your opponent's creatures with direct damage spells before you bring him out on turn 4, or hold him and cast him the turn after your opponent has tapped all his creatures. If you can get Bloodmark Mentor or Rage Reflection out before you play the Lightning Elemental, he will gain first strike capability and become a much more nasty surprise for your opponent. VI. WINGS OF LIGHT (WHITE): Unlocked: Defeat #2 Elspeth A. Unlockable Cards: 1. Serra Angel: Creature - Angel, cost 2 white/3 mana "Flying, Vigilance." 4/4 2. Angel's Feather: Artifact, cost 2 mana "Whenever a player plays a white spell, you gain 1 life." 3. Serra's Embrace: Enchantment - Aura, cost 2 white/2 mana "Enchant Creature. Enchanted creature gets +2/+2 and has flying and vigilance." 4. Voice of All: Creature - Angel, cost 2 white/2 mana "Flying. As Voice of All comes into play, choose a color. Voice of All has protection from that color." 2/2 5. A second Angel's Feather 6. Luminesce: Instant, cost 1 white "Prevent all damage that black sources and red sources would deal this turn." 7. Skyhunter Skirmisher: Creature - Cat Knight, cost 2 white/1 mana "Flying, Double Strike." 1/1 8. A third Angel's Feather 9. Wrath of God: Sorcery, cost 2 white/2 mana "Destroy all creatures. They can't be regenerated." 10. Paladin en-Vec: Creature - Human Knight, cost 2 white/1 mana "First Strike, Protection from Black, Protection from Red." 2/2 11. Soul Warden: Creature - Human Cleric, cost 1 white "Whenever another creature comes into play, you gain 1 life." 1/1 12. A fourth Angel's Feather 13. A second Serra's Embrace 14. Spirit of the Hearth: Creature - Cat Spirit, cost 2 white/4 mana "Flying. You can't be the target of spells or abilities your opponent controls." 4/5 15. Mass Calcify: Sorcery, cost 2 white/5 mana "Destroy all nonwhite creatures." 16. Reya Dawnbringer: Legendary Creature - Angel, cost 3 white/6 mana "Flying. At the beginning of your upkeep, you may return a target creature card from your graveyard to play." 4/6 17. Purity: Creature - Elemental Incarnation, cost 3 white/3 mana "Flying. If noncombat damage would be dealt to you, prevent the damage. You gain life equal to the damage prevented this way." 6/6 *18. A second Mass Calcify *19. Dispeller's Capsule: Artifact, cost 1 white "2 mana/ 1 white, Tap: Sacrifice Dispeller's Capsule: Destroy target artifact or enchantment." *20. A second Voice of All **21. Excommunicate: Sorcery, cost 1 white/ 2 mana "Put target creature on top of its owner's library." **22. Kor Sanctifiers: Creature: Kor Cleric, cost 1 white/2 mana "Kicker [1 white]. When Kor Sanctifiers enters the battlefield, if it was kicked, destroy target artifact or enchantment." 2/2 **23. Baneslayer Angel: Creature - Angel, cost 2 white/3 mana "Flying, First Strike, lifelink, protection from Demons and from Dragons." 5/5 *Unlockable with the Duel the Dragon DLC ** Unlockable with the Expansion 2 DLC B. Strengths: Defense. This deck has strong defense to counter just about everything your opponent throws at you, especially creature attacks. This deck will also give you lots of life points, and is the best deck to play if you want the LIFE PRESERVER (10) achievement. White also has a surprisingly strong early and mid game offense with lots of flying and first strike creatures. There are also ways to permanently buff these creatures so they aren't overpowered by big creatures later in the game. C. Weaknesses: This deck suffers from a lack of ways to stop enchantments or deal direct damage to creatures or opponents. Your angels and spirits are ultimately not as powerful as the big creatures in other decks, although their other abilities can make up for it. Before you start unlocking cards, your creatures will be weak compared to other decks. I should also warn you to never get into a White v. White battle unless you've got a couple of hours to spare. D. Important Cards and Combos: 1. Holy Day/Goldenglow Moth: The AI likes to use this one. When you are going to cast Holy Day, don't forget to block with any Goldenglow Moths you have out. You will still gain life when the moths block, even though no damage will be dealt. 2. Wrath of God/Reya Dawnbringer: Play Wrath of God to clear the battle field and then Reya Dawnbringer to build up your own army again quicker than your opponent. This is a great way to break the late game stalemates that white can get into. 3. Pacifism: This enchantment is white's solution to dealing with enemy creatures. You can't damage them directly but you can make them irrelevant. Save Pacifism for powerful or unblockable creatures. 4. Excommunicate: This DLC card is like a white unsummon. You can use it to bounce a powerful enemy creature and buy yourself a turn, get rid of enchantments on creatures, or just bounce your own Angel of Mercy and gain 3 more life the next turn. VII. TEETH OF THE PREDATOR (Green): Unlocked: Available from the beginning A. Unlockable Cards 1. A third Blanchwood Armor: Enchantment - Aura, cost 1 green/2 mana "Enchant creature. Enchanted creature gets +1/+1 or each Forest you control." 2. Wurm's Tooth: Artifact, cost 2 mana "Whenever a player plays a green spell, you gain 1 life." 3. Molimo, Maro-Sorcerer: Legendary Creature - Elemental, cost 3 green/4 mana "Trample. Molimo, Maro-Sorcerer's power and toughness are each equal to the number of lands you control." */* 4. Howl of the Night Pack: Sorcery, cost 1 green/6 mana "Put a 2/2 green Wolf creature token into play for each Forest you control." 5. A second Wurm's Tooth 6. Karplusan Strider: Creature - Yeti, cost 1 green/3 mana "Karplusan Strider can't be the target of blue or black spells." 3/4 7. Roughshod Mentor: Creature - Giant Warrior, cost 1 green/5 mana "Green creatures you control have trample." 5/4 8. A third Wurm's Tooth 9. A third Troll Ascetic: Creature - Troll Shaman, cost 2 green/1 mana "Troll Ascetic can't be the target of spells or abilities your opponents control. [1 mana/1 green]: Regenerate Troll Ascetic." 3/2 10. A second Karplusan Strider 11. A fourth Blanchwood Armor 12. A fourth Wurm's Tooth 13. Verdant Force: Creature - Elemental, cost 3 green/5 mana "At the beginning of each upkeep, put a 1/1 Saproling creature token into play under your control." 7/7 14. Elvish Piper: Creature - Elf Shaman, cost 1 green/3 mana "[Green mana], Tap: You may put a creature card from your hand into play." 1/1 15. A fourth Troll Ascetic 16. Loxodon Warhammer: Artifact - Equipment, cost 3 mana, "Equipped creature gets +3/+0 and has lifelink and trample. Equip [3 mana]." 17. Vigor: Creature - Elemental Incarnation, cost 3 green/3 mana "Trample. If damage would be dealt to a creature you control other than Vigor, prevent that damage. Put a +1/+1 counter on that creature for each 1 damage prevented this way. If Vigor is put into the graveyard from anywhere, shuffle it into its owner's library." 6/6 *18. A second Loxodon Warhammer *19. Mirri, Cat Warrior: Legendary Creature - Cat Warrior, cost 2 green/ 1 mana "First Strike, Forestwalk, Vigilance." 2/3 *20. Hurricane: Sorcery, cost 1 green/ X mana "Hurricane deals X damage to each creature with flying and each player." **21. Primeval Light: Sorcery, cost 1 green/3 mana "Destroy all enchantments target player controls." **22. Bestial Menace: Sorcery, cost 2 green/3 mana "Put a 1/1 green Snake creature token, a 2/2 green Wolf creature token, and a 3/3 green Elephant creature token onto the battlefield." **23. Beastmaster Ascension: Enchantment, cost 1 green/2 mana "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 gain +5/+5." *Unlockable with the Duel the Dragon DLC ** Unlockable with the Expansion 2 DLC B. Strengths: Offense. This deck is about one thing only: creature combat. There are basically two ways to win with Teeth of the Predator: attack with so many creatures that they can't all be blocked, or attack with powerful trampling creatures so your opponent can't prevent enough damage. Of course, a combination of the two is even better. Early to mid game, this deck has a very strong offense with cheap Grizzly Bears and Giant Growths. This deck will often let you buff your bears to 5/5 bears on turn three. Strategic use of your Giant Growths can put your opponent at a big life point or creature disadvantage early in the game. This deck also has a bunch of cards that help you keep a steady supply of forests coming. Late in the game, the turn in which you attempt to play Overrun and attack with everything you've got will be a make or break moment for you. This is also a great way to earn the DEVASTATOR (10) achievement for dealing 20 damage in a single turn. This deck is also very simple to use and is good for beginning players. C. Weaknesses: This deck is very unbalanced toward creature assault with no way to deal direct damage, counter spells or stop enchantments. (EDIT: DLC 2 now gives you one card that can get rid of enchantments.) The creatures you have, while powerful, are all easily blocked. There are also too many Wurms in this deck. It's easy to get stuck early on when your hand is choked with expensive Wurm cards and you haven't drawn enough forests to cast them. Ears of the Elves will murder this deck if your opponent gets out an Elvish Champion and gives his elves forestwalk. Wings of Light also does pretty well against this deck because it is weak against flying creatures. Holy Day will ruin your day when realize you've wasted your Overrun. D. Important Cards and Combos: 1. Giant Growth: Giant Growth use is the key to early game strategy with this deck. Attack with a weak creature when your opponent has a stronger creature out and use Giant Growth to save your creature and kill the enemy when it is blocked. You can give a couple of Giant Growths to a powerful creature with trample to do lots of damage to your opponent. Surprise a powerful attacking creature by buffing one of your weak ones. Be sneaky when you use Giant Growth. The single most common mistake I see people make in the entire game is to play their Giant Growth during the main phase or attack phase before their opponent has declared blockers. When you do this, you make your opponent's decisions about blocking much easier and he may be able to avoid damage or save the creature you were trying to kill. Spring it on him at the end of the block phase when all blockers have been assigned for greatest effect. 2. Overrun: As noted above, the turn in which you play Overrun and go for massive damage in a single attack will usually decide the game. Don't play Overrun when you don't have enough creatures to make it worthwhile. If your opponent is able to counter the spell, you'll have to wait until you get another one. If your opponent survives the attack, you will be vulnerable the next turn with most of your creatures tapped. 3. Troll Ascetic/Blanchwood Armor/Loxodon Warhammer: The Troll is the most important card in your deck. There are very few ways to kill him, and even fewer deaths that his regeneration can't save him from. Give the Troll the Warhammer and he can attack every turn and give you 6 life while inflicting 6 trample damage. If the enemy blocks, regenerate him. Toss a Blanchwood Armor on the Troll instead of or in addition to the Hammer to make him an unstoppable juggernaut. VII. THOUGHTS OF WIND (Blue) Unlocked: Defeat #5 Jace A. Unlockable Cards: 1. Mahamoti Djinn: Creature - Djinn, cost 2 blue/4 mana "Flying." 5/6 2. Kraken's Eye: Artifact, cost 2 mana "Whenever a player plays a blue spell, you gain 1 life." 3. Thieving Magpie: Creature - Bird, cost 2 blue/2 mana "Flying. Whenever Thieving Magpie deals damage to an opponent, you draw a card." 1/3 4. Counterbore: Instant, cost 2 blue/3 mana "Counter target spell. Search its controller's graveyard, hand, and library for all cards with the same name as that spell and remove them from the game. Then that player shuffles his or her library." 5. A second Kraken's Eye 6. Flashfreeze: Instant, cost 1 blue, 1 mana "Counter target red or green spell." 7. Put Away: Instant, cost 2 blue/2 mana "Counter target spell. You may shuffle up to one target card from your graveyard into your library." 8. A third Kraken's Eye 9. A second Thieving Magpie 10. A second Flashfreeze 11. Mind Spring: Sorcery, cost 2 blue/X mana "Draw X cards." 