Magic the Gathering: Duels of the Planeswalkers 2014 - Expansion
FAQ/Strategy Guide - Version 1.0 by Seth0708
**********************
* [INT] Introduction *
**********************
Magic the Gathering: Duels of the Planeswalkers 2014 was released on Sony
Playstation 3, X-Box 360, Steam, iPod, and Android on 26 June 2013. The
expansion was released on 18 September 2013 for X-Box 360, Steam, iPod, and
Android, while it was delayed a week to 24 September 2013 for Sony Playstation
3 in North America (and later in Europe and Asia).
The expansion adds five new decks, thirteen new encounters, five new
challenges, as well as new titles, persona, achievements, and trophies. This
guide only covers the expansion and not the base game. You can skip to the
section you are looking for by using the search function and entering the
code you desire below:
[INT] Introduction
[CAM] Campaign
[PRM] Promo Codes
[ALA] Alara
[RAV] Ravnica
[KAM] Kamigawa
[PLD] Planeswalker Duels
[CHL] Challenges
[REV] Revenge Campaign
[NCU] Non-Card Unlocks
[DAB] Dodge and Burn
[CA1] Cards Available
[CR1] Creatures
[NC1] Non-Creatures
[HOC] Hall of Champions
[CA2] Cards Available
[CR2] Creatures
[NC2] Non-Creatures
[LOD] Lords of Darkness
[CA3] Cards Available
[CR3] Creatures
[NC3] Non-Creatures
[SOS] Sword of the Samurai
[CA4] Cards Available
[CR4] Creatures
[NC4] Non-Creatures
[SYM] Sylvan Might
[CA5] Cards Available
[CR5] Creatures
[NC5] Non-Creatures
[CPY] Copyrights
******************
* [CAM] Campaign *
******************
The expansion campaign is a lot shorter than the base game campaign. This time
you only visit three planes of thirteen encounters total, although two of them
are really the same encounter. This guide has divided the campaign encounters
by plane below, followed by the planeswalker duels and challenges afterwards.
If you haven't already entered these codes, I recommend doing so before playing.
There are ten cards in each deck that can only be unlocked with these codes, so
you're only hurting yourself by not using these. To enter the codes, select
"Extras" from the main menu followed by "Promotional Unlocks." From there press
square to enter each code.
=============
=[ALA] Alara=
=============
Alara is your first stop and only consists of a single encounter.
Hall of Champions
-----------------
Your first encounter is a battle against Elspeth Tirel. This encounter is not
scripted like most, and is instead a battle against the playable deck "Hall of
Champions." Defeating this encounter unlocks that deck for play.
The only turn one drop Elspeth has is Akrasan Squire. Usually she plays this,
but sometimes you get lucky and she doesn't have one in her opening hand. Her
turn two drops are Deft Duelist and Qasali Pridemage. Neither of these is as
big a threat as they seem due to Elspeth's play style.
From turn three onward, Elspeth will either drop a creature or try combat
tricks. If she attacks with all her mana open and cards in hand, she either
cannot play anything or, more likely, is going to try and pump her exalted
attacker. Bant Charm and Sigil Blessing are her two main tricks in this
encounter, so take those effects into consideration when deciding what to
do in combat.
Targeted removal or flying creatures are her biggest weaknesses. The only
creature your removal will fall flat with is her Deft Duelists, but they have
shroud so her own combat tricks won't work for her either. These creatures
still get exalted triggers though, so don't think it is all gravy.
===============
=[RAV] Ravnica=
===============
With Elspeth defeated, she will depart for Theros. You, meanwhile, decide to
pursue the ingredients for a spell you hear will stop your aging process. I
guess neowalkers age normally, who knew? Anyway, one of the ingredients needed
is demon's blood, so you head to Ravnica to try and find the Cult of Rakdos so
you can bleed a demon.
This encounter is heavily-geared towards tokens. Fertile Imagination will
always select whatever card type you have the most of in your hand because
the AI is a really good guesser. You want to run a deck that lets you dump
your hand quickly so you don't get swarmed with Saporlings on turn four.
Epic Struggle can also ruin your day if you aren't able to either remove it
or kill off all the tokens that flood out.
Form of the Dragon
------------------
Turn 1: Mountain, Dragonmaster Outcast
Turn 2: Mountain, Dragon Fodder
Turn 3: Mountain, Flame Slash
Turn 4: Mountain, Lavaborn Muse
Turn 5: Mountain, Torrent of Fire
Turn 6: Mountain, Dragon Blood
Turn 7: Mountain
Turn 8: Mountain
Turn 9: Mountain
This encounter is pretty straightforward. The Dragonmast Outcast comes out
turn one, so you either need to kill it or win before turn seven. The AI has
two removal spells, so you will lose two creatures as this goes along. From
turn six onwards the AI will pump a creature during combat with Dragon Blood,
so make sure it isn't a dragon and get rid of that Dragonmast Outcast before
then. Do note that if you do not have decent targets for Flame Slash and
Torrent of Fire, the AI will sit on them and use them on a later turn.
When I saw the Jagged Poppet I was hoping this would be a madness deck, but alas
it is not. On turn five when the AI casts Delirium Skeins it will discard two
Mountains and a Swamp. Be ready to lose three cards at that point, so take that
into consideration with what you cast before then. Turn five is also where the
AI hits hellbent barring interference from you. Surprisingly there only seem
to be three creatures for the AI in the first ten turns, so if you can get rid
of them you will have an open field until then to finish it off.
Dodge and Burn
--------------
This is a battle against Dack Fayden and is not scripted like the last three.
Dack is running the playable counter-burn deck "Dodge and Burn." Defeating
this encounter will unlock that deck for play and allow you to challenge one
of the three expansion planeswalkers in the planeswalker duels.
Kiln Fiend is the primary creature you are likely to see early game. He does
not always get the instant and sorcery support he needs from them, but he will
play smart and only cast creatures on the second main phase. The AI is fickle
though and sometimes it will boost the Kiln Fiends up and not attack.
It is usually better to not block if he has cards in hand and lots of open
mana though despite the shortcomings of the AI. All of this goes the same
with regard to his Wee Dragonauts. Late game he'll just string spells so he
can pump these creatures.
Dack's sorceries and instants consist of lots of card draw and burn spells.
His general go-to strategy is to burn out your creatures and then swing with
the Kiln Fiends and Wee Dragonauts boosted by the process. Targeted removal
can deal with the creatures, or you can go for life gain and just weather
these mana storms. If you can make it through a big one, his card advantage
will generally be gone and he'll be a sitting duck for a turn or two.
The last thing to remember is Dack has got plenty on the counter side of the
counter-burn equation. Be ready for a Remand, Thoughtbind, or Cancel because
he usually has one or the other up his sleeve when you're in a pinch.
================
=[KAM] Kamigawa=
================
You move on to Kamigawa in search of the white dragon scale for this anti-
aging spell you're concocting. Apparently there is a samurai somewhere on
the plane who possesses such a scale, so you begin your search.
This encounter is intended to deny you card advantage until it can hard
cast Ink-Eyes, Servant of Oni. The AI won't cast Murder unless you have a
creature with toughness or power greater than two. It will sit on it until
turn five or later in that case and will cast it after that point. Ink-
Eyes is the biggest threat here, so save a counter or removal for her.
Once she is out of the way, everything else should fall into place.
I'm not really sure what this encounter is trying to do. Heartless Hidetsugu
almost never uses his ability and the AI always casts Inferno and kills him.
The burn spells are also played erratically; sometimes it won't cast them for
no apparent reason even to stop a huge creature with only three toughness.
The Disintegrates it will sometimes use on you, but other times it will let
you live and blow nine mana to kill a 1/1. Given all these flaws in the way
the AI plays, you should blow through this without much issue.
Ninja Gang
----------
Turn 1: Swamp, Tormented Soul
Turn 2: Swamp, Skullsnatcher, Tormented Soul
Turn 3: Island, Ninja of the Deep Hours, Tormented Soul
Turn 4: Island, Blinding Powder, Mistblade Shinobi, Tormented Soul
Turn 5: Swamp, Okiba-Gang Shinobi, Tormented Soul
Turn 6: Island, No-Dachi
Turn 7: Swamp, Throat-Slitter
Turn 8: Nothing
Turn 9: Skullsnatcher
Turn 10: Swamp
Turn 11: Nothing
All ninjas are played for ninjutsu, so you won't be able to stop them with
blockers when they enter play. The encounter casts the same Tormented Soul
each turn after it is replaced by a ninja. If you kill the Tormented Soul,
the AI will start hardcasting the ninjas, making this encounter a lot
easier. That is the best way to finish this encounter, so play a deck with
targeted removal and clean up shop.
Sword of the Samurai
--------------------
This is another deck battle against a daimyo named Sugihara. The samurai
lord uses the deck "Sword of the Samurai" and this battle is not scripted.
Defeating this encounter will yield you the aforementioned deck for play.
Early game your biggest foes may be the Araba Mothriders. If you don't
have fliers or removal, the damage these things do can add up. Devoted
Retainer and Kitsune Blademaster are also common early game sights. All
these creatures get an additional +1/+1 when they block or are blocked,
so that that into consideration with attackers.
If you see mana open on the attack, expect a Double Cleave, Brute Force, or
Call to Glory. This deck has plenty of combat tricks, so don't be caught
unawares.
Indebted Samurai will probably show up on turn four or five. This creature
gets bigger every time a samurai dies. Depending on board position, this is
either a non-threat or a big one. If there are a lot of samurai out, you
might consider removing this one before the others to prevent it from
getting out of hand.
Late-game you are going to start seeing legendary samurai popping up. Down
below in the card database for the deck you can see all the individual
effects of these creatures, but suffice to say it can get really ugly for
you if a bunch of them start showing up. The longer the game goes, the
better it is for this deck. It is imperative to kill it quickly before it
gets the mana for these big fatties.
Lords of Darkness
-----------------
Your final challenge in the expansion campaign is another deck, this one
called "Lords of Darkness." Again this encounter is not scripted. The name
of the demon piloting this deck is Bolkru. Defeating this encounter will
unlock the deck for play.
Early game you're going to be fending off Foul Imps, Onyx Mages, and Festering
Goblins. Foul Imp, at least, damages the encounter when it enters play, but
the other two can be annoying. Deathtouch is not to be underestimated.
This encounter has a lot of removal and removal effects, so be prepared to
lose a fair portion of whatever you summon. Don't get greedy and dump all
your effects, enchantments, and equipment on one creature because it will
probably die.
You want to win fast because late-game the field is going to become demon
central. If you can get a creature drop each turn you will be sitting pretty
good. Once the demons start showing up it is going to be really hard for you
to win, so play a fast deck and beat the demons to the punch.
==========================
=[PLD] Planeswalker Duels=
==========================
The expansion adds three more planeswalkers to duel. Dack Fayden is the
protagonist of the IDW Magic the Gathering comic series. Presumably you
duel him here between the events of "Path of Vengeance" and "Theros."
Likewise you seem to duel Elspeth Tirel right before she goes to Theros,
although the duel takes place on Alara so it could happen before she went
to Theros the first time and not after the events of "New Phyrexia." Nissa
Revane does not appear in the story and is only fought in the planeswalker
duels section.
You unlock the ability to challenge a planeswalker when you defeat the
"Dodge and Burn" encounter on Ravnica. You can challenge a second planeswalker
when you defeat the "Swords of the Samurai" encounter on Kamigawa. Finally
you can challenge the third planeswalker when you defeat the "Lords of
Darkness" encounter.
Dack Fayden
-----------
Kiln Fiend is the primary creature you are likely to see early game. He does
not always get the instant and sorcery support he needs from them, but he will
play smart and only cast creatures on the second main phase. The AI is fickle
though and sometimes it will boost the Kiln Fiends up and not attack.
It is usually better to not block if he has cards in hand and lots of open
mana though despite the shortcomings of the AI. All of this goes the same
with regard to his Wee Dragonauts. Late game he'll just string spells so he
can pump these creatures.
Dack's sorceries and instants consist of lots of card draw and burn spells.
His general go-to strategy is to burn out your creatures and then swing with
the Kiln Fiends and Wee Dragonauts boosted by the process. Targeted removal
can deal with the creatures, or you can go for life gain and just weather
these mana storms. If you can make it through a big one, his card advantage
will generally be gone and he'll be a sitting duck for a turn or two.
The last thing to remember is Dack has got plenty on the counter side of the
counter-burn equation. Be ready for a Remand, Thoughtbind, or Cancel because
he usually has one or the other up his sleeve when you're in a pinch.
Elspeth Tirel
-------------
The only turn one drop Elspeth has is Akrasan Squire. Usually she plays this,
but sometimes you get lucky and she doesn't have one in her opening hand. Her
turn two drops are Deft Duelist and Qasali Pridemage. Neither of these is as
big a threat as they seem due to Elspeth's play style.
From turn three onward, Elspeth will either drop a creature or try combat
tricks. If she attacks with all her mana open and cards in hand, she either
cannot play anything or, more likely, is going to try and pump her exalted
attacker. Bant Charm and Sigil Blessing are her two main tricks in this
encounter, so take those effects into consideration when deciding what to
do in combat.
Targeted removal or flying creatures are her biggest weaknesses. The only
creature your removal will fall flat with is her Deft Duelists, but they have
shroud so her own combat tricks won't work for her either. These creatures
still get exalted triggers though, so don't think it is all gravy.
Nissa Revane
------------
You are up against an elf tribal deck in this encounter. Nissa will quickly
flood the field with elves, many of who pump each other, and rain on your
parade if you are not fast enough. Defeating her in planeswalker duels will
unlock the "Sylvan Might" deck for play.
Copperhorn Scout, Essence Warden, Gladecover Scout are her one-drops and
she seems to get a lot of them. Immaculate Magistrate and Imperious Perfect
are her main pumpers, but she has a few others as well.
Heedless One and Timberwatch Elf pop up a lot. The former can grow pretty
big if Nissa keeps putting out elves. Timberwatch Elf works similiarly,
but it taps to add power and toughness equal to her elves to a creature.
Nissa likes to use this ability on unblocked elves, but will also use it
to kill larger creatures if need be.
Nissa is light on combat tricks from her hand for this fight it seems, so
be more concerned with what is visible on the field for combat than what
she might be holding. She does have a couple of things, but they don't
seem to be stocked that well when you face her as an opponent.
==================
=[CHL] Challenges=
==================
There are five challenges added in the expansion. They are accessed below the
the Expansion Campaign on the Expansion menu. The solutions for these puzzles
are detailed below:
Mountain Assault
----------------
Cast Blood Moon with three Mountains during the main phase. Skip to attack and
attack with Goblin Mountaineer. Before damage is dealt, cast Cytoshape and
target Goblin Mountaineer and your opponent's Kird Ape to make the Goblin
Mountaineer a copy of Kird Ape. Let damage occur to finish the challenge.
Beat the Angel
--------------
Cast Vindicate and destroy one of your opponent's Mountains. Follow this up
with Demolish and destroy another of your opponent's Mountains. Skip to attack
and attack with both of your creatures. When Frost Titan's ability triggers,
target your opponent's tapped Plains. This will prevent it from untapping on
their next turn. Pass turn. At your opponent's upkeep, the ability on Magus of
the Tabernacle will trigger and they will be unable to pay it, causing them to
sacrifice their creatures and lose the game.
Unleash the Beast
-----------------
Cast Earthquake for two, leaving an Island open. This will clear out all of
the creatures except Coalhauler Swine and your opponent's Nemesis of Reason.
Skip to attack and attack with the Coalhauler Swine. Your opponent will be
forced to block with Nemesis of Reason. When it declares blockers, cast
Twisted Image on Nemesis of Reason. After damage is done, the resulting
triggers will finish off your opponent.
Riddle of Steel
---------------
Cast Stoneforge Mystic. When her ability triggers, select Golem Skin Gauntlets
from your deck. Cast both Golem Skin Gauntlets, Kite Shield, and Argentum
Armor. Once these resolve, cast Puresteel Paladin. After this resolves, equip
all your equipment to Jor Kadeen, the Prevailer. Skip to attack and declare
Jor Kadeen, the Prevailer and Stonehewer Giant as your attackers. This will
trigger, allowing you to kill one of your opponent's blockers. After your
opponent declares a blocker, use Stonehewer Giant's ability to search your
deck for Loxodon Warhammer. Attach Loxodon Warhammer to whoever is blocked.
Your damage will go through and your opponent will be finished.
Spellstorm
----------
This one is pretty crazy. Begin by casting Demonic Collusion with the buyback.
For the buyback, discard Betrayal of Flesh and Coercion. Search your deck for
Great Whale. Cast Demonic Collusion again with the buyback and discard
everything except the Great Whale. Search your deck for Spitting Image. Use
the ability on Sneak Attack to put the Great Whale into play. Untap all of
your lands except an Island and a Swamp. Once this resolves, cast Spitting
Image and target Great Whale to make a copy. This will cause the ability to
trigger again, so untap all of your lands now.
All of your lands should be untapped at this point. Cast Demonic Collusion
a third time, this time without the buyback, and search for Past in Flames.
Cast Past in Flames. Go to your graveyard and select Spitting Image. Cast it
for it's flashback cost. Target Great Whale again. When the ability triggers
again, untap all your Mountains and Islands first. When you finish untapping
there should be five Swamps still tapped.
Go back to your graveyard and select Infernal Tutor. Cast it for it's
flashback cost and search your library for Snap. Cast Snap and target the
non-token Great Whale; it will be the one with haste. Untap two Swamps when
prompted. Go back to the graveyard and select Demonic Collusion again. Cast
it for it's flashback and search for Hoodwink. Cast Hoodwink and target your
opponent's Leyline of Sanctity.