12. A fourth Kraken's Eye 13. A third Thieving Magpie 14. Flow of Ideas: Sorcery, cost 1 blue/5 mana "Draw a card for each Island you control." 15. A fourth Thieving Magpie 16. Denizen of the Deep: Creature - Serpent, cost 2 blue/6 mana "When Denizen of the Deep comes into play, return each other creature you control to its owner's hand." 17. A second Mind Spring *18. Bottle Gnomes: Artifact Creature - Gnome, cost 3 mana "Sacrifice Bottle Gnomes: You gain 3 life." 1/3 *19. A second Evacuation *20. A second Counterbore **21. Into the Roil: Instant, cost 1 blue/1 mana Kicker 1 blue/1 mana. Return target nonland permanent to its owner's hand. If Into the Roil was kicked, draw a card." ` **22. Divination: Sorcery, cost 1 blue/2 mana "Draw two cards." **23. Sphinx of Lost Truths: Creature - Sphinx, cost 2 blue/3 mana "Kicker 1 blue/1 mana. Flying. When Sphinx of Lost Truths enters the battlefield, draw three cards. Then if it wasn't kicked, discard three cards." 3/5 *Unlockable with the Duel the Dragon DLC ** Unlockable with the Expansion 2 DLC B. Strengths: Blue has lots of flying and unblockable creatures, and ways to avoid creature attacks, but its biggest strength is its counterspells. A well timed counterspell can eliminate your opponent's expensive and game changing cards before they even hit the table. A blue player can be untouchable late in the game when he has enough islands to cast several counterspells a turn. Blue also has lots of cards that allow the player to draw from his library, so he can easily refill his hand with counterspells. This deck will struggle in the early game but will eventually dominate the board and control the game. C. Weaknesses: This deck has a lot of creatures that are weak and flawed (like the creatures that can't block anything except flying creatures.) There is also no way to buff your creatures or deal direct damage, and no way, other than the Kraken's Eye or the other wise useless Bottle Gnomes, to gain life. The counterspells can ruin an opponent's entire strategy, but you have to plan ahead and leave yourself enough mana so you can cast during his turn. This leaves you with an early game choice between thwarting your opponent or building your own forces because you probably won't have enough mana to do both. This can also make the blue deck very slow to get going in a game. The unsummon cards can be useful, but sometimes you are just putting off the inevitable rather than solving the problem if your opponent can just recast the spell next turn. Blue takes a lot of strategy and is not for beginning players. D. Important Cards and Combos: 1. The Yo-Yo Effect: Blue spells that return cards to their owner's hand (like Boomerang, Unsummon and Evacuate) are not just useful for temporarily avoiding a powerful attacking creature. Casting a spell that returns a creature to its owner's hand will permanently get rid of any enchantments or counters on that creature. Unsummoning a creature that is about to receive an aura enchantment will send the enchantment to the graveyard. These spells will also destroy creatures that are not cards but tokens (like Saprolings). You can also use these spells on your own creatures to save them from the graveyard after they have been assigned as blockers or directly targeted by damaging spells and effects. You can also unsummon an annoying permanent and then counter the spell with another card when it is played again. Be sure to save enough mana. Yet another trick is to use Boomerang on turn 2 on of your opponent's lands, setting him back a turn in his buildup. (EDIT: DLC 2 gives you Into the Roil, another bounce card.) 2. Trade-In Value: An variation of the above combo is to use Boomerang on your own Persuasion. Persuasion is one of the most important Blue spells because you can use it to fix Blue's biggest deficiency: the lack of powerful creatures. If you have already stolen a creature and your opponent plays something you want more, Boomerang your own persuasion spell and recast it on the new creature. Just make sure you have enough mana. You can also use Boomerang to rescue this valuable card if your borrowed minion is headed for the graveyard, or if Pacifism has been cast, you can take back Persuasion and return the useless creature to your opponent. IX. EYES OF SHADOW (Black) Unlocked: Defeat #10 Liliana A. Unlockable Cards: 1. Soot Imp: Creature - Imp, cost 2 black/1 mana "Flying. Whenever a player plays a nonblack spell, that player loses 1 life." 1/2 2. Demon's Horn: Artifact, cost 2 mana "Whenever a player plays a black spell, you gain 1 life." 3. Plague Wind: Sorcery, cost 2 black/7 mana "Destroy all creatures you don't control. They can't be regenerated." 4. Crowd of Cinders: Creature - Elemental, cost 1 black/3 mana "Fear. Crowd of Cinders's power and toughness are equal to the number of black permanents you control." */* 5. A second Demon's Horn 6. Deathmark: Sorcery, cost 1 black "Destroy target green or white creature." 7. Mind Shatter: Sorcery, cost 2 black/X mana "Target player discards X cards at random." 8. A third Demon's Horn 9. Mortivore: Creature - Lhurgoyf, cost 2 black/2 mana "Mortivore's power and toughness are equal to the number of creature cards in all graveyards. [Black mana]: Regenerate Mortivore." */* 10. A second Deathmark 11. Royal Assassin: Creature - Human Assassin, cost 2 black/1 mana "Tap: Destroy target tapped creature." 1/1 12. A fourth Demon's Horn 13. Ascendant Evincar: Legendary Creature - Vampire, cost 2 black/4 mana "Flying. Other black creatures gain +1/+1. Nonblack creatures get -1/-1." 3/3 14. Nekrataal: Creature - Human Assassin, cost 2 black/2 mana, "First Strike. When Nekrataal comes into play, destroy target nonartifact, nonblack creature. That creature can't be regenerated." 15. Corrupt: Sorcery, cost 1 black/5 mana "Corrupt deals damage equal to the number of Swamps you control to target creature or player. You gain life equal to the damage dealt this way." 16. Dread: Creature - Elemental Incarnation, cost 3 black/3 mana "Fear. Whenever a creature deals damage to you, destroy it. When Dread is put into a graveyard from anywhere, shuffle it into its owner's library." 17. Hollowborn Barghest: Creature - Demon Hound, cost 2 black/5 mana "At the beginning of your upkeep, if you have no cards in hand, each opponent loses 2 life. At the beginning of each opponent's upkeep, if that player has no cards in hand, he or she loses 2 life." 7/6 *18. A second Nekrataal *19. Onyx Goblet: Artifact, 1 black/2 mana "Tap: Target player loses 1 life." *20. A third Megrim **21. Hideous End: Instant, cost 2 black/1 mana "Destroy target non black creature. Its controller loses 2 life." **22. Cunning Lethemancer: Creature - Human Wizard, cost 2 black/1 mana "At the beginning of your upkeep, each player discards a card." 2/2 **23. Xathrid Demon: Creature - Demon, cost 3 black/3 mana "Flying, trample. At the beginning of your upkeep, sacrifice a creature other then Xathrid Demon, then each opponent loses life equal to that sacrificed creature's power. If you can't sacrifice a creature, tap Xathrid Demon and you lose 7 life." 7/7 *Unlockable with the Duel the Dragon DLC ** Unlockable with the Expansion 2 DLC B. Strengths: Strong mid and late game. Black has almost everything: powerful flying creatures, unblockable creatures, direct damage spells, effects that damage an opponent, ways to gain life, regenerating blockers, forced discards, etc. It also has Terror, possibly the cheapest spell in the game, both in terms of mana cost and fairness. A good black player can set up a creature stalemate early on with only four swamps while his enchantments and spells grind away his opponent's life points. Forcing your opponent to discard early in the game can also cripple him later. C. Weaknesses: Many of your spells and almost all of your creatures are very expensive to cast. This makes the deck weak on offense for the first few turns, and slow to get going. If I could add any cards to this deck, it would be a bunch of Dark Rituals. Black is also weak against the Wings of Light white deck, which contains some anti black cards that can counter many of the effects of this deck's spells, as well as flying creatures your Drudge Skeletons can't block. D. Combos and important cards: 1. Drudge Skeletons and Mortivore: These creatures can block your opponent's large creatures turn in and turn out because they regenerate. Make sure you save enough mana at the end of each turn to regenerate your blockers during the blocking phase of your opponent's turn. 2. Royal Assassin: Many players don't understand how the assassin is properly used. As soon as your opponent declares attackers, they become tapped. You can then use the Royal Assassin's ability to kill his most powerful attacking creature before blockers are even declared. A Royal Assassin by himself can stop a conservative opponent from attacking if he is worried about losing his creatures. Many inexperienced players will attack, not realizing that that the assassin can eliminate their creature before it does any damage. 3. Discarding: Many of the cards in this deck force your opponent to discard. When combined with Megrims and Racks, this can also add up to a lot of damage but the best use for discarding is to empty your opponent's hand early in the game so he can't compete with land and spells later on. X. EARS OF THE ELVES (Black and Green) Unlocked: Defeat #12 Nissa A. Unlockable Cards : 1. A third Elvish Champion: Creature - Elf, cost 2 green/ 1 mana "Other Elf creatures get +1/+1 and have forestwalk." 2/2 2. Wurm's Tooth: Artifact, cost 2 mana "Whenever a player plays a green spell, you gain 1 life." 3. Immaculate Magistrate: Creature - Elf Shaman, cost 1 green/3 mana "Tap: Put a +1/+1 counter on target creature for each elf you control." 2/2 4. Rhys the Exiled: Legendary Creature - Elf Warrior, cost 1 green/2 mana "Whenever Rhys the Exiled attacks, you gain 1 life for each elf you control. [Black mana]: Sacrifice an Elf: Regenerate Rhys the Exiled." 3/2 5. A second Wurm's Tooth 6. A fourth Elvish Champion 7. A third Wurm's Tooth 8. Jagged-Scar Archers: Creature - Elf Archer, cost 2 green/1 mana "Jagged-Scar Archers's power and toughness are each equal to the number of Elves you control. Tap: Jagged-Scar Archers deals damage equal to its power to target creature with flying." */* 9. Imperious Perfect: Creature - Elf Warrior, cost 1 green/2 mana, "Other Elf creatures you control gain +1/+1. [Green mana], Tap: Put a 1/1 green Elf Warrior creature token into play." 2/2 10. A fourth Wurm's Tooth 11. Lys Alana Scarblade: Creature - Elf Assassin, cost 1 black/2 mana "Tap: Discard Elf Card. Target creature gets -X/-X until the end of the turn, where X is the number of Elves you control." 1/1 12. A second Coat of Arms: Artifact, cost 5 mana "Each creature gets +1/+1 for each other creature in play that shares a creature type with it." 13. A fourth Eyeblight's Ending: Tribal Instant - Elf, 1 black/2 mana "Destroy target non-Elf Creature." 14. Nath of the Gilt Leaf: Legendary Creature - Elf Warrior, cost 1 black/1 green/3 mana "At the beginning of your upkeep, you may have target opponent discard a card at random. Whenever an opponent discards a card, you may put a 1/1 green Elf Warrior creature token into play." 4/4 15. Talara's Battalion: Creature - Elf Warrior, cost 1 green/1 mana, "Trample. Play Talara's Battalion only if you played another green spell this turn." 4/3 *16. Elvish Piper: Creature - Elf Shaman, cost 1 green/3 mana "[Green mana], Tap: You may put a creature card from your hand into play." 1/1 *17. Eyes of the Wisent: Tribal Enchantment - Elemental, cost 1 green/ 1 mana "Whenever an opponent plays a blue spell during your turn, you may put a 4/4 green Elemental creature Token into play." *18. A second Talara's Battalion **19. Nissa's Chosen: Creature - Elf Warrior, cost 2 green "If Nissa's Chosen would be put into the graveyard from the battlefield, put it on the bottom of its owner's library instead." 