Highlight Sneak Attack and use the ability on it. Put Great Whale back into
play and untap your lands so that you have a tapped Island and three tapped
Swamps. Go to the graveyard and select the other Demonic Collusion there.
Cast it for it's flashback cost and search for Tendrils of Agony. Go back
to the graveyard again and find Coercion. Cast Coercion for it's flashback
cost and make your opponent discard their only card. Cast Tendrils of Agony
from your hand after this resolves. Make sure you have two Islands, three
Mountains, and a Swamp untapped after this. Target your opponent for all
the copies of Tendrils of Agony and wait for them. Go back to the graveyard
and find Past in Flames. Cast this for the flashback cost. After the triggers
finish, go back to the graveyard again and find Snap. Cast Snap for it's
flashback cost and target the non-token Great Whale; again, the one with
haste. When prompted, untap a Mountain and a Swamp. Highlight Sneak Attack
and use the ability to put the Great Whale back into play a third time.
Untap three Islands and four Swamps.
Go back to the graveyard and select Hoodwink. Cast it for it's flashback
cost and target one of your tapped Swamps. Put the Swamp back into play.
Go back into your graveyard and find Brainspoil. Cast Brainspoil for it's
flashback cost, leaving two Swamps open, and target one of the Great Whale
tokens. Go to the graveyard one more time and find Tendrils of Agony. Cast
Tendrils of Agony for it's flashback cost. After it resolves, skip to the
attack. Declare the Great Whale with haste for the win. Congratulations,
that was pretty involved.
========================
=[REV] Revenge Campaign=
========================
The expansion revenge campaign is unlocked after completing the normal
expansion campaign. It features five duels against each of the new decks
added in the expansion. These decks are slightly tuned from before to be
better, but work much the same as before.
Elspeth Tirel
-------------
The only turn one drop Elspeth has is Akrasan Squire. Usually she plays this,
but sometimes you get lucky and she doesn't have one in her opening hand. Her
turn two drops are Deft Duelist and Qasali Pridemage. Neither of these is as
big a threat as they seem due to Elspeth's play style.
From turn three onward, Elspeth will either drop a creature or try combat
tricks. If she attacks with all her mana open and cards in hand, she either
cannot play anything or, more likely, is going to try and pump her exalted
attacker. Bant Charm and Sigil Blessing are her two main tricks in this
encounter, so take those effects into consideration when deciding what to
do in combat.
Targeted removal or flying creatures are her biggest weaknesses. The only
creature your removal will fall flat with is her Deft Duelists, but they have
shroud so her own combat tricks won't work for her either. These creatures
still get exalted triggers though, so don't think it is all gravy.
Dack Fayden
-----------
Kiln Fiend is the primary creature you are likely to see early game. He does
not always get the instant and sorcery support he needs from them, but he will
play smart and only cast creatures on the second main phase. The AI is fickle
though and sometimes it will boost the Kiln Fiends up and not attack.
It is usually better to not block if he has cards in hand and lots of open
mana though despite the shortcomings of the AI. All of this goes the same
with regard to his Wee Dragonauts. Late game he'll just string spells so he
can pump these creatures.
Dack's sorceries and instants consist of lots of card draw and burn spells.
His general go-to strategy is to burn out your creatures and then swing with
the Kiln Fiends and Wee Dragonauts boosted by the process. Targeted removal
can deal with the creatures, or you can go for life gain and just weather
these mana storms. If you can make it through a big one, his card advantage
will generally be gone and he'll be a sitting duck for a turn or two.
The last thing to remember is Dack has got plenty on the counter side of the
counter-burn equation. Be ready for a Remand, Thoughtbind, or Cancel because
he usually has one or the other up his sleeve when you're in a pinch.
Nissa Revane
------------
Copperhorn Scout, Essence Warden, Gladecover Scout are her one-drops and
she seems to get a lot of them. Immaculate Magistrate and Imperious Perfect
are her main pumpers, but she has a few others as well.
Heedless One and Timberwatch Elf pop up a lot. The former can grow pretty
big if Nissa keeps putting out elves. Timberwatch Elf works similiarly,
but it taps to add power and toughness equal to her elves to a creature.
Nissa likes to use this ability on unblocked elves, but will also use it
to kill larger creatures if need be.
Nissa is light on combat tricks from her hand for this fight it seems, so
be more concerned with what is visible on the field for combat than what
she might be holding. She does have a couple of things, but they don't
seem to be stocked that well when you face her as an opponent.
Sugihara
--------
Early game your biggest foes may be the Araba Mothriders. If you don't
have fliers or removal, the damage these things do can add up. Devoted
Retainer and Kitsune Blademaster are also common early game sights. All
these creatures get an additional +1/+1 when they block or are blocked,
so that that into consideration with attackers.
If you see mana open on the attack, expect a Double Cleave, Brute Force, or
Call to Glory. This deck has plenty of combat tricks, so don't be caught
unawares.
Indebted Samurai will probably show up on turn four or five. This creature
gets bigger every time a samurai dies. Depending on board position, this is
either a non-threat or a big one. If there are a lot of samurai out, you
might consider removing this one before the others to prevent it from
getting out of hand.
Late-game you are going to start seeing legendary samurai popping up. Down
below in the card database for the deck you can see all the individual
effects of these creatures, but suffice to say it can get really ugly for
you if a bunch of them start showing up. The longer the game goes, the
better it is for this deck. It is imperative to kill it quickly before it
gets the mana for these big fatties.
Bolkru
------
Early game you're going to be fending off Foul Imps, Onyx Mages, and Festering
Goblins. Foul Imp, at least, damages the encounter when it enters play, but
the other two can be annoying. Deathtouch is not to be underestimated.
This encounter has a lot of removal and removal effects, so be prepared to
lose a fair portion of whatever you summon. Don't get greedy and dump all
your effects, enchantments, and equipment on one creature because it will
probably die.
You want to win fast because late-game the field is going to become demon
central. If you can get a creature drop each turn you will be sitting pretty
good. Once the demons start showing up it is going to be really hard for you
to win, so play a fast deck and beat the demons to the punch.
========================
=[NCU] Non-Card Unlocks=
========================
Achievements/Trophies
Demon Slayer (20) (Gold)
-Defeat the "Lords of Darkness" deck in campaign mode.
Champion of Kamigawa (20) (Bronze)
-Defeat the "Sword of the Samurai" deck in campaign mode.
Explorer Mage (10) (Bronze)
-Win a game with each expansion deck.
Master Mage (10) (Bronze)
-Solve all expansion Challenges.
Beastmaster (10) (Bronze)
-Control an attacking creature with 10 power or greater.
Equipped for Victory (10) (Bronze)
-Control a permanent with two or more Equipment attached to it.
Spellblast (10) (Bronze)
-Deal 10 damage to a player with a single spell or ability.
Back Against the Wall (10) (N/A)
-Win a game at 1 life.
Titles
Bestower of Boons
-Give a creature you control +10/+10 or more.
Disciple of Marit Lage
-Control a creature that's 20/20 or bigger.
Lord of Legends
-Control five legendary creatures.
The Impaler
-Sacrifice a creature.
The Traveler
-Visit every plane.
************************
* [DAB] Dodge and Burn *
************************
Dodge and Burn is a red and blue deck that fits squarely into the "counter-
burn" archetype. Creature support is limited, although the Kiln Fiends and
Wee Dragonanuts run well with the instant and sorcery support of this deck.
Speaking of which, you have a large pool of those type of spells to pick
from. A lot of that is going to come down to personal choice, but there are
a few that you should consider.
Breaking Point is a good board clearer. You cannot count on it every time
because of the stipulation clause, but even if a player takes six damage to
stop you that is a pretty good trade-off most of the time. Earthquake and
Starstorm are your other options, although they both have a variable cost,
and in the case of Earthquake, it does not hit fliers.
Cancel and Memory Lapse are your two counter spells. Both are fine choices
for that purpose. On the burn side of things you got a lot of choices.
Searing Spear is the only "must-have," while your other choices are going
to be dictated by play style.
Other spells not covered by these categories include Pongify and Swerve.
Swerve redirects the target of a spell that has a single target. This is
actually more useful in this game than in most actual matches and you
should consider using it. Pongify is a variation of removal, taking out a
creature for cheap, but giving your opponent a 3/3. Just consider that a
3/3 can be better than an Eldrazi or Wurm.
=================
=[CR1] Creatures=
=================
Charmbreaker Devils
Cost - (5)(R)
Creature - Devil
At the beginning of your upkeep, return an instant or sorcery card at random
from your graveyard to your hand.
Whenever you cast an instant or sorcery spell, Charmbreaker Devils gets +4/+0
until end of turn.
4/4
Djinn Illuminatus
Cost - (5)(U/R)(U/R)
Creature - Djinn
Flying.
Each instant and sorcery spell you cast has replicate. The replicate cost is
equal to its mana cost. (When you cast it, copy it for each time you paid its
replicate cost. You may choose new targets for the copies.)
3/5
Draining Whelk
Cost - (4)(U)(U)
Creature - Illusion
Flash. (You may cast this spell any time you could cast an instant.)
Flying.
When Draining Whelk enters the battlefield, counter target spell. Put X +1/+1
counters on Draining Whelk, where X is that spell's converted mana cost.
1/1
Kiln Fiend
Cost - (1)(R)
Creature - Elemental Beast
Whenever you cast an instant or sorcery spell, Kiln Fiend gets +3/+0 until
end of turn.
1/2
Mnemonic Wall
Cost - (4)(U)
Creature - Wall
Defender.
When Mnemonic Wall enters the battlefield, you may return target instant or
sorcery card from your graveyard to your hand.
0/4
Wee Dragonauts
Cost - (1)(U)(R)
Creature - Faerie Wizard
Flying.
Whenever you cast an instant or sorcery spell, Wee Dragonauts gets +2/+0
until end of turn.
1/3
=====================
=[NC1] Non-Creatures=
=====================
Banefire
Cost - (X)(R)
Sorcery
Banefire deals X damage to target creature or player.
If X is 5 or more, Banefire can't be countered by spells or abilities and
the damage can't be prevented.
Breaking Point
Cost - (1)(R)(R)
Sorcery
Any player may have Breaking Point deal 6 damage to him or her. If no one
does, destroy all creatures. Creatures destroyed this way can't be
regenerated.
Browbeat
Cost - (2)(R)
Instant
Any player may have Browbeat deal 5 damage to him or her. If no one does,
target player draws three cards.
Cerebral Vortex
Cost - (1)(U)(R)
Instant
Target player draws two cards, then Cerebral Vortex deals damage to that
player equal to the number of cards he or she has drawn this turn.
Char
Cost - (2)(R)
Instant
Char deals 4 damage to target creature or player and 2 damage to you.
Compulsive Research
Cost - (2)(U)
Sorcery
Target player draws three cards. Then that player discards two cards
unless he or she discards a land card.
Earthquake
Cost - (X)(R)
Sorcery
Earthquake deals X damage to each creature without flying and each
player.
Electrolyze
Cost - (1)(U)(R)
Instant
Electrolyze deals 2 damage divided as you choose among one or two
target creatures and/or players.
Draw a card.
Fireblast
Cost - (4)(R)(R)
Instant
You may sacrifice two Mountains rather than pay Fireblast's mana
cost.
Fireblast deals 4 damage to target creature or player.
Future Sight
Cost - (2)(U)(U)(U)
Enchantment
Play with the top card of your library revealed.
You may play the top card of your library.
Gather Specimens
Cost - (3)(U)(U)(U)
Instant
If a creature would enter the battlefield under an opponent's
control this turn, it enters the battlefield under your control
instead.
Invoke the Firemind
Cost - (X)(U)(U)(R)
Sorcery
Choose one — Draw X cards; or Invoke the Firemind deals X damage to
target creature or player.
Memory Lapse
Cost - (1)(U)
Instant
Counter target spell. If that spell is countered this way, put it on
top of its owner's library instead of into that player's graveyard.
Opportunity
Cost - (4)(U)(U)
Instant
Target player draws four cards.
Overwhelming Intellect
Cost - (4)(U)(U)
Instant
Counter target creature spell. Draw cards equal to that spell's converted mana
cost.
Peek
Cost - (U)
Instant
Look at target player's hand.
Draw a card.
Pillage
Cost - (1)(R)(R)
Sorcery
Destroy target artifact or land. It can't be regenerated.
Pongify
Cost - (U)
Instant
Destroy target creature. It can't be regenerated. That creature's
controller puts a 3/3 green Ape creature token onto the battlefield.
Reins of Power
Cost - (2)(U)(U)
Instant
Untap all creatures you control and all creatures target opponent
controls. You and that opponent each gain control of all creatures the
other controls until end of turn. Those creatures gain haste until end
of turn.
Remand
Cost - (1)(U)
Instant
Counter target spell. If that spell is countered this way, put it into
its owner's hand instead of into that player's graveyard.
Draw a card.
Searing Spear
Cost - (1)(R)
Instant
Searing Spear deals 3 damage to target creature or player.
Spelltwine
Cost - (5)(U)
Sorcery
Exile target instant or sorcery card from your graveyard and target
instant or sorcery card from an opponent's graveyard. Copy those cards.
Cast the copies if able without paying their mana costs. Exile
Spelltwine.
Spirit Away
Cost - (5)(U)(U)
Enchantment - Aura
Enchant creature.
You control enchanted creature.
Enchanted creature gets +2/+2 and has flying.
Starstorm
Cost - (X)(R)(R)
Instant
Starstorm deals X damage to each creature.
Cycling (3) ((3), Discard this card: Draw a card.)
Stolen Goods
Cost - (3)(U)
Sorcery
Target opponent exiles cards from the top of his or her library until
he or she exiles a nonland card. Until end of turn, you may cast that
card without paying its mana cost.
Sulfurous Blast
Cost - (2)(R)(R)
Instant
Sulfurous Blast deals 2 damage to each creature and each player. If
you cast this spell during your main phase, Sulfurous Blast deals 3
damage to each creature and each player instead.
Swerve
Cost - (U)(R)
Instant
Change the target of target spell with a single target.
Terramorphic Expanse
Land
(T), Sacrifice Terramorphic Expanse: Search your library for a basic
land card and put it onto the battlefield tapped. Then shuffle your
library.
Thoughtbind
Cost - (2)(U)
Instant
Counter target spell with converted mana cost 4 or less.
Volcanic Fallout
Cost - (1)(R)(R)
Instant
Volcanic Fallout can't be countered.
Volcanic Fallout deals 2 damage to each creature and each player.
Volcanic Geyser
Cost - (X)(R)(R)
Instant
Volcanic Geyser deals X damage to target creature or player.
***************************
* [HOC] Hall of Champions *
***************************
Hall of Champions is a blue, green, and white exalted deck. Exalted runs on
the premise of having only a single creature attack each turn, but your
other creatures "pump" that creature up with their own exalted abilities.
The creatures here have their uses, so there aren't really that many outright
bad choices. More critical is keeping your curve right. You want to be able
to drop creatures each turn, with an emphasis on the lower costing creatures.
Each case of exalted counts, so the more you can flood, the better you will
be sitting.
Novablast Wurm is more of a board clearer than an addition to your creature
pool. You can consider it for that option, as after it clears the board you
will be in a good position with a large creature, but it should not be thought
of as what you are aiming for every game.
Non-creature support features a lot of pump spells, which are good choices
in this deck. Bant Charm is also a good utility card. You should also replace
some of your lands with Terramorphic Expanses. They're no dual lands, but they
are the best you got on that front in this game.
=================
=[CR2] Creatures=
=================
Akrasan Squire
Cost - (W)
Creature - Human Soldier
Exalted (Whenever a creature you control attacks alone, that creature gets
+1/+1 until end of turn.)
1/1
Aven Squire
Cost - (1)(W)
Creature - Bird Soldier
Flying.
Exalted (Whenever a creature you control attacks alone, that creature gets
+1/+1 until end of turn.)
1/1
Battleflight Eagle
Cost - (4)(W)
Creature - Bird
Flying.
When Battleflight Eagle enters the battlefield, target creature gets +2/+2
and gains flying until end of turn.
2/2
Battlegrace Angel
Cost - (3)(W)(W)
Creature - Angel
Flying.
Exalted (Whenever a creature you control attacks alone, that creature gets
+1/+1 until end of turn.)
4/4
Court Archers
Cost - (2)(G)
Creature - Human Archer
Reach.
Exalted (Whenever a creature you control attacks alone, that creature gets
+1/+1 until end of turn.)
1/3
Dauntless Escort
Cost - (1)(G)(W)
Creature - Rhino Soldier
Sacrifice Dauntless Escort: Creatures you control gain indestructible
until end of turn.
3/3
Deft Duelist
Cost - (W)(U)
Creature - Human Rogue
First strike.
Shroud.
2/1
Empyrial Archangel
Cost - (4)(G)(W)(W)(U)
Creature - Angel
Flying, shroud.
All damage that would be dealt to you is dealt to Empyrial Archangel
instead.
5/8
Giltspire Avenger
Cost - (G)(W)(U)
Creature - Human Soldier
Exalted (Whenever a creature you control attacks alone, that creature gets
+1/+1 until end of turn.)
(T): Destroy target creature that dealt damage to you this turn.
2/2
Guardians of Akrasa
Coat - (2)(W)
Creature - Human Soldier
Defender.
Exalted (Whenever a creature you control attacks alone, that creature gets
+1/+1 until end of turn.)
0/4
Iridescent Angel
Cost - (5)(W)(U)
Creature - Angel
Flying, protection from all colors.