2/3 **20. A fourth Elvish Eulogist **21. A second Immaculate Magistrate *Unlockable with the Duel the Dragon DLC ** Unlockable with the Expansion 2 DLC B. Strengths: Many people believe this is the strongest deck in the game. They'll get little argument from me. This deck has the tightest construction of any deck in the game, as it is built around an elf theme and every creature and many of the spells are elf related. You'll get lots of powerful elves with useful abilities, and there's even an Overrun card in this deck so you can use the Teeth of the Predator one turn big damage attack strategy. This deck has ways to directly damage opponents and deal with annoying creatures. It is also one of the few decks that can directly target artifacts in play. As noted below, this deck will absolutely destroy any other deck that uses forests. C. Weaknesses: Poor defense against flying creatures. This deck is also much less effective against opponents without forests, although your giant elves will still be very powerful. If you don't draw your elf buffing cards or they get destroyed or countered, your elves will be very weak compared to the big creatures in other decks. For this reason, the elf deck is vulnerable to direct damage that can pick off key elves. D. Important Combos and Cards: 1. Holy S**t, That's A Lot of Elves!: This deck is pretty straightforward in its strategy: get as many elves out as possible and buff them up. Many cards, spells, and abilities become more powerful the more elves you have in play, and there are plenty of ways to get extra elves. Coat of Arms is a great card to play because it buffs creatures that share a type, and all your creatures are elves. Keep in mind that other creature groups that your opponent might control (wurms, assassins, goblins, dragons, birds, clerics, etc.) will also benefit from Coat of Arms. 2. Elvish Champion: If you are playing against an opponent that has forests, this is the most important card in your deck. It gives forestwalk to the other elves, making them unblockable and allowing them to damage your opponent every turn. Most unblockable creatures in this game are pretty wimpy, but with the other elf buffs in the deck, it's not uncommon to get a bunch of 7/7 or stronger forest walking elves. Note that the Elvish Champion does not give
forestwalk to herself, so don't send her to attack unless you've got two of them out. Also note that a few other decks also contain elves (Civic Wayfinder is an elf, for instance), and Elvish Champion will give them forestwalk too, so be careful. XI. SCALES OF FURY (Red, Black, Green) Unlocked: Defeat # 16 Tezzeret A. Unlockable Cards: 1. Flameblast Dragon: Creature - Dragon, cost 2 red/ 4 mana "Flying. Whenever Flameblast dragon attacks, you may pay X mana/1 red. If you do, Flameblast Dragon deals X damage to target creature or player." 5/5 2. Wurm's Tooth: Artifact, cost 2 mana "Whenever a player plays a green spell, you gain 1 life." 3. A fourth Blightning: Sorcery, cost 1 black/1 red/1 mana "Blightning deals 3 damage to target player. That player discards two cards." 4. Crucible of Fire: Enchantment, cost 1 red/3 mana "Dragon creatures you control gain +3/+3." 5. Demon's Horn: Artifact, cost 2 mana "Whenever a player plays a black spell, you gain 1 life." 6. Dragon Roost: Enchantment, cost 2 red/4 mana "Put a +5/+5 red Dragon creature token with flying into play." 7. Dragon's Claw: Artifact, cost 2 mana "Whenever a player plays a red spell, you gain 1 life." 8. Threaten: Sorcery, cost 1 red/2 mana "Untap target creature and gain control of it until the end of turn." 9. Shivan Dragon: Creature - Dragon, cost 2 red/ 4 mana "Flying. [Red Mana]: Shivan Dragon gets +1/+0 until end of turn." 5/5 10. A second Wurm's Tooth 11. Broodmate Dragon: Creature - Dragon, cost 1 black/1/red/1 green/3 mana "Flying. When Broodmate Dragon comes into play, put a 4/4 red Dragon creature token with flying into play." 12. A second Violent Ultimatum: Sorcery, cost 2 black/3 red/2 green "Destroy three target permanents." 13. Fervor: Enchantment, cost 1 red/2 mana "Creatures you control gain haste." 14. A second Flameblast Dragon 15. Hellkite Overlord: Creature - Dragon, cost 1 black/2 red/1 green/4 mana "Flying, Trample, Haste. [Red mana] Hellkite Overlord gains +1/+0 until end of turn. [Black Mana/Green Mana] Regenerate Hellkite Overlord." *16. Wanderer's Twig: Artifact, cost 1 mana "[1 mana]: Sacrifice Wanderer's Twig. Search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library." *17. Terminate: Instant cost 1 black/ 1 red "Destroy target creature. It can't be regenerated." *18. A second Shivan Dragon **19. Beast Hunt: Sorcery, cost 1 green/3 mana "Reveal the top three card in your library. Put all creature cards revealed this way into your hand and the rest into your graveyard." **20. Scarland Thrinax: Creature - Lizard, cost 1 red/1 green/1 black "Sacrifice a creature: Put a +1/+1 counter on Scarland Thrinax." 3/3 **21. Vampiric Dragon: Creature - Vampire Dragon, cost 1 red/1 black/6 mana "Flying. Whenever a creature dealt damage by Vampiric Dragon this turn is put into a graveyard, put a +1/+1 counter on Vampiric Dragon. [1 red/1 mana]: Vampiric dragon deals 1 damage to target creature." 5/5 *Unlockable with the Duel the Dragon DLC ** Unlockable with the Expansion 2 DLC B. Strengths: This deck has some direct damage and Terror cards. It also has ways to get cheap and small creatures for early game defense and cards to get more land quickly, and is one of the few decks that can directly target artifacts. Its main strength is its dragons, which are incredibly powerful but very expensive to cast. The dragons will rule late game creature combat. The Hellkite Overlord is probably the most powerful (and expensive!) attacker in the game. C. Weaknesses: This is probably the weakest deck when none of the rare cards are unlocked. There won't be any powerful creatures in a deck that is built for powerful creatures. This deck also suffers from its three color nature. Early in the game it is possible to have useful spells in your hand but not have the right mana to cast them. This deck also uses the three land types that correspond to the three types of landwalk found in this game, meaning that many of your opponents will have unblockable creatures. This deck is weak in the early stages of the game and you will have to resort to using little creatures as blockers and your direct damage spells to stop creature attacks until you get enough mana to bring out your dragons. D. Important Cards and Combos: 1. Sprouting Thrinax: The Sprouting Thrinax is important to this deck because he is your most powerful creature until you can afford dragons. He is a very useful blocker early in the game when this deck is weak and if destroyed, he creates three more blockers for you. Try to play one land of each color so you can get the thrinax out on turn 3. You can also blast your own thrinax if you want more creatures for blocking. 2. Give Me Land, Lots of Land: Use Rampant Growth and Civic Wayfinder early in the game so you can get to your dragons faster. You will only need a few swamps and forests, but as many mountains as you can get because most dragons can be pumped with red mana to deal massive damage. XII. MIND OF VOID (Blue/ White) Unlocked: Defeat DtD 4. Jace Beleren *Note that DLC 2 has changed the basic deck makeup of Mind. Two of its Persuasions have been replaced with Counterbores. A. Unlockable Cards 1. Jayemdae Tome: Artifact, cost 4 mana "Tap: Draw a card." 2. A third Dispeller's Capsule: Artifact, cost 1 white "2 mana/ 1 white, Tap: Sacrifice Dispeller's Capsule: Destroy target artifact or enchantment." 3. Wall of Air: Creature - Wall, cost 2 blue/ 1 mana "Defender/ Flying." 1/5 4. Wall of Swords: Creature - Wall, cost 1 white/ 3 mana "Defender/ Flying." 3/5 5. Deft Duelist: Creature - Human Rogue, cost 1 blue/ 1 white "First Strike/ Shroud." 2/1 6. A fourth Wall of Air 7. A second Wall of Swords 8. A third Traumatize: Sorcery, cost 2 blue/ 3 mana "Target player puts the top half of his or her library, rounded down, into his or her graveyard." 9. Counterbore: Instant, cost 2 blue/ 3 mana "Counter target spell. Search its controller's graveyard, hand, and library for all cards with the same name as that spell and remove them from the game. Then that player shuffles his or her library." 10. Isleback Spawn: Creature - Kraken cost 2 blue/ 5 mana "Shroud. Isleback Spawn gets +4/+8 as long as a library has twenty or fewer cards in it." 4/8 11. Angel's Feather: Artifact, cost 2 mana "Whenever a player plays a white spell, you gain 1 life." 12. Kraken's Eye: Artifact, cost 2 mana "Whenever a player plays a blue spell, you gain 1 life." 13. A second Angel's Feather 14. A second Kraken's Eye **15. Tome Scour: Sorcery, cost 1 blue "Target player puts the top five cards of his or her library into his or her graveyard." **16. Dispel: Instant, cost 1 blue "Counter target spell." **17. Planar Cleansing: Sorcery, cost 3 white/3 mana "Destroy all nonland permanents." ** Unlockable with the Expansion 2 DLC B. Strengths: Mind of Void presents the chance to go for an alternate win condition: making your opponent run out of cards (also called "milling" or "decking".) Many of the cards in this deck take cards directly from an opponent's library and put them in his graveyard. If your opponent is forced to draw a card and is unable too, he loses the game. You can win without ever inflicting a point of damage on your opponent. This strategy takes a long time, and Mind protects itself with walls and counterspells while grinding away an opponent's library. Mind has some powerful creatures, however, and can still win by inflicting damage. C. Weaknesses: Mind of Void has the worst choices for the first four turns of any deck in the game. It is by far the slowest deck. There is only one copy of the only creature you can play before the third turn, and aside from that creature, nothing you play can attack until turn six at the earliest. Mind's non creature spells are expensive too, and the deck doesn't really get going until turn five, by which time your opponent may have everything he needs to win. Decking can also backfire against Black or Eons which can pull powerful creatures from their graveyards. D: Important cards and Combos: 1. How to deck your opponent: Your opponent will draw a card a turn. Mind will force him to deplete his library much faster. Get out a couple of Memory Erosions and he will lose four cards for every spell he plays. This can severely limit a players options as the game winds down. Traumatize is your key to victory. Play it early for best effect, but make sure it isn't countered. 2. Stalling for victory: Decking an opponent takes a long time. Mind specializes in slowing the game down and thwarting your opponent's strategies. Like mono colored Blue, it has an assortment of counterspells, although Mind's tend to be more expensive. It pays to know your opponent's deck and to know when to save your counterspells and when you need to use them. You can, however, let a big dangerous creature hit the table if you are ready to Persuade it next turn. Also, since you aren't trying to damage your opponent, don't be afraid to Condemn his creatures, even if it will give him a huge life advantage. You should also save your own creatures for blocking if there is a chance of attack, rather than pushing a few points of damage through. XIII CRIES OF RAGE (Red/ Green) Unlocked: Defeat DtD 2. Jace Beleren A. Unlockable Cards 1. Obsidian Battle-Axe: Tribal Artifact - Warrior Equipment, cost 3 mana "Equipped creature gets +2/+1 and has haste. Whenever a Warrior creature comes into play, you may attach Obsidian Battle-Axe to it. Equip [3 mana]" 2. Shock: Instant, cost 1 red "Shock deals 2 damage to target creature or player." 3. A third Bramblewood Paragon: Creature - Elf Warrior, cost 1 green/ 1 mana "Each other Warrior creature you control comes into play with an additional +1/+1 counter on it. Each creature you control with a +1/+1 counter on it has trample." 2/2 4. Vengeful Firebrand: Creature - Elemental Warrior, cost 1 red/ 3 mana "Vengeful Firebrand has haste as long as a Warrior card is in your graveyard. [1 red]: Vengeful Firebrand gets +1/+0 until end of turn." 5/2 5. Mirri, Cat Warrior: Legendary Creature - Cat Warrior, cost 2 green/ 1 mana "First Strike, Forestwalk, Vigilance." 2/3 6. Hurricane: Sorcery, cost 1 green/ X mana "Hurricane deals X damage to each creature with flying and each player." 7. Borderland Behemoth: Creature - Giant Warrior, cost 2 red/ 5 mana "Trample. Borderland Behemoth gets +4/+4 for each other Giant you control." 