4/4
Jenara, Asura of War
Cost - (G)(W)(U)
Legendary Creature - Angel
Flying.
(1)(W): Put a +1/+1 counter on Jenara, Asura of War.
3/3
Jhessian Infiltrator
Cost - (G)(U)
Creature - Human Rogue
Jhessian Infiltrator can't be blocked.
2/2
Knight of New Alara
Cost - (2)(G)(W)
Creature - Human Knight
Each other multicolored creature you control gets +1/+1 for each of
its colors.
2/2
Knotvine Paladin
Cost - (G)(W)
Creature - Human Knight
Whenever Knotvine Paladin attacks, it gets +1/+1 until end of turn
for each untapped creature you control.
2/2
Leonin Armorguard
Cost - (2)(G)(W)
Creature - Cat Soldier
When Leonin Armorguard enters the battlefield, creatures you control
get +1/+1 until end of turn.
3/3
Mirror-Sigil Sergeant
Cost - (5)(W)
Creature - Rhino Soldier
Trample.
At the beginning of your upkeep, if you control a blue permanent,
you may put a token that's a copy of Mirror-Sigil Sergeant onto the
battlefield.
4/4
Novablast Wurm
Cost - (3)(G)(G)(W)(W)
Creature - Wurm
Whenever Novablast Wurm attacks, destroy all other creatures.
7/7
Phantom Nishoba
Cost - (5)(G)(W)
Creature - Cat Beast Spirit
Trample.
Phantom Nishoba enters the battlefield with seven +1/+1 counters on it.
Whenever Phantom Nishoba deals damage, you gain that much life.
If damage would be dealt to Phantom Nishoba, prevent that damage. Remove a
+1/+1 counter from Phantom Nishoba.
0/0
Qasali Ambusher
Cost - (1)(G)(W)
Creature - Cat Warrior
Reach.
If a creature is attacking you and you control a Forest and a Plains, you
may cast Qasali Ambusher without paying its mana cost and as though it had
flash.
2/3
Qasali Pridemage
Cost - (G)(W)
Exalted (Whenever a creature you control attacks alone, that creature gets
+1/+1 until end of turn.)
(1), Sacrifice Qasali Pridemage: Destroy target artifact or enchantment.
2/2
Rafiq of the Many
Cost - (1)(G)(W)(U)
Legendary Creature - Human Knight
Exalted (Whenever a creature you control attacks alone, that creature gets
+1/+1 until end of turn.)
Whenever a creature you control attacks alone, it gains double strike until
end of turn.
3/3
Restoration Angel
Cost - (3)(W)
Creature - Angel
Flash.
Flying.
When Restoration Angel enters the battlefield, you may exile target non-Angel
creature you control, then return that card to the battlefield under your
control.
3/4
Rhox Charger
Cost - (3)(G)
Creature - Rhino Soldier
Trample.
Exalted (Whenever a creature you control attacks alone, that creature gets
+1/+1 until end of turn.)
3/3
Skyward Eye Prophets
Cost - (3)(G)(W)(U)
Creature - Human Wizard
Vigilance.
(T): Reveal the top card of your library. If it's a land card, put it onto
the battlefield. Otherwise, put it into your hand.
3/3
Sublime Archangel
Cost - (2)(W)(W)
Creature - Angel
Flying.
Exalted (Whenever a creature you control attacks alone, that creature gets
+1/+1 until end of turn.)
Other creatures you control have exalted. (If a creature has multiple
instances of exalted, each triggers separately.)
4/3
</pre><pre id="faqspan-2">
Tolsimir Wolfblood
Cost - (4)(G)(W)
Legendary Creature - Elf Warrior
Other green creatures you control get +1/+1.
Other white creatures you control get +1/+1.
(T): Put a legendary 2/2 green and white Wolf creature token named Voja
onto the battlefield.
3/4
Waveskimmer Aven
Cost - (2)(G)(W)(U)
Creature - Bird Soldier
Flying.
Exalted (Whenever a creature you control attacks alone, that creature gets
+1/+1 until end of turn.)
2/4
=====================
=[NC2] Non-Creatures=
=====================
Bant Charm
Cost - (G)(W)(U)
Instant
Choose one — Destroy target artifact; or put target creature on the bottom
of its owner's library; or counter target instant spell.
Behemoth Sledge
Cost - (1)(G)(W)
Artifact - Equipment
Equipped creature gets +2/+2 and has lifelink and trample.
Equip (3).
Devout Invocation
Cost - (6)(W)
Sorcery
Tap any number of untapped creatures you control. Put a 4/4 white Angel
creature token with flying onto the battlefield for each creature tapped
this way.
Faith's Reward
Cost - (3)(W)
Instant
Return to the battlefield all permanent cards in your graveyard that were
put there from the battlefield this turn.
Finest Hour
Cost - (2)(G)(W)(U)
Enchantment
Exalted (Whenever a creature you control attacks alone, that creature gets
+1/+1 until end of turn.)
Whenever a creature you control attacks alone, if it's the first combat
phase of the turn, untap that creature. After this phase, there is an
additional combat phase.
Gleam of Resistance
Cost - (4)(W)
Instant
Creatures you control get +1/+2 until end of turn. Untap those creatures.
Basic landcycling (1)(W) ((1)(W), Discard this card: Search your library
for a basic land card, reveal it, and put it into your hand. Then shuffle
your library.)
Ivory Mask
Cost - (2)(W)(W)
Enchantment
You have shroud.
Martial Coup
Cost - (X)(W)(W)
Sorcery
Put X 1/1 white Soldier creature tokens onto the battlefield. If X is
5 or more, destroy all other creatures.
Pariah
Cost - (2)(W)
Enchantment - Aura
Enchant creature.
All damage that would be dealt to you is dealt to enchanted creature
instead.
Privileged Position
Cost - (2)(W/G)(W/G)(W/G)
Enchantment
Other permanents you control have hexproof.
Sigil Blessing
Cost - (G)(W)
Instant
Until end of turn, target creature you control gets +3/+3 and other
creatures you control get +1/+1.
Terramorphic Expanse
Land
(T), Sacrifice Terramorphic Expanse: Search your library for a basic
land card and put it onto the battlefield tapped. Then shuffle your
library.
Wargate
Cost - (X)(G)(W)(U)
Sorcery
Search your library for a permanent card with converted mana cost X
or less, put it onto the battlefield, then shuffle your library.
***************************
* [LOD] Lords of Darkness *
***************************
Lords of Death is a mono-black deck that features a lot of demons. This is
the "boss deck" of the expansion campaign, but it is playable this year so
have at it. Most of the spells here are pretty expensive, but it does have
a lot of removal to keep you going.
On the small side of the creature spectrum you have some solid choices.
Festering Goblin can allow you to take out two creatures in some situations,
or can be used to give that last one "damage" needed to eliminate an injured
creature. Onyx Mage is another good choice for the ability to add deathtouch
to anything.
Your larger creatures are mostly demons. Demon of Death's Gate can be played
by sacrificing three creatures instead of its mana cost, which can be useful
at times. Reiver Demon will clear out most opponents you face, so long as
they aren't running mirror or zombies. Harvester of Souls is another good
choice.
Doom Blade, Diabolic Edict, and Hideous End are all three good choices for
removal. Damnation is your board clearer and is a definite must. No Mercy
is another solid choice for non-creature support. Heartless Summoning can
be useful, but it can also hurt you with the drawback. Try it out and decide
if it fits your play style.
=================
=[CR3] Creatures=
=================
Bloodgift Demon
Cost - (3)(B)(B)
Creature - Demon
Flying.
At the beginning of your upkeep, target player draws a card and
loses 1 life.
5/4
Demon of Death's Gate
Cost - (6)(B)(B)(B)
Creature - Demon
You may pay 6 life and sacrifice three black creatures rather
than pay Demon of Death's Gate's mana cost.
Flying, trample.
9/9
Festering Goblin
Cost - (B)
Creature - Zombie Goblin
When Festering Goblin dies, target creature gets -1/-1 until end of
turn.
1/1
Foul Imp
Cost - (B)(B)
Creature - Imp
Flying.
When Foul Imp enters the battlefield, you lose 2 life.
2/2
Halo Hunter
Cost - (2)(B)(B)(B)
Creature - Demon
Intimidate.
When Halo Hunter enters the battlefield, destroy target Angel.
6/3
Harvester of Souls
Cost - (4)(B)(B)
Creature - Demon
Deathtouch.
Whenever another nontoken creature dies, you may draw a card.
5/5
Hellcarver Demon
Cost - (3)(B)(B)(B)
Creature - Demon
Flying.
Whenever Hellcarver Demon deals combat damage to a player, sacrifice
all other permanents you control and discard your hand. Exile the top
six cards of your library. You may cast any number of nonland cards
exiled this way without paying their mana costs.
6/6
Lord of the Pit
Cost - (4)(B)(B)(B)
Creature - Demon
Flying, trample.