4/4 8. A second Vengeful Firebrand 9. A second Shock 10. A fourth Bramblewood Paragon 11. A second Obsidian Battle-Axe 12. Dragon's Claw: Artifact, cost 2 mana "Whenever a player plays a red spell, you gain 1 life." 13. Wurm's Tooth: Artifact, cost 2 mana "Whenever a player plays a green spell, you gain 1 life." 14. A second Dragon's Claw 15. A second Wurm's Tooth 16. Eyes of the Wisent: Tribal Enchantment - Elemental, cost 1 green/ 1 mana "Whenever an opponent plays a blue spell during your turn, you may put a 4/4 green Elemental creature Token into play." 17. A second Eyes of the Wisent **18. Goblin Balloon Brigade: Creature - Goblin Warrior, cost 1 red "[1 red]: Goblin Balloon Brigade gains flying until end of turn." 1/1 **19. Colossal Might: Instant, cost 1 red/1 green "Target creature gains +4/+2 and gains trample until end of turn." **20. Stonebrow, Krosan Hero: Legendary Creature - Centaur Warrior, cost 1 red/1 green/3 mana "Whenever a creature you control with trample attacks, it gets +2/+2 until end of turn." 4/4 ** Unlockable with the Expansion 2 DLC B. Strengths: Cries is built to a theme. Every creature is a Warrior and this deck can dish out a quick beating with a relentless Warrior assault. With the Bramblewood Paragon giving every warrior +/+1 and trample, and the Obsidian Battle-Axe giving haste to each new warrior that drops, this deck can be impossible to defend against. If all goes right, this deck is one of the fastest in the game. It also has some direct damage cards and creature buffs to help out in combat. C. Weaknesses: This deck is basically a two trick pony. It relies on the Bramblewood Paragon and the Obsidian Battle-Axe to allow its otherwise unremarkable Warrior creatures to push damage through. If the Paragon or the Axe are destroyed or countered, or you just don't draw them, this deck can run out of steam quickly. Without one of those cards in play early, this is just a mediocre creature combat deck with mostly small creatures and a few burn spells and other combat tricks. Important Cards and Combos: 1. Bramblewood Paragon: I know I've already written twice about her in the two previous paragraphs, but I cannot stress how important she is to the success of this deck. The Paragon is a great card, giving you a 2/2 creature for only 2 mana, but also giving your other creatures +1/+1 as soon as they hit play and trample for as long as she stays alive. You will want to play her one your second turn every game, and if you don't draw a hand with a paragon and a forest, get a new one. Your opponent knows how good this card is and will be doing everything he can to kill her. You want to keep the Paragon alive so she can keep boosting your forces. Be careful casting the Paragon if you only have one and you think she might be countered. Keep in mind that she doesn't get a boost herself (unless you play more than one) so use caution sending her out to block or attack. Don't attack a Mind of Void player who's got untapped plains and cards in hand or the Paragon will get Condemned. When playing against a deck with direct damage cards, save one of your Giant Growths to buff the Paragon out of burn range if she gets hit by a Shock or Incinerate. Against a deck with Terrors or Terminates, just keep your fingers crossed and be glad that you have four copies of this card. 2. Mudbutton Torchrunner: This card is expensive for a 1/1, but very useful once he's on the field. He is a great chump blocker, able to kill 4 toughness creatures once they put him in the graveyard and he does 3 extra damage. This may deter your opponent from attacking at all. Feel free to attack with the Torchrunner in the face of an unbreakable defense. Your opponent may let him through rather than kill him and trigger his ability. The Torchrunner is also a great card to have on the field when you need to kill one of your opponent's creatures but you only have Jagged Lightning. Make the Torchrunner the second target and you can throw three damage directly at your opponent. (This is required to beat DtD Challenge #2.) XIV. RELICS OF DOOM (Blue/ Black/ Artifact) Unlocked: Defeat DtD 1. Sarkhan Vol ** Note that DLC 2 has changed the basic makeup of this deck, replacing one Fountain of Youth and one Onyx Goblet with two Leonin Scimitars. A. Unlockable Cards 1. A fourth Tidehollow Strix: Artifact Creature - Bird, cost 1 black/1 blue "Flying, Deathtouch." 2/1 2. A third Leonin Scimitar: Artifact - Equipment, cost 1 mana "Equipped creature gets +1/+1. Equip [1 mana]." 3. Etherium Sculptor: Artifact Creature - Vedalken Artificer, cost 1 blue/ 1 mana "Artifact spells you play cost [1 mana] less to play." 1/2 4. A fourth Leonin Scimitar 5. A second Master of Etherium: Artifact Creature - Vedalken Wizard, cost 1 blue/2 mana "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." */* 6. A second Etherium Sculptor 7. Razormane Masticore: Artifact Creature - Masticore, cost 5 mana "First Strike. At the beginning of your upkeep, sacrifice Razormane Masticore unless you discard a card. At the beginning of your draw step, you may have Razormane Masticore deal 3 damage to target creature." 5/5 8. A third Etherium Sculptor 9. A second Sharding Sphinx: Artifact Creature - Sphinx, cost 2 blue/3 mana "Flying. Whenever an artifact creature you control deals combat damage to a player, you may put a 1/1 blue artifact creature token with flying into play." 4/4 10. Platinum Angel: Artifact Creature - Angel, cost 7 mana "Flying. You can't lose the game and your opponents can't win the game." 4/4 11. Loxodon Warhammer: Artifact - Equipment, cost 3 mana, "Equipped creature gets +3/+0 and has lifelink and trample. Equip [3 mana]." 12. Kraken's Eye: Artifact, cost 2 mana "Whenever a player plays a blue spell, you gain 1 life." 13. Demon's Horn: Artifact, cost 2 mana "Whenever a player plays a black spell, you gain 1 life." 14. A second Kraken's Eye 15. A second Demon's Horn **16. Executioner's Capsule: Artifact, cost 1 black "[1 black/1 mana], [Tap], Sacrifice Executioner's Capsule: Destroy target nonblack creature." ***17. Font of Mythos: Artifact, cost 4 mana "At the beginning of each player's draw step, that player draws two additional cards." **18. A third Master of Etherium ** Unlockable with the Expansion 2 DLC B. Strengths: At last you get your hands on Tezzeret's deck. This deck has a very fast-moving offense backed up with a few terrors and counterspells. Relics is able to get a lot of cards on the table very quickly and doesn't need much mana to put up a good fight. It has many useful cards for very low cost and all of its creatures and permanents are artifacts, which feed off each other to become more powerful, much like the Elf deck. Relics is also the long awaited counter deck to black. Your artifact creatures will negate Black's Fear ability and most of its creature removal, and your Howling Mines and Etherium Artificers mean that Black's discards will quickly become irrelevant. Black is still a very strong deck though and can gain an advantage over Relics with a Royal Assassin or Underworld Dreams, so save your counterspells for those cards. C. Weaknesses: This deck isn't identical to Tezzeret's deck that you know and hate from the campaign. In this incarnation, Relics has been watered down to make it more balanced with the other decks. You have lots of weak low cost creatures bloating the deck and slowing it down, and fewer Etherium Masters and Artificers to take advantage of them. Despite being full of artifacts, this deck can only win through creature combat, and only then if it establishes an early advantage. If Relics doesn't finish an opponent off early, you may have trouble delivering the killing blow at the end once your opponent has built up his defenses. Relics is vulnerable to Red with its ability to pick off your key creatures, and is not much faster than Elves but ultimately less powerful. This deck's biggest weakness is that it has no defense against artifacts or enchantments, so carefully consider when to use your meager supply of counterspells, because if a nasty enchantment hits the table you are in trouble. D. Important cards and combos: 1. Platinum Angel - This card is just as awesome as you thought it would be when Tezzeret's deck and the challenges teased you with it. Against certain decks, this card assures victory. However, one of those decks is your own Relics of Doom. If your opponent is able to use Persuasion on your Angel and you don't have a counterspell ready, you have lost the game because nothing you have will get rid of the Angel or the enchantment. Play this card carefully if at all when your opponent is using a deck with Persuasion in it. 2. Glaze Fiend - This little guy will form a big part of your early game offense, although he is worthless on defense. You will probably play at least one artifact every turn, turning him into a formidable attacker. Consider saving up your zero cost artifacts like Ornithopter and Fountain of Youth and dropping them all on a turn where you know your Fiends will get through or be blocked by a big flyer you need to take out. XV. HEART OF WORLDS (Green/White) Unlocked: Beat DLC 2 #5 Rhys the Redeemed A. Unlockable Cards: 1. Cliff Threader: Creature - Kor Scout, cost 1 white/1 mana "Mountainwalk" 2/1 2. Marsh Threader: Creature - Kor Scout, cost 1 white/1 mana "Swampwalk" 2/1 3. Nimbus Wings: Enchantment - Aura, cost 1 white/1 mana "Enchant Creature. Enchanted creature gets +1/+2 and has flying." 4. Frontier Guide: Creature - Elf Scout, cost 1 green/1 mana "[1 green/3 mana], [Tap]: Search your library for a basic land card and put it onto the battlefield tapped. Then shuffle your library." 1/1 5. A third Harrow: Instant, cost 1 green/2 mana "As an additional cost to Harrow, sacrifice a land. Search your library for 2 basic land cards and them onto the battlefield tapped. Then shuffle your library." 6. Oran-Rief Recluse: Creature - Spider, cost 1 green/2 mana "Kicker [1 green/1 mana]. Reach. When Oran Rief Recluse enters the battlefield, if it was kicked, destroy target creature with flying." 1/3 7. A third Grazing Gladeheart: Creature - Antelope, cost 1 green/2 mana "Landfall - Whenever a land enters the battlefield under your control, you may gain 2 life." 2/2 8. Baloth Woodcrasher: Creature - Beast, cost 2 green/4 mana "Landfall - Whenever a land enters the battlefield under your control, Baloth Woodcrasher gains trample and +4/+4 until end of turn." +4/+4 9. Windborne Charge: Sorcery, cost 2 white/2 mana "Two target creatures you control each get +2/+2 and gain flying until end of turn." 10. Great Sable Stag: Creature - Elk, cost 2 green/1 mana "Great Sable Stag can't be countered. Protection from blue and black." 11. A fourth Divine Verdict: Instant, cost 1 white/3 mana "Destroy target attacking or blocking creature." 12. A second Oran-Rief Recluse 13. Recumbent Bliss: Enchantment - Aura, cost 1 white/ 2 mana "Enchant creature. Enchanted creature can't attack or block. At the beginning of your upkeep, you may gain 1 life." 14. A second Baloth Woodcrasher 15. A third Emeria Angel: Creature - Angel, cost 2 white/2 mana "Flying. Landfall - Whenever a land enters the battlefield under your control, you may put a 1/1 white Bird creature token with flying onto the battlefield under your control." 