At the beginning of your upkeep, sacrifice a creature other than Lord
of the Pit. If you can't, Lord of the Pit deals 7 damage to you.
7/7
Lord of the Void
Cost - (4)(B)(B)(B)
Creature - Demon
Flying.
Whenever Lord of the Void deals combat damage to a player, exile the
top seven cards of that player's library, then put a creature card from
among them onto the battlefield under your control.
7/7
Mortician Beetle
Cost - (B)
Creature - Insect
Whenever a player sacrifices a creature, you may put a +1/+1 counter on
Mortician Beetle.
1/1
Onyx Mage
Cost - (1)(B)
Creature - Human Wizard
(1)(B): Target creature you control gains deathtouch until end of turn.
2/1
Pestilence Demon
Cost - (5)(B)(B)(B)
Creature - Demon
Flying.
B: Pestilence Demon deals 1 damage to each creature and each player.
7/6
Reaper from the Abyss
Cost - (3)(B)(B)(B)
Creature - Demon
Flying.
Morbid — At the beginning of each end step, if a creature died this
turn, destroy target non-Demon creature.
6/6
Reiver Demon
Cost - (4)(B)(B)(B)(B)
Creature - Demon
Flying.
When Reiver Demon enters the battlefield, if you cast it from your hand,
destroy all nonartifact, nonblack creatures. They can't be regenerated.
6/6
Rune-Scarred Demon
Cost - (5)(B)(B)
Creature - Demon
Flying
When Rune-Scarred Demon enters the battlefield, search your library for
a card, put it into your hand, then shuffle your library.
6/6
Shadowborn Demon
Cost - (3)(B)(B)
Creature - Demon
Flying.
When Shadowborn Demon enters the battlefield, destroy target non-Demon
creature.
At the beginning of your upkeep, if there are fewer than six creature
cards in your graveyard, sacrifice a creature.
5/6
Soot Imp
Cost - (1)(B)(B)
Creature - Imp
Flying.
Whenever a player casts a nonblack spell, that player loses 1 life.
1/2
Soulcage Fiend
Cost - (1)(B)(B)
Creature - Demon
When Soulcage Fiend dies, each player loses 3 life.
3/2
=====================
=[NC3] Non-Creatures=
=====================
Corrupt
Cost - (5)(B)
Sorcery
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.
Damnation
Cost - (2)(B)(B)
Sorcery
Destroy all creatures. They can't be regenerated.
Diabolic Edict
Cost - (1)(B)
Instant
Target player sacrifices a creature.
Diabolic Servitude
Cost - (3)(B)
Enchantment
When Diabolic Servitude enters the battlefield, return target
creature card from your graveyard to the battlefield.
When the creature put onto the battlefield with Diabolic Servitude
dies, exile it and return Diabolic Servitude to its owner's hand.
When Diabolic Servitude leaves the battlefield, exile the creature
put onto the battlefield with Diabolic Servitude.
Exhume
Cost - (1)(B)
Sorcery
Each player puts a creature card from his or her graveyard onto
the battlefield.
Grave Pact
Cost - (1)(B)(B)(B)
Enchantment
Whenever a creature you control dies, each other player sacrifices
a creature.
Harrowing Journey
Cost - (4)(B)
Sorcery
Target player draws three cards and loses 3 life.
Heartless Summoning
Cost - (1)(B)
Enchantment
Creature spells you cast cost (2) less to cast.
Creatures you control get -1/-1.
Hideous End
Cost - (1)(B)(B)
Instant
Destroy target nonblack creature. Its controller loses 2 life.
Infernal Tutor
Cost - (1)(B)
Sorcery
Reveal a card from your hand. Search your library for a card with the
same name as that card, reveal it, put it into your hand, then shuffle
your library.
Hellbent — If you have no cards in hand, instead search your library
for a card, put it into your hand, then shuffle your library.
Innocent Blood
Cost - (B)
Sorcery
Each player sacrifices a creature.
Mutilate
Cost - (2)(B)(B)
Sorcery
All creatures get -1/-1 until end of turn for each Swamp you control.
No Mercy
Cost - (2)(B)(B)
Enchantment
Whenever a creature deals damage to you, destroy it.
Promise of Power
Cost - (2)(B)(B)(B)
Sorcery
Choose one — You draw five cards and you lose 5 life; or put an X/X
black Demon creature token with flying onto the battlefield, where X
is the number of cards in your hand as the token enters the battlefield.
Entwine (4).
Screams from Within
Cost - (1)(B)(B)
Enchantment - Aura
Enchant creature.
Enchanted creature gets -1/-1.
When enchanted creature dies, return Screams from Within from your
graveyard to the battlefield.
Tendrils of Corruption
Cost - (3)(B)
Instant
Tendrils of Corruption deals X damage to target creature and you gain
X life, where X is the number of Swamps you control.
Triumph of Cruelty
Cost - (2)(B)
Enchantment
At the beginning of your upkeep, target opponent discards a card if
you control the creature with the greatest power or tied for the
greatest power.
******************************
* [SOS] Sword of the Samurai *
******************************
Sword of the Samurai is a red and white samurai deck. It also doubles as an
equipment deck. Other than your low-end support samurai, much of this deck
is legendary. You can run this deck a couple ways.
Fumiko the Lowblood and Godo, Bandit Warlord are probably the two best of
the legendaries. From there Iizuka the Ruthless is another good choice,
depending on if you want to run this as samurai tribal or just plain red-
white aggro.
Brute Force, Call to Glory, and Double Cleave are all three must-have
spells. Gift of Estates is very good to help you get your land drops as
well, so be sure to include it. Lightning Helix and Intimidation Bolt are
your removal, and you should not run the deck without them.
=======================
=[CA4] Cards Available=
=======================
|Name |Number|Unlocked |
| Araba Mothrider | 3 | Base Deck |
| Avatar of Slaughter | 2 | Unlock 30, Promo 5 |
| Balefire Liege | 1 | Unlock 21 |
| Battle-Mad Ronin | 4 | Base Deck |
| Brute Force | 2 | Base Deck |
| Call to Glory | 2 | Base Deck, Unlock 2 |
| Devoted Retainer | 4 | Base Deck |
| Double Cleave | 2 | Base Deck |
| Fumiko the Lowblood | 1 | Unlock 1 |
| Gift of Estates | 1 | Unlock 29 |
| Glory of Warfare | 3 | Base Deck, Unlock 9, Promo 4 |
| Godo, Bandit Warlord | 1 | Unlock 10 |
| Hand of Honor | 1 | Unlock 25 |
| Heartless Hidetsugu | 1 | Promo 8 |
| Iizuka the Ruthless | 1 | Unlock 7 |
| Indebted Samurai | 2 | Base Deck |
| Intimidation Bolt | 1 | Unlock 28 |
| Isamaru, Hound of Konda | 1 | Unlock 5 |
| Kitsune Blademaster | 4 | Base Deck |
| Konda, Lord of Eiganjo | 1 | Unlock 12 |
| Konda's Banner | 1 | Unlock 15 |
| Konda's Hatamoto | 4 | Unlock 4, Unlock 8, Unlock 13, Unlock 19|
| Lightning Helix | 4 | Base Deck, Unlock 6, Promo 9 |
| Mana Tithe | 1 | Unlock 22 |
| Masako the Humorless | 1 | Unlock 18 |
| Mothrider Samurai | 2 | Base Deck |
| Myojin of Cleansing Fire | 1 | Promo 6 |
| Myojin of Infinite Rage | 1 | Promo 7 |
| Nagao, Bound by Honor | 1 | Base Deck |
| No-Dachi | 2 | Base Deck |
| Oathkeeper, Takeno's Daisho | 1 | Base Deck |
| Path to Exile | 1 | Unlock 24 |
| Ronin Warclub | 1 | Base Deck |
| Ryusei, the Falling Star | 1 | Base Deck |
| Show of Valor | 1 | Unlock 17 |
| Steelshaper's Gift | 2 | Unlock 14, Unlock 23 |
| Stonehewer Giant | 2 | Unlock 20, Promo 3 |
| Sword of Fire and Ice | 1 | Promo 1 |
| Sword of War and Peace | 1 | Promo 2 |
| Takeno, Samurai General | 1 | Base Deck |
| Tatsumasa, the Dragon's Fang| 1 | Unlock 11 |
| Tenza, Godo's Maul | 1 | Unlock 3 |
| Terramorphic Expanse | 3 | Base Deck |
| Umezawa's Jitte | 1 | Promo 10 |
| Warstorm Surge | 2 | Unlock 16, Unlock 27 |
| Yosei, the Morning Star | 1 | Base Deck |
| Zealous Conscripts | 1 | Unlock 26 |
=================
=[CR4] Creatures=
=================
Araba Mothrider
Cost - (1)(W)
Creature - Human Samurai
Flying.
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until
end of turn.)