3/3 B. Strengths: Heart has the potential to be a very fast, consistent, and powerful deck. Indeed, it is the only deck that can finish an opponent in three turns. You will never have mana shortage problems, and unlike other decks, landfall means that you will welcome being mana flooded too. The best strategy for this deck is to play aggressively and rely on landfall and the consistent flow of lands and life gain to carry you through. C. Weaknesses: Aside from Baloth Woodcrasher, this deck lacks a strong finisher, or indeed, any other cards that make a big difference late in the game. You can easily fetch up 15 or more lands and have nothing worth casting. Although there is plenty of land fetch in the deck, if for some reason you are stuck without a land to play, you are in big trouble, as your creatures are small and weak, with few abilities apart from landfall. Your creatures will also be weak and vulnerable with a base toughness no greater than 4 on your opponent's turn unless you are able to play lands on his turn (see below.) Landfall also struggles in multiplayer because it lacks board sweeping spells and has a weak late game. There is also a lot of crap included in this deck that has nothing to do with landfall or fetching extra lands. (The landwalking Kor, for instance.) Luckily, most of these cards are in the unlockables, which means you can take them out of your deck. D. Important Cards and Combos: 1. Cat Scratch Fever: Steppe Lynx: This little guy is like Glaze Fiend but is even more vital to this deck. Since Heart is heavily dependent on using landfall to turn its pitiful creatures into huge bruisers, and requires a solid early game to be effective, this is probably the most important card in the entire deck because it is the backbone of your early game offense. Unfortunately, you only get three. He is a mandatory first turn play. If you don't start with a plains and a steppe lynx, consider drawing a new hand. 2. Evolving Wilds, Frontier Guide, Harrow: Of all the cards in this deck that allow you to fetch and play extra lands, these three are the most important because they allow you to activate landfall abilities at instant speed, even on your opponent's turn. It's almost like having a giant growth or instant flight for some of your creatures, except that a smart opponent can see it coming (unless it's a Harrow!). Still, you can make some nasty plays and turn your offensive landfall creatures into fearsome blockers in an instant. XVI. HEAT OF BATTLE (Red) Unlocked: Beat DLC 2 #6 Chandra Ablaze A. Unlockable Cards 1. A second Act of Treason: Sorcery, cost 1 red/ 2 mana "Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn." 2. A fourth Heat Ray: Instant, cost 1 red/X mana "Heat Ray deals X damage to target creature." 3. Wall of Fire: Creature - Wall, cost 2 red/1 mana "Defender. [1 red]: Wall of Fire gets +1/+0 until end of turn." 0/5 4. A second Inferno Elemental: Creature - Elemental, cost 2 red/4 mana "Whenever Inferno Elemental block or becomes blocked by a creature, Inferno Elemental deals 3 damage to that creature." 4/4 5. A third Pyroclasm: Sorcery, cost 1 red/1 mana "Pyroclasm deals 2 damage to each creature." 6. Quest for Pure Flame: Enchantment, cost 1 red mana "Whenever a source you control deals damage to an opponent, you may put a quest counter on Quest for Pure Flame. Remove four quest counters from Quest for Pure Flame and sacrifice it: If any source you control would deal damage to a creature or player this turn, it deals double that damage to that creature or player instead." 7. Dragon's Claw: Artifact, cost 2 mana "Whenever a player plays a red spell, you may gain 1 life." 8. A second Blaze: Sorcery, cost 1 red/X mana "Blaze deals X damage to target creature or player." 9. Vicious Shadows: Enchantment, cost 1 red/6 mana "Whenever a creature is put into the graveyard from the battlefield, you may have Vicious Shadows deal damage to target player equal to the number of cards in that player's hand." 10. Insurrection: Sorcery, cost 3 red/5 mana "Untap all creatures and gain control of them until end of turn. They gain haste until end of turn." 11. A third Magma Rift: Sorcery, cost 1 red/2 mana "As an additional cost to Magma Rift, sacrifice a land. Magma Rift deals 5 damage to target creature." 12. A second Dragon's Claw 13. A fourth Torch Slinger: Creature - Goblin Shaman, cost 1 red/2 mana "Kicker [1 red/1 mana]. When Torch Slinger enters the battlefield, if it was kicked, it deals 2 damage to target creature." 2/2 14. A third Blaze 15. Flame Wave: Sorcery, cost 4 red/3 mana "Flame Wave deals 4 damage to target player and each creature he or she controls." B. Heat vs. Hands - This deck will inevitably draw comparisons to Hands of Flame, the other mono Red direct damage deck. They are two very different decks with different strategies for winning. Take a look at this comparison of the number of direct damage spells and creatures in each deck: Hands: 34 creatures (25 in basic deck) Direct Damage cards (that aren't creatures): 14 total, all of which can damage players and only two of which can't damage creatures. There are also a handful of creature buffing cards that raise creatures' power or give them extra offensive abilities. Heat: 17 creatures (13 in basic deck) Direct Damage Cards (that aren't creatures): 28 total, 4 of which can't damage creatures and 10 of which can't damage players. Four of Heat's creatures are Torch Slingers which, when kicked, can burn creatures but not players. There are no creature buffing cards. Although Hands has more cards thanks to 8 extra unlockables, the difference in the strategy of these decks is clear when you note that Heat has twice as many burn spells and Hands has twice as many creatures. Consider the following as well: Heat has 5 cards with a base mana cost of 7 or higher; Hands has none. Hands can inflict a theoretical maximum of 28 damage on Turn 4, among the highest of all the decks, Heat can only inflict 14 damage, one of the lowest. Hands relies on aggressive creature assault, backed up by direct damage, while Heat uses its direct damage to keep the board clear of enemy creatures until it can gain an advantage and start inflicting damage. Hands is the faster deck and will do more damage to an opponent over the first 6 turns or so, and Heat has a better long game, able to remove threats and inflict damage more reliably than Hands later in the game. Hands doesn't care what an opponent puts down, as long as it can keep pushing damage through, while Heat is more concerned with regulating what creatures are on the battlefield. Hands continues to be an underrated deck and with a good draw is the best choice to quickly defeat the slower decks in the game, like the counterspell decks. Heat with its larger amount of direct damage cards and the board sweeping spell Pyroclasm (see below for more on this card), is able to neutralize the early game threats of fast decks and decks that rely on small creatures, like Elf, White, Relics or Heart of Worlds. Heat is also a better choice for 3 and 4 person games, which tend to run longer and slower, and have more threats that need to be dealt with at once. C. Strengths - As noted above, Heat has plenty of direct damage cards. These cards come in all shapes and sizes, with mana cost and damage potential to suit nearly any situation. A Heat player should aggressively control the board, destroying most creatures as soon as his opponent plays them, because he can be sure of drawing more direct damage. By turn six or seven, Heat should have a couple of creatures out while his opponent has none. Then Heat can start using the few creatures in his deck combined with direct damage spells to take down his opponent. D. Weaknesses - Despite the red nature of the deck and the abundance of direct damage spells, Heat is one of the slower decks in the game. If your opponent is able to play more creatures than you can blast, you will quickly get into trouble, because you don't have many creatures of your own, and what few you possess have low toughness and no flying. Heat will have to use its creatures carefully because it still needs them to damage the enemy. Without creatures, Heat may have trouble dealing damage to players because many of its most powerful burn cards can only damage creatures. Heat also has Ember Shot, a terrible card that is the most overcosted card in the game E. Important Cards and Combos 1. "Nice Doggie": The Fiery Hellhound": Heat is deficient in creatures, but like all the DotP decks, still relies on them to deal damage. The Hellhound comes out relatively early and can deal progressively more damage later in the game as you get more red mana to pump him up. Use direct damage to clear a path for him, wait until he attacks and is unblocked, and then put all your mana into him to deal some massive damage. Because he is so important to your offense, don't throw him away on chump blocking, unless you are close to death or you are able to pump him up enough to kill a much bigger attacker. 2. Pyroclasm, or "I'm sorry, did you need those Elves?": This is a very useful card and luckily, you get four of them. It's most obvious use is to wipe the board clean of small creatures. This can be devastating against Elves, but nearly all the DotP decks pack enough small creatures that it comes in handy. If there is only one small creature that you need to get rid of, use another, less versatile spell, but if Pyroclasm is your only option, don't be afraid to use it. It's cheap to cast and you get three more. It will kill your creatures too, so if you have a Hellhound out, you need to decide if it's worth losing to take out whatever you want to kill with Pyroclasm. If you decide the Hellhound is expendable, send it to attack first, then cast Pyroclasm. You might get in some extra damage. Also note that Pyroclasm damages all creatures without choosing a target. This means creatures with shroud or shroud-like abilities (like the always annoying Troll Ascetic) that can't be targeted by your spells can be damaged by Pyroclasm because this spell doesn't choose targets. You should launch an immediate Pyroclasm to kill a troll on the turn after he is cast while your opponent is tapped out and can't pay the regeneration cost. Keep in mind that if Pyroclasm destroys a "Lord" card that gives +1/+1 to other creatures, like Goblin King, Elvish Champion, Master of Etherium, etc., Pyroclasm can wipe out any creatures that the Lord boosted to 3 toughness. First they take the two damage from Pyroclasm, then they lose the toughness bonus from the Lord, putting them at 0. XVII. EONS OF EVIL (Red/ Blue/ Black) Unlocked: Beat DLC 2 #8 Sorin Markov A. Unlockable Cards: 1. Vein Drinker: Creature - Vampire, cost 2 black/4 mana "Flying. [1 red], [Tap]: Vein Drinker deals damage equal to its power to target creature. That creature deals damage equal to its power to Vein Drinker. Whenever a dealt damage by Vein Drinker this turn is put into a graveyard, put a +1/+1 counter on Vein Drinker." 4/4 2. A fourth Zombify: Sorcery, cost 1 black/3 mana "Return target creature card from your graveyard to the battlefield." 3. Countersquall: Instant, cost 1 black/1 blue "Counter target noncreature spell. Its controller loses 2 life." 4. Goblin Outlander: Creature - Goblin Scout, cost 1 red/1 black "Protection from white." 2/2 5. A second Deathbringer Thoctar: Creature - Zombie Beast, cost 1 red/ 1 black/4 mana "Whenever another creature is put into a graveyard from play, you may put a +1/+1 counter on Deathbringer Thoctar. Remove a +1/+1 counter from Deathbringer Thoctar: Deathbringer Thoctar deals 1 damage to target creature or player." 3/3 6. Undermine: Instant, cost 1 black/2 blue "Counter target spell. Its controller loses 3 life." 7. A third Terminate: Instant, cost 1 red/1 black "Destroy target creature. It can't be regenerated." 8. Merfolk Looter: Creature - Merfolk Rogue, cost 1 blue/1 mana "[Tap]: Draw a card, then discard a card." 1/1 9. Traumatize: Sorcery, cost 2 blue/ 3 mana "Target player puts the top half of his or her library, rounded down, into his or her graveyard." 10. Rorix Bladewing: Legendary Creature - Dragon, cost 3 red/3 mana "Flying, Haste" 6/5 11. Act of Treason: Sorcery, cost 1 red/ 2 mana "Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn." 12. Zombie Outlander: Creature - Zombie Scout, cost 1 blue/1 black "Protection from green." 2/2 13. Shadowmage Infiltrator: Creature - Human Wizard, cost: 1 black/1 blue/1 mana "Fear. Whenever Shadowmage Infiltrator deals combat damage to a player, you may draw a card." 1/3 14. A fourth Hidden Horror: Creature - Horror, cost 2 black/1 mana "When Hidden Horror comes into play, sacrifice it unless you discard a creature card." 4/4 15. Nicol Bolas: Legendary Creature - Elder Dragon, cost 2 red/2 blue/2 black/2 mana "Flying. At the beginning of your upkeep, sacrifice Nicol Bolas unless you pay [1 red/1 blue/1 black]. Whenever Nicol Bolas deals damage to an opponent, that player discards his or her hand." 7/7 B. Strengths: Our version of Eons of Evil is very different from the boss deck. It contains far less removal and has more smaller creatures to play earlier in the game, and more fat creatures for later on. This collection of expensive creatures is probably the best in the game. Eons has a way to "cheat" them into play early in the game rather than paying the full casting cost. See below for details on this combo. Eons also has a little card drawing and lots of land fetch, so unlike the other three color decks in this game, it rarely gets mana screwed or lacks the right colors. C. Weaknesses: Eons has a little creature removal and two counterspells, but these rarely make a difference in the game. Eons has no way to deal with artifacts or enchantments. Although Eons has ways to get the right color lands, it has no land acceleration (dropping more than one mana producing land in a single turn), which would have been handy in a deck with so many expensive creatures. Finally, unless it has its combo ready, Eons is slow and vulnerable for the first six turns or so. D. Important Cards and Combos: 1. Say Hello to My Little Friend!: The Combo - Without this combo, Eons is one of the slower decks in the game. With it, Eons can drop some of the biggest, most useful, and most expensive creatures on the board as early as turn 4. Most combos in DotP take only two cards to work, although sometimes a third or fourth card will make it even better. This combo takes three cards to work and you have to have them all. You need a big fat creature worth Zombifying, a way to put it into your graveyard, and a Zombify. Creatures: 2 Archdemons of Unx - be careful bringing Archy out too early as he will have to sacrifice himself if you run out of creatures. Xathrid Demon - Again, be careful bringing him out early because you can easily lose the game if you run out of sacrifices. Flameblast Dragon Hamletback Goliath 2 Deathbringer Thoctars Goliath Sphinx Vein Drinker Rorix Bladewing Nicol Bolas - if you are going to Zombify him early in the game, make sure you have one land in each color to pay his upkeep cost. Discard Engines: 4 Grixis Battlemages Merfolk Looter 4 Hidden Horrors 1 Traumatize - For casting on yourself. If you have a Zombify in hand, this card provides you with both the discard engine and your choice of big creatures. If you don't have a Zombify, don't use Traumatize or you will probably lose a couple of Zombifys. Opponent's actions - If Black makes you discard or Mind tries to mill you, they are doing this deck a favor as long as you can hang on to a Zombify. Zombify: You only get 4 of these so don't waste them! You can see from the above list that you are likely to draw a fat creature and a way to discard it early in the game, and that Zombify is often the card you will lack. Consider getting a new starting hand if you don't have Zombify. Also, don't forget that if the game goes long enough, you can start hardcasting those fat creatures from your hand because Eons gets a very steady stream of mana. 2. Snipers: Deathbringer Thoctar and Vein Drinker: You may not find yourself attacking every turn with these creatures, but they can still be used to pick off your opponent's creatures with their special abilities. Start targeting smaller creatures with Vein Drinker (even your own 1/1s if your opponent has nothing small in play) and in a few turns she will be big enough to take down larger creatures. The Deathbringer Thoctars get a +1/+1 counter every time a creature (doesn't matter whose) goes to the graveyard. This counter can be detached to deal 1 damage to a creature or player. This means that a single thoctar with a counter can eliminate any number of 1/1 creatures in a row and still end up with a counter. If you have both thoctars out with counters, they can eliminate any number of 2 toughness creatures. The only tricky part is putting a counter on your thoctar in the first place, which isn't hard to do in Eons. If you have a demon out, the sacrifice you make every turn will count. Vein Drinker's ability will help too, as will your own creature removal cards. If you don't have any other options, attack with your worthless 1/1s. Either your opponent will let them through and take damage or he will kill them, giving your Thoctar tokens. XVIII. TEZZERET'S DECK (Blue/ Black/ Artifact) Tezzeret plays with blue and black spells like Terror and the blue counterspells, but his permanents are artifacts. This means that spells and effects like Terror or Fear are not very effective against him, but spells like Naturalize that target artifacts are vital. His best creature in his first incarnation is the Razormane Masticore, a 5/5 artifact creature with first strike that can snipe at your small creatures for three points of damage. He can get this creature out on turn five. Try to eliminate it as soon as you can. Tezzeret must discard every turn to keep the Masticore in play, so he uses Howling Mine, an artifact that lets him draw an extra card a turn. This often backfires on him because you get to draw an extra card too, so it is likely you will have a land and a spell to play each turn. By now you should also have unlocked most of the rare cards for the deck you are using. Keep up the pressure on him and eliminate him before he can get some of his artifact combos working. Tezzeret is much harder the second time you face him. He has added some blue wizard cards that interact with his artifacts. Particularly annoying is the Master of Etherium which has power and toughness equal to the number of Tezzeret's artifacts, as well as giving his artifact creatures +1/+1. He can get this card out very early. This means Tezzeret's deck now works like Ears of the Elves, with his artifacts buffing each other, but is much faster. His Platinum Angel is also annoying, as it lets him go into negative life points and keeps you from winning. Play through Challenge 8 to learn how the Platinum Angel works. Tezzeret's deck has an extremely strong early game offense this time around, but the basic strategy remains the same. Keep playing him and eventually he will draw a bad starting hand and you can beat him. Tezzeret's known cards (*: second battle only) 1. *Bottle Gnomes: Artifact Creature - Gnome, cost 3 mana "Sacrifice Bottle Gnomes: You gain 3 life." 1/3 2. Cancel: Instant, cost 2 blue/1 mana "Counter target spell. 3. *Etherium Sculptor: Artifact Creature - Vedalken Artificer, cost 1 blue/ 1 mana "Artifact spells you play cost [1 mana] less to play." 1/2 4. Fountain of Youth: Artifact, cost 0 mana "[2 mana], Tap: You gain 1 life." 5. Glaze Fiend: Artifact Creature - Illusion, cost 1 black/1 mana "Flying. Whenever another artifact comes into play under your control, Glaze Fiend gets +2/+2 until end of turn." 0/1 6. Howling Mine: Artifact, cost 2 mana "At the beginning of each player's draw step, if Howling Mine is untapped, that player draws a card." 7. *Master of Etherium: Artifact Creature-Vedalken Wizard, cost 1 blue/2 mana "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." */* 8. Onyx Goblet: Artifact, cost 1 black/ 2 mana "Tap: Target player loses 1 life." 9. *Platinum Angel: Artifact Creature - Angel, cost 7 mana "Flying. You can't lose the game and your opponents can't win the game." 4/4 10. Razormane Masticore: Artifact Creature - Masticore, cost 5 mana "First Strike. At the beginning of your upkeep, sacrifice Razormane Masticore unless you discard a card. At the beginning of your draw step, you may have Razormane Masticore deal 3 damage to target creature." 5/5 11. Sharding Sphinx: Artifact Creature - Sphinx, cost 2 blue/3 mana "Flying. Whenever an artifact creature you control deals combat damage to a player, you may put a 1/1 blue artifact creature token with flying into play." 4/4 12. Terror: Instant, cost 1 black/1 mana "Destroy target nonartifact, nonblack creature. It can't be regenerated." 13. Tidehollow Strix: Artifact Creature - Bird, cost 1 black/1 blue "Flying, Deathtouch." 2/1 14. Wall of Spears: Artifact Creature - Wall, cost 3 mana "First Strike" 2/3 IXX. Nicol Bolas' Deck Bolas is not nearly as challenging a boss as Tezzeret was because his deck is very slow and is not built to a particular theme that creates card synergy. He has few cheap creatures to play early in the game. He instead relies on using his copious amounts of creature removal to shut you down until he can begin bludgeoning you to death with his giant expensive monsters. Perhaps his most annoying card is Blazing Specter, which can attack the turn it's played and force you to discard. Save a flying blocker, some removal or a counterspell and open mana for the turn when Bolas gets four mana in case he has a Specter. Consider leaving his Archdemon of Unx alive if you can survive its attacks. It will eventually turn all of Bolas' big and useful creatures (including itself!) into 2/2 Zombies. Decks that can generate a strong early offense will do well against him (Cries, Elves, Red, Relics, etc.) Blue and Mind will also do well because those decks don't rely heavily on creatures and by the time Bolas begins casting his nasty stuff, you will be ready with land and counterspells. Bolas is also vulnerable to being decked (running out of cards) because his deck is small, he has lots of cards that make him draw, and the AI isn't very good at dealing with being decked. Black also does well because you can make Bolas discard the expensive creatures he will be holding in his hand as he waits to draw enough mana to play them. Keep in mind that Bolas can use Zombify to bring back any creature from his graveyard. Slower decks that rely heavily on creatures (Scales, Claws, Green, etc.) will struggle because Bolas will often have a way to remove every creature you play before you get to attack with it. Card List: 1 Archdemon of Unx: Creature -Demon, cost 2 black/5 mana "Flying, Trample. At the beginning of your upkeep, sacrifice a non-Zombie creature, then put a 2/2 black Zombie creature token into play." 6/6 2 Blazing Specter: Creature - Specter, cost 1 black, 1 red/2 mana "Flying, Haste. Whenever Blazing Specter deals combat damage to a player, that player discards a card." 2/2 2 Grixis Battlemage: Creature - Human Wizard, cost: 1 black/2 mana "[1 blue], Tap: Draw a card, then discard a card. [1 red], Tap: Target creature can't block this turn." 2/2 2 Earthquake: Sorcery, cost 1 red/ X mana "Earthquake deals X damage to each creature without flying and each player." 2 Flameblast Dragon: Creature - Dragon, cost 2 red/4 mana "Flying. Whenever Flameblast dragon attacks, you may pay X mana/1 red. If you do, Flameblast Dragon deals X damage to target creature or player." 5/5 1 Hamletback Goliath: Creature - Giant Warrior, cost 1 red/6 mana "Whenever another creature comes into play, you may put X +1/+1 counters on Hamletback Goliath where X is that creature's power." 6/6 2 Hidden Horror: Creature - Horror, cost 2 black/1 mana "When Hidden Horror comes into play, sacrifice it unless you discard a creature card." 4/4 1 Mind Shatter: Sorcery, cost 2 black/X mana "Target player discards X cards at random." 1 Platinum Angel: Artifact Creature - Angel, cost 7 mana "Flying. You can't lose the game and your opponents can't win the game." 4/4 1 Prince of Thralls: Creature - Demon, cost 1 blue/2 black/ 1 red/ 4 mana "Whenever a permanent an opponent controls is put into a graveyard, put that card into play under your control unless that opponent pays 3 life." 7/7 2 Sever Soul: Sorcery, cost 2 black/3 mana "Destroy target nonblack creature. It can't be regenerated. You gain life equal to its toughness." 2 Shadowmage Infiltrator: Creature - Human Wizard, cost: 1 black/1 blue/1 mana "Fear. Whenever Shadowmage Infiltrator deals combat damage to a player, you may draw a card." 1/3 2 Sift: Sorcery, cost 1 blue/3 mana "Draw three cards, then discard a card." 4 Skeletonize" Instant, cost 1 red/4 mana "Skeletonize deals 3 damage to target creature. When a creature dealt damage this way is put into a graveyard this turn, put a 1/1 black Skeleton creature token onto the battlefield with "[B]: Regenerate this creature." 2 Terminate: Instant, cost 1 black/1 red "Destroy target creature. It can't be regenerated." 4 Terror: Instant, cost 1 black/1 mana "Destroy target nonartifact, nonblack creature. It can't be regenerated." 4 Wanderer's Twig: Artifact, cost 1 mana "[1 mana], Sacrifice Wanderer's Twig: Search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library." 4 Zombify - Sorcery, cost 1 black/3 mana "Return target creature card from your graveyard to play." Lands: 6 islands, 6 mountains, 10 swamps Credit to Stevolution for decking Bolas and posting a list of his cards. XX. SORIN MARKOV'S DECK Coming soon! If someone wants to deck him and post the contents online that would really