1/1
Avatar of Slaughter
Cost - (6)(R)(R)
Creature - Avatar
All creatures have double strike and attack each turn if able.
8/8
Balefire Liege
Cost - (2)(R/W)(R/W)(R/W)
Creature - Spirit Horror
Other red creatures you control get +1/+1.
Other white creatures you control get +1/+1.
Whenever you cast a red spell, Balefire Liege deals 3 damage to target player.
Whenever you cast a white spell, you gain 3 life.
2/4
Battle-Mad Ronin
Cost - (1)(R)
Creature - Human Samurai
Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until
end of turn.)
1/1
Devoted Retainer
Cost - (W)
Creature - Human Samurai
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until
end of turn.)
1/1
Fumiko the Lowblood
Cost - (2)(R)(R)
Legendary Creature - Human Samurai
Fumiko the Lowblood has bushido X, where X is the number of attacking
creatures. (When this blocks or becomes blocked, it gets +X/+X until end
of turn.)
Creatures your opponents control attack each turn if able.
3/2
Godo, Bandit Warlord
Cost - (5)(R)
Legendary Creature - Human Barbarian
When Godo, Bandit Warlord enters the battlefield, you may search your library
for an Equipment card and put it onto the battlefield. If you do, shuffle your
library.
Whenever Godo attacks for the first time each turn, untap it and all Samurai
you control. After this phase, there is an additional combat phase.
3/3
Hand of Honor
Cost - (W)(W)
Creature - Human Samurai
Protection from black.
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until
end of turn.)
2/2
Heartless Hidetsugu
Cost - (3)(R)(R)
Legendary Creature - Ogre Shaman
(T): Heartless Hidetsugu deals damage to each player equal to half
that player's life total, rounded down.
4/3
Indebted Samurai
Cost - (3)(W)
Creature - Human Samurai
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until
end of turn.)
Whenever a Samurai you control dies, you may put a +1/+1 counter on
Indebted Samurai.
2/3
Iizuka the Ruthless
Cost - (3)(R)(R)
Legendary Creature - Human Samurai
Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until
end of turn.)
(2)(R), Sacrifice a Samurai: Samurai creatures you control gain
double strike until end of turn.
3/3
Kitsune Blademaster
Cost - (2)(W)
Creature - Fox Samurai
First strike.
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until
end of turn.)
2/2
Konda, Lord of Eiganjo
Cost - (5)(W)(W)
Legendary Creature - Human Samurai
Indestructible.
Vigilance.
Bushido 5 (When this blocks or becomes blocked, it gets +5/+5 until
end of turn.)
3/3
Konda's Hatamoto
Cost - (1)(W)
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until
end of turn.)
As long as you control a legendary Samurai, Konda's Hatamoto gets
+1/+2 and has vigilance.
1/2
Masako the Humorless
Cost - (2)(W)
Legendary Creature - Human Advisor
Flash.
Tapped creatures you control can block as though they were untapped.
2/1
Mothrider Samurai
Cost - (3)(W)
Creature - Human Samurai
Flying.
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until
end of turn.)
2/2
Myojin of Cleansing Fire
Cost - (5)(W)(W)(W)
Legendary Creature - Spirit
Myojin of Cleansing Fire enters the battlefield with a divinity counter
on it if you cast it from your hand.
Myojin of Cleansing Fire has indestructible as long as it has a divinity
counter on it.
Remove a divinity counter from Myojin of Cleansing Fire: Destroy all
other creatures.
4/6
Myojin of Infinite Rage
Cost - (7)(R)(R)(R)
Legendary Creature - Spirit
Myojin of Infinite Rage enters the battlefield with a divinity counter
on it if you cast it from your hand.
Myojin of Infinite Rage has indestructible as long as it has a divinity
counter on it.
Remove a divinity counter from Myojin of Infinite Rage: Destroy all
lands.
7/4
Nagao, Bound by Honor
Cost - (3)(W)
Legendary Creature - Human Samurai
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until
end of turn.)
Whenever Nagao, Bound by Honor attacks, Samurai creatures you control
get +1/+1 until end of turn.
3/3
Ryusei, the Falling Star
Cost - (5)(R)
Legendary Creature - Dragon Spirit
Flying.
When Ryusei, the Falling Star dies, it deals 5 damage to each creature
without flying.
5/5
Stonehewer Giant
Cost - (3)(W)(W)
Creature - Giant Warrior
Vigilance.
(1)(W), (T): Search your library for an Equipment card and put it onto
the battlefield. Attach it to a creature you control. Then shuffle your
library.
4/4
Takeno, Samurai General
Cost - (5)(W)
Legendary Creature - Human Samurai
Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until
end of turn.)
Each other Samurai creature you control gets +1/+1 for each point of
bushido it has.
3/3
Yosei, the Morning Star
Cost - (4)(W)(W)
Legendary Creature - Dragon Spirit
Flying.
When Yosei, the Morning Star dies, target player skips his or her next
untap step. Tap up to five target permanents that player controls.
5/5
Zealous Conscripts
Cost - (4)(R)
Creature - Human Warrior
Haste.
When Zealous Conscripts enters the battlefield, gain control of target
permanent until end of turn. Untap that permanent. It gains haste until
end of turn.
3/3
=====================
=[NC4] Non-Creatures=
=====================
Brute Force
Cost - (R)
Instant
Target creature gets +3/+3 until end of turn.
Call to Glory
Cost - (1)(W)
Instant
Untap all creatures you control. Samurai creatures you control get
+1/+1 until end of turn.
Double Cleave
Cost - (1)(R/W)
Instant
Target creature gains double strike until end of turn.
Gift of Estates
Cost - (1)(W)
Sorcery
If an opponent controls more lands than you, search your library
for up to three Plains cards, reveal them, and put them into your
hand. Then shuffle your library.
Glory of Warfare
Cost - (2)(R)(W)
Enchantment
As long as it's your turn, creatures you control get +2/+0.
As long as it's not your turn, creatures you control get +0/+2.
Intimidation Bolt
Cost - (1)(R)(W)
Instant
Intimidation Bolt deals 3 damage to target creature. Other creatures can't
attack this turn.
Konda's Banner
Cost - (2)
Legendary Artifact - Equipment
Konda's Banner can be attached only to a legendary creature.
Creatures that share a color with equipped creature get +1/+1.
Creatures that share a creature type with equipped creature get +1/+1.
Equip (2)
Lightning Helix
Cost - (R)(W)
Instant
Lightning Helix deals 3 damage to target creature or player and
you gain 3 life.
Mana Tithe
Cost - (W)
Instant
Counter target spell unless its controller pays (1).
No-Dachi
Cost - (2)
Artifact - Equipment
Equipped creature gets +2/+0 and has first strike.
Equip (3).
Oathkeeper, Takeno's Daisho
Cost - (3)
Legendary Artifact - Equipment
Equipped creature gets +3/+1.
Whenever equipped creature dies, return that card to the battlefield
under your control if it's a Samurai card.
When Oathkeeper, Takeno's Daisho is put into a graveyard from the
battlefield, exile equipped creature.
Equip (2).
Path to Exile
Cost - (W)
Instant
Exile target creature. Its controller may search his or her library for a
basic land card, put that card onto the battlefield tapped, then shuffle
his or her library.
Ronin Warclub
Cost - (3)
Artifact - Equipment
Equipped creature gets +2/+1.
Whenever a creature enters the battlefield under your control, attach
Ronin Warclub to that creature.
Equip (5).
Show of Valor
Cost - (1)(W)
Instant
Target creature gets +2/+4 until end of turn.
Steelshaper's Gift
Cost - (W)
Sorcery
Search your library for an Equipment card, reveal that card, and put it into
your hand. Then shuffle your library.
Sword of Fire and Ice
Cost - (3)
Artifact - Equipment
Equipped creature gets +2/+2 and has protection from red and from
blue.
Whenever equipped creature deals combat damage to a player, Sword
of Fire and Ice deals 2 damage to target creature or player and you
draw a card.
Equip (2).
Sword of War and Peace
Cost - (3)
Artifact - Equipment
Equipped creature gets +2/+2 and has protection from red and from
white.
Whenever equipped creature deals combat damage to a player, Sword
of War and Peace deals damage to that player equal to the number of
cards in his or her hand and you gain 1 life for each card in your
hand.
Equip (2).
Tatsumasa, the Dragon's Fang
Cost - (6)
Legendary Artifact - Equipment
Equipped creature gets +5/+5.
(6), Exile Tatsumasa, the Dragon's Fang: Put a 5/5 blue Dragon Spirit creature
token with flying onto the battlefield. Return Tatsumasa to the battlefield
under its owner's control when that token dies.
Equip (3).
Tenza, Godo's Maul
Cost - (3)
Legendary Artifact - Equipment
Equipped creature gets +1/+1. As long as it's legendary, it gets an additional
+2/+2. As long as it's red, it has trample.
Equip (1).
Terramorphic Expanse
Land
(T), Sacrifice Terramorphic Expanse: Search your library for a basic
land card and put it onto the battlefield tapped. Then shuffle your
library.
Umezawa's Jitte
Cost - (2)
Legendary Artifact - Equipment
Whenever equipped creature deals combat damage, put two charge counters
on Umezawa's Jitte.
Remove a charge counter from Umezawa's Jitte: Choose one — Equipped
creature gets +2/+2 until end of turn; or target creature gets -1/-1
until end of turn; or you gain 2 life.
Equip (2).
Warstorm Surge
Cost - (5)(R)
Enchantment
Whenever a creature enters the battlefield under your control, it deals
damage equal to its power to target creature or player.
**********************
* [SYM] Sylvan Might *
**********************
Sylvan Might is a mono-green deck with an elven theme. You unlock this deck
not in the expansion campaign like the others, but by defeating Nissa Revane
in the planeswalker duels. This deck leans heavy on the creatures.
Copperhorn Scout and Essence Warden are both excellent one-drops and should
be included. Immaculate Magistrate and Imperious Perfect are your tribal
pumpers, so be sure to include them. On that same note, Coat of Arms is your
friend as well.
Ambush Commander is useful late game for the inevitable creature flood. It
will also cause your Coat of Arms to boost to ridiculous heights. Ezuri,
Renegade Leader is your only legendary and is not a bad choice for this deck.
Lastly, Fauna Shaman is a must to tutor up your creatures.
Blanchwood Armor and Rancor are two enchantments definately worth playing.
Blanchwood Armor boosts the creature it enchants for each Forest you have,
while Rancor might be the hardest to kill aura ever printed.
=================
=[CR5] Creatures=
=================
Ambush Commander
Cost - (3)(G)(G)
Creature - Elf
Forests you control are 1/1 green Elf creatures that are still lands.
(1)(G), Sacrifice an Elf: Target creature gets +3/+3 until end of turn.
2/2
Caller of the Claw
Cost - (2)(G)
Creature - Elf
Flash.
When Caller of the Claw enters the battlefield, put a 2/2 green Bear creature
token onto the battlefield for each nontoken creature put into your graveyard
from the battlefield this turn.
2/2
Copperhorn Scout
Cost - (G)
Creature - Elf Scout
Whenever Copperhorn Scout attacks, untap each other creature you control.
1/1
Elvish Branchbender
Cost - (2)(G)
Creature - Elf Druid
(T): Until end of turn, target Forest becomes an X/X Treefolk creature in
addition to its other types, where X is the number of Elves you control.
2/2
Elvish Vanguard
Cost - (1)(G)
Creature - Elf
Whenever another Elf enters the battlefield, put a +1/+1 counter on Elvish
Vanguard.
1/1
Essence Warden
Cost - (G)
Creature - Elf Shaman
Whenever another creature enters the battlefield, you gain 1 life.
1/1
Ezuri, Renegade Leader
Cost - (1)(G)(G)
Legendary Creature - Elf Warrior
(G): Regenerate target Elf.
(2)(G)(G)(G): Elf creatures you control get +3/+3 and gain trample until end
of turn.
2/2
Fauna Shaman
Cost - (1)(G)
Creature - Elf Shaman
(G), (T), Discard a creature card: Search your library for a creature card,
reveal it, and put it into your hand. Then shuffle your library.
2/2
Groundbreaker
Cost - (G)(G)(G)
Creature - Elemental
Trample, haste.
At the beginning of the end step, sacrifice Groundbreaker.
6/1
Heedless One
Cost - (3)(G)
Creature - Elf Avatar
Trample.
Heedless One's power and toughness are each equal to the number of Elves on
the battlefield.
*/*
Immaculate Magistrate
Cost - (3)(G)
Creature - Elf Shaman
(T): Put a +1/+1 counter on target creature for each Elf you control.
2/2
Imperious Perfect
Cost - (2)(G)
Creature - Elf Warrior
Other Elf creatures you control get +1/+1.
(G), (T): Put a 1/1 green Elf Warrior creature token onto the battlefield.
2/2
Joraga Warcaller
Cost - (G)
Creature - Elf Warrior
Multikicker (1)(G) (You may pay an additional (1)(G) any number of times as
you cast this spell.)
Joraga Warcaller enters the battlefield with a +1/+1 counter on it for each
time it was kicked.
Other Elf creatures you control get +1/+1 for each +1/+1 counter on Joraga
Warcaller.
1/1
Nissa's Chosen
Cost - (G)(G)
Creature - Elf Warrior
If Nissa's Chosen would die, put it on the bottom of its owner's library
instead.
2/3
Seedborn Muse
Cost - (3)(G)(G)
Creature - Spirit
Untap all permanents you control during each other player's untap step.
2/4
Spire Tracer
Cost - (G)
Creature - Elf Rogue
Spire Tracer can't be blocked except by creatures with flying or reach.
1/1
Sylvan Messenger
Cost - (3)(G)
Creature - Elf
Trample.
When Sylvan Messenger enters the battlefield, reveal the top four cards of
your library. Put all Elf cards revealed this way into your hand and the rest
on the bottom of your library in any order.
2/2
Talara's Battalion
Cost - (1)(G)
Creature - Elf Warrior
Trample.
Cast Talara's Battalion only if you've cast another green spell this turn.
4/3
Taunting Elf
Cost - (G)
Creature - Elf
All creatures able to block Taunting Elf do so.
0/1
Timberwatch Elf
Cost - (2)(G)
Creature - Elf
(T): Target creature gets +X/+X until end of turn, where X is the number of
Elves on the battlefield.
1/2
Voice of the Woods
Cost - (3)(G)(G)
Creature - Elf
Tap five untapped Elves you control: Put a 7/7 green Elemental creature token
with trample onto the battlefield.
2/2
Weatherseed Treefolk
Cost - (2)(G)(G)(G)
Creature - Treefolk
Trample.
When Weatherseed Treefolk dies, return it to its owner's hand.
5/3
Wellwisher
Cost - (1)(G)
Creature - Elf
(T): You gain 1 life for each Elf on the battlefield.
1/1
=====================
=[NC5] Non-Creatures=
=====================
Alpha Status
Cost - (2)(G)
Enchantment - Aura
Enchant creature.
Enchanted creature gets +2/+2 for each other creature on the battlefield that
shares a creature type with it.
Asceticism
Cost - (3)(G)(G)
Enchantment
Creatures you control have hexproof.
(1)(G): Regenerate target creature.
Beastmaster Ascension
Cost - (2)(G)
Enchantment
Whenever a creature you control attacks, you may put a quest counter on
Beastmaster Ascension.
As long as Beastmaster Ascension has seven or more quest counters on it,
creatures you control get +5/+5.
Biorhythm
Cost - (6)(G)(G)
Sorcery
Each player's life total becomes the number of creatures he or she controls.
Blanchwood Armor
Cost - (2)(G)
Enchantment - Aura
Enchant creature.
Enchanted creature gets +1/+1 for each Forest you control.
Coat of Arms
Cost - (5)
Artifact
Each creature gets +1/+1 for each other creature on the battlefield that
shares at least one creature type with it.
Enlarge
Cost - (3)(G)(G)
Sorcery
Target creature gets +7/+7 and gains trample until end of turn. It must be
blocked this turn if able.
Genesis Wave
Cost - (X)(G)(G)(G)
Sorcery
Reveal the top X cards of your library. You may put any number of permanent
cards with converted mana cost X or less from among them onto the battlefield.
Then put all cards revealed this way that weren't put onto the battlefield
into your graveyard.
Insist
Cost - (G)
Sorcery
The next creature spell you cast this turn can't be countered by spells or
abilities.
Draw a card.
Lead the Stampede
Cost - (2)(G)
Sorcery
Look at the top five cards of your library. You may reveal any number of
creature cards from among them and put the revealed cards into your hand. Put
the rest on the bottom of your library in any order.
Mythic Proportions
Cost - (4)(G)(G)(G)
Enchantment - Aura
Enchant creature.
Enchanted creature gets +8/+8 and has trample.
Primitive Etchings
Cost - (2)(G)(G)
Enchantment
Reveal the first card you draw each turn. Whenever you reveal a creature card
this way, draw a card.
Rancor
Cost - (G)
Enchantment - Aura.
Enchant creature.
Enchanted creature gets +2/+0 and has trample.
When Rancor is put into a graveyard from the battlefield, return Rancor to its
owner's hand.
Slate of Ancestry
Cost - (4)
Artifact
(4), (T), Discard your hand: Draw a card for each creature you control.
Verdant Embrace
Cost - (3)(G)(G)
Enchantment - Aura
Enchant creature.
Enchanted creature gets +3/+3 and has "At the beginning of each upkeep, put a
1/1 green Saproling creature token onto the battlefield."
********************
* [CPY] Copyrights *
********************
Magic the Gathering: Duels of the Planeswalkers 2014 is (c) Stainless Games
and Wizards of the Coast