help. Otherwise you'll just have to wait until I get a chance. XXI. CHALLENGES The challenges are put in the game to teach you about strategy and combos. You should do the tutorial and a couple of campaign duels to get used to the mechanics of the game and the concepts behind Magic in general. If you are new to Magic or even if you have played the card game before, you can learn a few things from figuring out the challenges for yourself. However, if you just want the achievements, MAGIC: THE PUZZLING (10) for completing one challenge and PUZZLING MASTER (20) for completing all eight, just skip to the spoilers. A. Tips: 1. The easier challenges involve figuring out the right creatures to buff when attacking. You need to determine what creatures you will be able to get through your opponent's defenses and how to make those creatures deal enough damage. 2. If you are stuck on a hard challenge, try targeting your own spells, creatures, or even yourself with various spells or effects. 3. Beating the seventh challenge will unlock the DEVASTATOR (10) achievement for dealing over 20 damage to an opponent in one turn. 4. The fifth challenge for the second expansion has the setup you need to get the OVERFLOWING HARVEST (15) achievement for dropping eight lands in one turn. B. !!!SPOILERS!!! 1. Garruk - Cast both Angelic Blessings on your Skyhunter Skirmisher, making it a 7/7 creature. Attack with the skirmisher. Because it's flying, Garruk can't block it and because its double strike ability lets it inflict damage twice, the Skirmisher will do 14 points of damage. 2. Elspeth - Use Threaten to take control of Elspeth's Soul Warden. Then play Raging Goblin. Since you control Soul Warden, Elspeth won't gain a life point when you cast the goblin. Since you now control three creatures and she only has two to block with, one of your attackers will get through, taking her last life point. 3. Garruk - Use your Elvish Piper's ability to put your Roughshod Mentor into play. This will give all your Grizzly Bears the trample ability. Attack with the three bears. After blockers are assigned, press X to stop the timer. Cast all three Giant Growths on the bear blocked by the Civic Wayfinder. That bear will become an 11/11 creature with trample, dealing two damage to finish off the elf and nine to finish off Garruk. 4. Chandra - Cast Megrim. With two Megrims out, Chandra will lose four life points every time she discards. Then cast Ravenous Rats, causing her to discard and take four damage. This will also give you eight black permanents, making Crowd of Cinders an 8/8 creature. Attack with all of your creatures. Chandra can't block Crowd of Cinders and Abyssal Specter thanks to their fear and flying abilities, and one of your Drudge Skeletons will also get through, costing Chandra a total of eleven life points. Since Abyssal Specter makes Chandra discard, she will take four more damage from the Megrims, finishing her off. 5. Liliana - Cast Eyeblight's Ending on the Nightmare. Since that was Liliana's only flying creature, she won't be able to block your Elvish Riders. Cast Elvish Warrior and Elvish Shaman. With the Elf Warrior tokens you get from Lys Alana Huntmaster, you now have ten elves in play. Attack with the Elvish Riders. Pause the timer and use Immaculate Magistrate's special ability to put ten +1/+1 counters on Elvish Riders. They will now do the thirteen points of damage you need to defeat Liliana. 6. Chandra - Use the persuaded Prodigal Pyromancer's special ability to deal one point of damage to Chandra. Then use Boomerang on your own Persuasion enchantment. When Persuasion is returned to your hand, recast it on Chandra's Raging Goblin. Attack with the unblockable Phantom Warrior and the Raging Goblin, who is also unblockable thanks to the mountainwalk ability provided by Chandra's Goblin King. Game over. 7. Nissa - Cast Terror on the Elvish Champion, then send all your creatures to attack. Pause the timer after the attack phase and use the Flameblast Dragon's special ability. Target your own Sprouting Thrinax with the special ability. This will kill it and put three Saprolings in play, making your attacking Saprolings 6/6 thanks to your opponent's Coat of Arms. The dragon, saprolings, and one Goblin Deathraider should get through to finish off Nissa. Beating this challenge will also unlock the DEVASTATOR (10) achievement for dealing over 20 damage to a player in one turn. 8. Liliana - You need to eliminate the Platinum Angel if you want to win this turn. Cast Pariah on it. Play the Wooly Thoctar, then use Brion Stoutarm's special ability to throw the thoctar at yourself. Because of Pariah, the angel will take the damage for you, sending it to the graveyard. Liliana should then tap her Royal Assassin and use his special ability to kill Brion. Use an Incinerate on the Ravenous Rats. Use the second Incinerate on Liliana. Cast Sangrite Surge on the Knight of the Skyward Eye and send him and the Meadowmist Skulk to attack Liliana, doing exactly six damage to finish her off. You can also buff the knight with his own special ability, cast Rip-Clan Crasher, and attack with all three creatures to do eight damage. C. Duel the Dragon Challenges 1. Jace - This challenge is fairly straightforward. Like the simpler original challenges, you have to figure out which creature to buff and how to get it through. You will want to buff the Glaze Fiend here by playing as many artifacts as you can. Start by clearing the way for it by using Terror on the Wall of Air. Then cast one of your Etherium Sculptors. When combined with the other Sculptor on the field, all your artifacts will now cost 2 mana less. Then cast in any order Master of Etherium, Howling Mine, Onyx Goblet, and Loxodon Warhammer. Your Fiend will now have 11 power and all your other creatures will have one more power thanks to the Master. Attack with all your creatures that don't have summoning sickness. Jace should block your Masticore with his knight and take 16 damage from everything else, leaving him at 1. Remember that non creature artifacts don't suffer summoning sickness, so activate Onyx Goblet to take his last life point. 2. Elspeth - This challenge will force you to target your own creatures. Cast Jagged Lightning and target the untapped Angel and your own Mudbutton Torchrunner. When the Torchrunner dies, have it deal 3 damage to Elspeth. Now cast Vengeful Firebrand. Because of Bramblewood Paragon it will be a 6/3 trampling creature and because the Torchrunner is in your graveyard, it will have haste. Attack with both creatures and you will push through enough damage to kill Elspeth no matter how she blocks. 3. Liliana - This is the first challenge that doesn't require you to kill your opponent in one turn. It is also very tricky. Although Liliana has only two life points, you can't push through enough damage to kill her the conventional way. You will have to beat her by decking her, that is, making her lose by emptying her library and forcing her to draw. You will also have to find ways to put cards back into your own library to avoid decking yourself. Start by playing a plains. Then attack with Ambassador Laquatus. After blocking has been declared, cast Condemn on Ambassador Laquatus to put him back into your library. Then cast Kiss of Amesha to draw your last two cards: Wrath of God and the good Ambassador. Play Wrath of God, which will kill all Liliana's creatures and put your Purity back into your library. Now you can draw another card next turn and not deck yourself. End your turn. Liliana will play a creature or two from her hand and pass back to you. Play the Ambassador and the plains. Activate the Ambassador's special ability three times to put the last nine cards from Liliana's library into her graveyard. End your turn. When Liliana is forced to draw on her turn, she will have no cards left and automatically lose the game. D. Expansion 2 Challenges 1. Garruk: This challenge is an interesting take on a "Find the right creature to attack with and get it through" combined with a "Hurt your own creatures" challenge. The key to this challenge is Sanguine Bond, which means that Garruk will lose life whenever you gain life. This effectively makes your Vampire Nighthawk deal double damage with its lifelink ability. You just have to clear the way for him and make sure he can do enough damage. First, play your swamp and then equip the Nighthawk with the Blade of the Bloodchief so he becomes more powerful whenever a creature dies. Cast your two Disfigures on two of your other vampires. This will power up the Nighthawk. Now clear the way for him by casting Feast of Blood on the Giant Spider, the only creature that can block the Nighthawk. Sanguine Bond will do four damage to Garruk and the Nighthawk will now have 8 power. Attack with Nighthawk to put Garruk at 8 life points, then when the lifelink ability gives you 8 life, Sanguine Bond will deal the last 8 damage to Garruk. 2. Garruk: Your Maro has power equal to the number of cards in your hand, so you need to put lots of cards there to buff him up, then figure out a way to get his damage through. First cast Selective Memory, then remove all the non land cards from your deck. Next, cast Treasure Hunt to bring your entire library into your hand. This will give you 31 cards, making the Maro 31/31. Play a forest, then cast Primal Frenzy on the Maro, making him a 29/29 with trample. Now, even if Garruk blocks with the Wurm, the Maro will still do enough damage to finish him. 3. Nicol Bolas: This challenge took me forever to figure out because there are so many tempting options, like Polymorphing a card into Akroma or getting Rorix back, that don't quite work. I had to read the cards carefully, and I noticed that Bolas will lose the game if Phage comes into play without being cast from his hand. There is a way to put Phage back into play so that Bolas loses. You can't beat Nicol Bolas with what you have in hand, so you'll have to go to your library. You have four cards left in there: an Island, Akroma, Angel of Wrath, a Threaten, and Polymorph, in order of top to bottom. (You can play Tidings to check if you want, but you'll have to start over afterwards.) You need to get to the Polymorph. Tidings is too expensive and Brainstorm won't dig deep enough to get it. Play your Evolving Wilds, then sacrifice it and get the Island. Now you have only three cards left in your deck and you can get to Polymorph with Brainstorm. Cast it to draw your last three cards, then place Akroma and Dispeller's Capsule back in your library. Excommunicate Phage to put her on top of Bolas' library, then Polymorph the Colossus. If you Polymorph any other creature, Nicol Bolas will use the Executioner's Capsule to destroy it and Polymorph won't go off, but since Darksteel Colossus is indestructible, Bolas can't get rid of it. The Colossus will be replaced by Phage, and Bolas will lose. 4. Tezzeret: You need to get Lorthos onto the battlefield and keep him there long enough that he can get an attack in, and you have to Unsummon the Platinum Angel long enough that Tezzeret can be killed. In next two turns, Tezzeret will draw a Cancel and an Excommunicate, either one of which can prevent your winning. Pass your first two turns, and when the Quest for Ula's Temple gives you the chance to play Lorthos on the second turn, press B to decline. If Lorthos is sitting on the table during your opponent's turn, he will get Excommunicated and you won't be able to replay him in time to avoid losing. During Tezzeret's turn, the Angel will attack, leaving you at 1 life point. At the end of his turn, you'll be given another chance to play Lorthos. Play him now. Lorthos can't be Canceled because he is being "cheated" onto the board by an effect rather than cast by a spell and he can't be Excommunicated because Excommunicate is a Sorcery that Tezzeret can only cast on his own turn. Lorthos will also lose his summoning sickness at the beginning of your turn and be able to attack. Attack with Lorthos and then use his ability to tap 8 of Tezzeret's 9 islands. Now Tezzeret will be unable to cast his Cancel. Lorthos' attack will knock Tezzeret down to 0 life. Now play your island and Unsummon the Angel. Tezzeret won't be able to counter this spell and will lose the Angel's protection and the game. 5. Sarkhan: You have lots of cards that can fetch creatures from your graveyard or library, an Elvish Piper that can "cheat" one creature into play for a single mana, and a lot of cards for putting land into play. This should be a hint that you need to find the right creature to play this turn, and that it benefits from landfall. Also, since none of your creatures have Haste and Trample, you will need to use Fling to deal the damage to Sarkhan. Start by casting an Eladamri's Call, then fetching a Plated Geopede. Use your Elvish Piper's ability to put the Geopede into play. Next play your two Harrows, sacrificing a tapped land and fetching up a mountain and a forest with each one. The Geopede is getting bigger and Khalani Heart Expedition now has enough counters to go off. Sacrifice it for two more lands, which brings the Goepede up to a 13/13. Cast Fling, sacrifice the Geopede and target Sarkhan to complete the challenge. OVERFLOWING HARVEST (15) achievement: In this challenge, you have everything you need to drop eight lands this turn. Start by casting your two Harrows, fetching up forests and sacrificing tapped lands. Then, use your 0 cost Summoner's Pact to fetch Eternal Witness. Use the Elvish Piper's ability to put the Witness into play. Select a Harrow you just cast from your Graveyard, then cast it again, sacrificing a tapped land. To get the last two lands, sacrifice Khalani Heart Expedition for a total of eight lands dropped in a single turn and the achievement. !!!SPOILERS END!!! XXII. ACHIEVEMENTS A. Original Achievements THE SPARK (20): Win a game. This can be done in any mode, except Challenge. Pretty easy. If you played the demo and won a game, this achievement and all the decks and cards you unlocked will be yours if you buy the game before quitting. EPIC CONCLUSION (40): Beat the Campaign. I highly recommend that you play the easier campaign levels over and over again to unlock cards before you face Tezzeret or go online. Note that after you beat the campaign the first time, your opponents will have more rare cards in their decks, but this doesn't seem to apply when you duel against their easier versions. (Campaign duels 1-6.) LIFE PRESERVER (10): Raise your life total to 30, or 60 in a Two-Headed Giant game. The easiest way to do this achievement is to play the Wings of Light (White) deck against Elspeth in the campaign. Focus on defense and blocking and giving yourself life points. It helps if you have unlocked Angel's Feather, the artifact that gives you life for white spells. Once you hit 30 life points, the achievement will unlock, even if you don't finish the game. DEVASTATOR (10): Deal 20 points of damage to your opponent in a single turn. As noted above, you get this achievement when you beat the seventh challenge. You can also use Ears of the Elves (Green/Black) against a green using opponent and attack with a bunch of buffed, forestwalking elves or you can use a late game Overrun with the Teeth of the Predator (Green) deck. If your opponent has less than 20 life, you can still earn this achievement by damaging them into negative life points. MAGIC: THE PUZZLING (10)/ PUZZLING MASTER (20): Beat one challenge/ Beat all eight. See the spoilers above if you're stuck and can't figure any of these out. DEFENDER OF FORIYS (20): Win a Two-Headed Giant Game. This can be done online or on your own console. Plug in a second controller and create a new profile. Play the Co-Op Campaign and beat the first set of opponents and this achievement will unlock. This achievement and the game mode are named for the Two-Headed Giant of Foriys, a rare, long out of print card that could block two attackers at once. MASTER OF ARTIFICE (10): Beat the cooperative campaign. This is a lot harder than it sounds. If you use the two controller method described above, keep in mind that the second "partner" profile will not have any decks or cards unlocked, unless you want to play more games to unlock cards with that profile. Your "partner" does save the cards it unlocks playing through the coop campaign, but this can be inconsistent. As your opponents get harder your "partner's" weak deck will become a huge liability. One tip is to use the Ears of the Elves deck whenever you will be paired opposite a green mana user, and to avoid the monochromatic green deck when Nissa will be across from your "partner." I beat this mode using a variety of decks while my "partner" used monochromatic Green. The Troll Ascetic is a great recipient for powerful enchantments like Serra's Embrace or Pariah, and I used the rest of his big creatures to block for me. Red (Hands) and Relics also make a great combo because they are both fast, and Blue combos well with anything because it can save all its mana for counterspells while the other deck provides blockers. There is currently no way to play the cooperative campaign over XBox Live with a real person. I really hope this is fixed in the near future, changing the coop campaign from a boring grind into a fun, truly cooperative experience. DUELIST (10)/DUELS MASTER (10): Win 5 ranked games/ Win 10 XBox Live games total. These achievements can be earned in any list, although I recommend 1v1 (2 player) simply because you start with a 50% chance of winning each game. When playing ranked matches, any deck has a decent chance to win. It's down to the luck of the draw. I have only two pieces of advice to give. First, unlock all the rare cards before going online. You will lose much more often if you don't have the rare cards but your opponent does. Second, force your opponent to act and he may make a mistake. This often happens when players screw up or just run out of time when assigning blockers. PLAINSWALKER (30): Unlock 100%. To get this achievement, you have to finish the regular and cooperative campaigns, beat every challenge, and unlock all the cards. If you didn't get 100% before you downloaded the expansions, you will have to beat their campaigns and co-op and unlock all those cards too. SPELLSLINGER (0): Beat a player with SPELLSLINGER. This is a viral achievement. The first weekend the game was out a few developers with this achievement went online and played a few games, passing on the achievement whenever they lost. Keep playing long enough and eventually you will beat someone who has this. In the alternative, you could post to a board and ask if someone who has this achievement will join you in a player match. B. Duel the Dragon Achievements - (Note that there was a glitch where these achievements would unlock but not add to your gamerscore. If you earned these achievements during the first few days of the DLC, you will have to recover your gamertag if you want the gamerscore. Do this by pressing the guide button, logging out of your profile, and then selecting the option to recover your gamertag. You will then have to earn the achievements all over again. Just beat Bolas again, beat any one of the three DtD challenges, and redo the overkill achievement.) DRAGON SLAYER (20): Defeat Nicol Bolas in the single player campaign for Duel the Dragon. Bolas' deck is powerful but slow, so quick moving decks like Red or Elf work well against him, as do Blue and Blue/White for the counterspells and Black for the discards. PUZZLING GRANDMASTER (15): Earn PUZZLING MASTER and beat the three DtD DLC challenges. See above for spoilers and solutions. OVERKILL (15): Control creatures with 75 or more total power. The easiest way to do this is to get into a player match against a friend. Both of you should play the Elf deck. Keep playing elves but don't attack each other. When the first or second Coat of Arms hits the table, you should both get this easily. To earn the achievement by yourself, play with Elf or Relics against one of the first five campaign opponents and work on putting out as many elves or artifacts as possible. C. Expansion 2 Achievements: EVERYTHING AT STAKE (20): Beat Sorin Markov. He is a tough boss, even tougher than Tezzeret was. Your best bet is to try to outrace him with a fast deck and make sure you have some creature removal that works against black. White will also destroy him if you can draw your Protection from Black creatures and buff them with enchantments. OVERFLOWING HARVEST (15): Drop eight lands in a single turn. Realistically, you're only going to get this done by boosting with the Heart of Worlds deck or using the setup in Challenge 5. See the Challenge Spoilers above for details. LAST ONE STANDING (15): Win a 3 or 4 player XBox Live match. You can set up a player match and boost with friends or go into a ranked match. I recommend a 3 player ranked match because your odds of winning are better. XVIII: EXPOLOITABLE GLITCHES AND TRICKS: Some of these may be strictly against the rules of Magic the Gathering, and some of them are glitches in the programming, but they still work in the game so feel free to exploit them if you can. Let me know if you readers can find any more exploitable glitches (not useless or game crashing ones.) Expansion 2 Exploits: 1. When playing Eons, note that Xathrid Demon and the Archdemon of Unx can share a sacrifice. Choose the same creature when prompted and Xathrid will deal damage to your opponents without tapping, and Archy will give you a Zombie, for the loss of only one creature. Note: The updates to the game that came with the Expansion 2 DLC may have fixed some of the exploits on my original list. I have heard a rumor that the Voice of All glitch has been fixed, for instance. Please send me confirmation of whether any of these have been fixed or if they stayed the same. 1. When your opponent casts Voice of All, there will be a small window of opportunity after it hits the table but before a color is chosen where you can blast, Unsummon, or Terror this dangerous creature. 2. Use Threaten on your opponent's Royal Assassin, then use his special ability to have the Assassin commit suicide. There must be a tapped creature in play for this to work. 3. If your opponent has an Underworld Dreams that is damaging you and you cast Dread, the next time Underworld Dreams damages you, Dread will destroy it even though it is not a creature. This should work against Megrim, Seismic Assault, and the Rack as well. 4. Creatures brought out of the graveyard and played on the same turn will sometimes not suffer from summoning sickness, effectively giving them haste. 5. Raise Dead and Gravedigger seem not to be able to target for resurrection creatures that had Persuasion on them when they went to the graveyard. 6. Counterbore will still work to counter creatures even if Gaea's Herald is in play. 7. While not strictly a glitch, Onyx Goblet and Soot Imp's ability can still damage a player who has Purity out. This is because the game's rules treat "loss of life" differently from "damage." 8. In addition to spells, Karplusan Strider also cannot be targeted by abilities from blue and black cards already in play. 9. Furnace of Rath will cause a Thieving Magpie to do double damage but not allow its controller to draw a card. 10. If you have Purity out and there is a Furnace of Rath in play, creature attacks will give you double life instead of double damage. 11. This one's not really a glitch but is fun anyway. When you are playing Claws against a Green Opponent and he casts Vigor, try casting Pariah on one of his other creatures. When that creature attacks, Pariah will cause it to damage itself instead of you and Vigor will convert that damage into +1/+1 tokens. If that creature attacks every round, it will double its power every time. After a few rounds, the creature will have power in the thousands. In theory, its power could reach into the billions or trillions over a long game, but it will probably crash the game well before that. Credit goes to Stevolution for figuring this one out. You can exploit this trick for a win by Pacifying the Pariahed monster before he gets big enough to freeze the game and using Brion Stoutarm and your direct damage cards to take out your opponent. Copyright 2009-2010 ThermalStone This guide may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright.