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           **                                    **
           ** Magic The Gathering: Battlegrounds **
           **            by Ranilin              **
           **                                    **
           **  E-mail: [email protected]  **
           **         Gamertag: Ranilin          **
           **                                    **
           **   Last Updated: January 6th, 2004  **
           **             13:40 CST              **
           ****************************************
           ****************************************




           Game Info
           Player(s): 1-2
           Memory Unit: 25 Blocks
           Dolby Digital 5.1 Surround Sound
           HDTV 480p
           Online Multiplayer (Live)
           Voice Communication
           Content Download
           Live Scoreboards
           Friends List

To find the part you need faster, simply press Ctrl+F to bring up the find
option, then enter the Index number and/or title of the part you want. Press
enter until the correct location is selected (usually twice). Also, if it is
a quest in particular you need help with, enter the title of the quest
instead. Also note that anytime you see "Author", that is referring to me and
what I have to say.

Index
1. Introduction & FAQ Changes
1.1 Introduction
1.2 Changes
1.3 Patch Changes, Fixes, and Explanations

2. Background

3. Playing the Game
3.1 Quest Mode
3.2 Arcade Duel
3.3 Vs Duel
3.4 Practice Duel
3.5 Xbox Live

4. Settings
4.1 Game Options
4.2 Audio Options
4.3 Edit Spellbook
4.4 Profiles

5. Duelists and Preconstructed Decks
5.1 Basic Duelists
5.2 Advanced Duelists
5.3 Legendary Duelists

6. Card Strategies, Combos, Tips

7. Decks with Strategies

8. Spell Listing
8.1 Black
8.2 Blue
8.3 Green
8.4 Red
8.5 White

9. Quest & Arcade Walkthroughs
9.1 Quest Walkthroughs
 9.1.1 Chapter 1
 9.1.2 Chapter 2
 9.1.3 Chapter 3
 9.1.4 Chapter 4
 9.1.5 Chapter 5
 9.1.6 Chapter 6
9.2 Arcade Walkthroughs
 9.2.1 Red Walkthrough
  9.2.1.1 Kuldan
  9.2.1.2 Volita
  9.2.1.3 Maraxus
 9.2.2 Green Walkthrough
  9.2.2.1 Tenera
  9.2.2.2 Entorin
  9.2.2.3 Multani
 9.2.3 White Walkthrough
  9.2.3.1 Alberon
  9.2.3.2 Evalisa
  9.2.3.3 Akroma
 9.2.4 Black Walkthrough
  9.2.4.1 Keroc
  9.2.4.2 Midia
  9.2.4.3 Ihsan's Shade
 9.2.5 Blue Walkthrough
  9.2.5.1 Ildavar
  9.2.5.2 Zayel
  9.2.5.3 Arcanis
 9.2.6 Custom Deck Walkthrough

10. Credits

11. Legalities

------------------------------------------------------------------------------

Index
1. INTRODUCTION & FAQ CHANGES
1.1 INTRODUCTION
Magic The Gathering: Battlegrounds is a real-time strategy combat game. Based
loosely on the CCG by Wizards of the Coast, the game play is fast, in depth,
and innovating. Two duelists face off against each other on an arena divided
in half; summoning creatures, casting enchantments, and various spells, until
only one remains.
1.2 CHANGES
V0.8 - Initial Release of this Guide/FAQ, Arcade Guide not done yet
V0.9 - First Update; Added Red, Green, & White Arcade sections, missing
      strategy from my custom deck, Black Forest
V1.0 - Full release; Added the remaining sections of Arcade Duel Walkthrough
V1.1 - Removed Deck section and made it into a different guide; added a few
      alternative strategies for several missions
1.3 PATCH CHANGES, FIXES, AND EXPLANATIONS

As of this release, there have been no patches or changes yet.


2. BACKGROUND
Quote from Manual:
"Take control of powerful duelists and engage in epic duels for magical
supremacy via Xbox Live. Whether cracking the earth with powerful spells or
summoning ferocious minions, you will have to use both brains and brawn to
defeat your enemies. Overwhelming challenges surround -- the time has come
to focus your energies and unleash the power within!"

Author: The game doesn't have a major story to back it, but when you select
Quest for the first time, a movie begins to give you a start vaguely
explaining what you are doing. Apparently, the powerful Planeswalker Mishra
allied himself with the black spider, Tsabo Tavoc, betraying a third duelist.
As he took her powers, a gem for each of the five colors escapes, spread
throughout the land. You are to seek out these gems and rebuild a powerful
artifact.


3. PLAYING THE GAME
3.1 Quest Mode
Quote from Manual:
"Quest is a six-chapter adventure that will teach you basic and advanced
dueling techniques and tactics. Complete the entire adventure and defeat all
boss-level characters to unlock duelists that are hidden in the game."

Author: Quest mode is how you unlock cards. You begin with no spells, and
must do the first three 'Quests' to learn the basics before being given a
creature spell. From there on out, until Chapter 6 of the quests, you get
one card after every Quest. Each Chapter collects an entire set of one color,
before moving on to the next. You will be required to use the card you just
received in the next duel every time. It's basically a very, very extended
tutorial. At the end of Chapter 6, you will unlock Mishra if you beat him.

3.2 Arcade Duel
Quote from Manual:
"In the mood for a quick series of duels? Arcade Duel lets you duel against
computer-controlled opponents using a predetermined character."

Author: In Arcade Duel, you'll unlock new Duelists to choose to play as for
each deck you build. To unlock the next Duelist of a color, you must play the
Arcade Duel as the current available Duelist of that color. You cannot use
custom decks to unlock any color-aligned Duelists. Once you have unlocked all
Duelists of all five colors, as well as played through all three tiers of the
Arcade Duel with a custom deck, you will unlock the Legend Tsabo Tavoc.

3.3 Vs Duel
Quote from Manual:
"In this mode you can try out new spellbooks and strategies against your
friends. Just select duelists and spellbooks, choose an arena, set the duel
length and number of rounds, and go!"

Author: The manual pretty much says everything for this one. Standard Vs mode
for a game. Only the unlocked Duelists can be selected for prebuilt decks, but
you can choose Custom Decks (with whoever the duelist is) from any profile on
the Xbox HD (not the memory card).

3.4 Practice Duel
Quote from Manual:
"In Practice Duel you can test out your custom deck against any duelist you
have unlocked from Arcade Duel, or just indulge in quick games against a
single computer controlled opponent. Practice Duel lets your refine your
skills and develop your technique before you duel against a human opponent."

Author: Practice Duels are 3 rounds at 10 minutes each, on the Arena of your
choice. The advantage is the ability to select specific decks to play AGAINST
(excluding any custom ones), which is good for refining against certain things.
However, if you simply want to "test" your deck, play through the 3rd tier of
Arcade mode with it for a better trial.

3.5 Xbox Live
All of the following is from the Manual:
Ready for some real competition? Xbox Live lets you compete against other Xbox
Live players via the Internet, using your choice of duelists and spells. You
can also use Xbox Live to download exclusive spells and accessories, as well
as participate in on-line tournaments.

Xbox Live is a high-speed or broadband internet gaming community where you can
create a permanent gamer identity, set up a Friends list with other players,
see when they're online, invite them to play, and talk to them in real-time as
you play.

If you are an Xbox Live subscriber, you can download the very latest (such as
new levels, missions, weapons, vehicles, and more) to your Xbox console.

-Connecting-
Before you can play Magic: The Gathering - Battlegrounds online, you need to
connect your Xbox console to a high-speed or broadband Internet connection,
and sign up for Xbox Live service. To determine if Xbox Live is available in
your region and for information about connecting to Xbox Live, see
www.xbox.com/connect and select your country.

-Playing-
Use Quickstart to quickly find a game and get playing, choose your spellbook
and start dueling. Use Optimatch if you want to fight someone a little closer
to you in the standings, or perhaps join the dueling elite, choose the room,
choose the level of your competitor and earn your ranking.

Create a Match if you to duel in a specific arena or if you want to control the
number of rounds and the time limit of the duel.

Your Friends List allows you to invite friends for a duel. Use Statistics to
keep an eye on the most skilled duelists out there. Watch for new content and
download the latest spell and arena updates.


4. SETTINGS
4.1 Game Options
Number of Rounds: 1, 3, 5, 7, or 9
Round Time Limit: 5, 10, 15, 20 minute, and no time limit
Spellbook: Icons and Text, Icons, or Text
Quest Difficulty: Normal or Easy - Easy starts you with 3 mana every quest
Quest Hints: On or Off
Player 1 Vibration: On or Off
Player 2 Vibration: On or Off

4.2 Audio Options
Effects Volume: 0-10, 0 is Off
Music Volume: 0-10, 0 is Off
Incantations: 0-10, 0 is Off

NOTE: You will generally want to turn Music volume down lower than Incantations
so you can hear what is being cast when you are first learning to play.

4.3 Edit Spellbook
Y - Create
X - Delete
A - Edit
B - Back

NOTE: You can edit spellbooks, make new ones, etc from here. You cannot,
however, edit the colors of a deck or the duelist to be used with it. You must
make a new deck for that.

4.4 Profiles
Y - Create
A - Load
B - Back

NOTE: You can change or create any profile on your Xbox from here without
restarting the game.


5. DUELISTS AND PRECONSTRUCTED DECKS
Unlocking Duelists:
Mishra - Unlocked by beating in Quest
Mirrora - You ARE Mirrora (her outfit changes when selecting her for a custom
        deck based upon the color of the deck)
Tsabo Tavoc - Beat all three rows of Arcade mode for every color, including
        the Custom decks


5.1 Basic Duelists
Kuldan - Red
 Sorceries: Engulfing Flames, Reckless Charge
 Creatures: Goblin Hero, Raging Goblin

Tenera - Green
 Sorceries: Giant Growth, Run Wild
 Creatures: Defiant Elf, Elvish Warrior

Alberon - White
 Sorceries: Guided Strike, Warrior's Honor
 Creatures: Youthful Knight, Suntail Hawk

Keroc - Black
 Sorceries: Vicious Hunger, Infest
 Creatures: Death's-Head Buzzard, Carnophage

Ildavar - Blue
 Sorceries: Unsummon, Deluge
 Creatures: Winged Drake, Horned Turtle

5.2 Advanced Duelists
Volita - Red
 Sorceries: Engulfing Flames, Reckless Charge, Scorching Missile
 Creatures: Goblin Hero, Raging Goblin, Goblin Sky Raider
 Enchantments: Fervor

Entorin - Green
 Sorceries: Giant Growth, Run Wild, Untamed Wilds
 Creatures: Defiant Elf, Elvish Warrior, Llanowar Elf, Giant Spider

Evalisa - White
 Sorceries: Guided Strike, Warrior's Honor, Demystify
 Creatures: Youthful Knight, Suntailed Hawk, Venerable Monk
 Enchantments: Test of Endurance

Midia - Black
 Sorceries: Vicious Hunger, Infest, Dark Banishing
 Creatures: Death's-Head Buzzard, Carnophage, Juzam Djinn
 Enchantment: Liability

Zayel - Blue
 Sorceries: Unsummon, Deluge, Mana Short
 Creatures: Winged Drake, Horned Turtle, Fighting Drake
 Enchantments: Pendrell Mists

5.3 Legendary Duelists
Maraxus - Red
 Sorceries: Engulfing Flames, Reckless Charge, Scorching Missile, Inferno
 Creatures: Goblin Hero, Raging Goblin, Goblin Sky Raider, Goblin King,
            Volcanic Dragon
 Enchantments: Fervor

Multani - Green
 Sorceries: Giant Growth, Run Wild, Untamed Wilds, Overrun
 Creatures: Defiant Elf, Elvish Warrior, Llanowar Elf, Giant Spider, Gorilla
            Chieftain, Rushwood Elemental

Akroma - White
 Sorceries: Guided Strike, Warrior's Honor, Demystify, Wrath of God
 Creatures: Youthful Knight, Suntailed Hawk, Venerable Monk, Thunder Spirit,
            Warrior Angel
 Enchantments: Test of Endurance

Ihsan's Shade - Black
 Sorceries: Vicious Hunger, Infest, Dark Banishing, Soul Feast
 Creatures: Death's-Head Buzzard, Carnophage, Juzam Djinn, Sengir Vampire,
            Harbinger of Night
 Enchantment: Liability

Arcanis - Blue
 Sorceries: Unsummon, Deluge, Mana Short, Counterspell, Mage's Guile
 Creatures: Winged Drake, Horned Turtle, Fighting Drake, Air Elemental
 Enchantments: Pendrell Mists


6. CARD STRATEGIES, COMBOS, TIPS
Card: Avatar of Might
  This guy is huge. Here's a tip to really annoy your opponent. Summon him
  at the VERY BOTTOM of the screen, as close to the line as possible. Then
  go stand on the line at the bottom, running across it and back repeatedly.
  Stay long enough to not take damage. This will cause the view to zoom in
  on you and the enemy duelist, forcing the Avatar of Might to block the
  majority of his/her view.
Card: Counterspell
  This one is tricky to play with. Scorching Missile, for example, has a
  variable resolving speed. The further the distance between you and the
  enemy duelist, the longer it takes to finish. You can counter the spell as
  long as the fireballs are still in the air.
Card: Spiritualize
  This is a great card. You can cast it multiple times on the same creature.
  If your 2/1 Youthful Knight has 4 Spiritualizes on it, you will get 8 life
  when he hits something with at least 2 defense. Very useful on stronger
  creatures. Best I've done was against Multani in Practice Duel. Warrior
  Angel, Guided Strike, 6 Spiritualizes against his Giant Spider. I gained
  28 life when my Angel splattered the Giant Spider with her first strike. :)
Card: Harbinger of Night
  Try Warrior's Honor to counter the effects (until respawn) on all of your
  own creatures. This will also keep Harbinger around an extra 5 seconds per
  cast of Warrior's Honor. Or use Giant Growth to make Harbinger use his
  ability three more times.
Card: Gratuitous Violence
  One in play doubles all of your creatures damage, but two in play doubles
  THAT (Quadruple damage).
Card: Pendrell Mists
  Having two in play drains two mana per respawn instead of one. Much faster
  and efficient for control decks (this should have been learned in Quest
  mode though).
Card:


7. DECKS WITH STRATEGIES
NOTE: Section removed to turn into an entirely different guide. You can also
find it on GameFAQs.com.




8. SPELL LISTING
8.1 Black
Sorceries:
Infest         - 4B - Infest makes each creature temporarily receive -2/-2
                      until it respawns
Vicious Hunger - 4B - Vicious Hunger drains 2 life from the closest enemy
                      creature and gives it to the caster
Dark Banishing - 5B - Dark Banishing destroys the closest non-black enemy
                      creature
Hellfire       - 6B - Hellfire destroys all non-black creatures and drains
                      3 life, plus 1 for each creature destroyed, from the
                      caster
Soul Feast     - 7B - Soul Feast drains 4 life from the enemy duelist and
                      gives it to the caster

Creatures:
Carnophage
 Cost: 2B  Stats: 2/2  Attributes: None
 - Carnophage drains 1 life from its controller each time it respawns
Harbinger of Night
 Cost: 3B  Stats: 2/3  Attributes: None
 - Harbinger of Night causes all creatures, including itself, to receive -1/-1
   permanently.
Death's-Head Buzzard
 Cost: 3B  Stats: 2/1  Attributes: Flying
 - When Death's-Head Buzzard is destroyed, each creature temporarily receives
   -1/-1 until it respawns
Krovikan Vampire
 Cost: 4B  Stats: 3/3  Attributes: Blocking Change
 - If Krovikan Vampire destroys a creature, that creature comes into play
   under Krovikan Vampire's controller's control and attacks the enemy
   duelist. If Krovikan Vampire's controller loses control of Krovikan
   Vampire, all such controlled creatures are destroyed
Juzam Djinn
 Cost: 4B  Stats: 5/5  Attributes: None
 - Juzam Djinn drains 1 life from its controller each time it respawns
Sengir Vampire
 Cost: 5B  Stats: 4/4  Attributes: Flying
 - Sengir Vampire gets +1/+1 permanently each time it destroys an enemy
   creature
Havoc Demon
 Cost: 7B  Stats: 5/5  Attributes: Flying
 - When Havoc Demon is destroyed, each creature temporarily receives -5/-5
   until it respawns

Enchantments:
Liability      - 4B - Liability drains 1 life from a duelist each time one of
                      that duelist's creatures is destroyed
No Mercy       - 5B - No Mercy destroys any creature that deals full damage to
                      No Mercy's Controller. If No Mercy's controller
                      successfully shields the damage, the creature is
                      unaffected

8.2 Blue
Sorceries:
Unsummon       - 1U - Unsummon forces the closest enemy creature to respawn
Mage's Guile   - 1U - Mage's Guile makes the caster's closest creature unable
                      to be target by spells until it respawns. Mage's Guile
                      does not work against spells that affect more than one
                      creature
Counterspell   - 2U - Counterspell cancels any spell the enemy duelist is
                      currently casting
Deluge         - 3U - Deluge freezes all ground creatures for five seconds
Spelljack      - 4U - Spelljack steals any spell the enemy duelist is
                      currently casting
Mana Short     - 5U - Mana Short drains all the enemy duelist's mana
Clone          - 5U - Clone summons a new instance of the closest creature

Creatures:
Horned Turtle
 Cost: 2U  Stats: 1/4  Attributes: Blocking
 - Nothing
Winged Drake
 Cost: 3U  Stats: 2/2  Attributes: Flying
 - Nothing
Fighting Drake
 Cost: 4U  Stats: 2/4  Attributes: Flying
 - Nothing
Air Elemental
 Cost: 5U  Stats: 4/4  Attributes: Flying
 - Nothing
Mahamoti Djinn
 Cost: 6U  Stats: 5/6  Attributes: Flying
 - Nothing

Enchantments:
Pendrell Mists  - 4U - Pendrell Mists makes each creature drain 1 mana from
                       its controller every time it respawns. If the mana
                       doesn't exist, the creature is destroyed.
Cowardice       - 5U - Cowardice makes any creature targeted by a spell
                       respawn instead of that spell resolving


8.3 Green
Sorceries:
Run Wild        - 1G - Run Wild gives the caster's closest creature trample
                       and regeneration until it respawns
Giant Growth    - 2G - Giant Growth gives the caster's closest creature a
                       +3/+3 bonus until it respawns
Untamed Wilds   - 3G - Untamed Wilds causes one mana crystal to appear
                       immediately. It does not affect the generation of
                       other mana crystals
Tranquility     - 4G - Tranquility destroys all enchantments
Overrun         - 6G - Overrun gives each of the caster's creatures a +3/+3
                       bonus and trample until it respawns

Creatures:
Defiant Elf
 Cost: 1G  Stats: 1/1  Attributes: Trample
 - Nothing
Llanowar Elves
 Cost: 1G  Stats: 1/1  Attributes: Ability
 - Llanowar Elves generates 1 mana shard every 5 seconds
Elvish Warrior
 Cost: 2G  Stats: 2/3  Attributes: None
 - Nothing
Priest of Titania
 Cost: 3G  Stats: 1/1  Attributes: Ability
 - Priest of Titania generates 1 mana shard for each Elf in play every five
   seconds
Giant Spider
 Cost: 4G  Stats: 2/4  Attributes: Blocking
 - Giant Spider can blocks flying creatures as well as ground creatures
Gorilla Chieftain
 Cost: 4G  Stats: 3/3  Attributes: Regeneration
 - Nothing
Rushwood Elemental
 Cost: 5G  Stats: 4/4  Attributes: Trample
 - Rushwood Elemental gains +1/+1 permanently whenever it respawns
Ancient Silverback
 Cost: 6G  Stats: 6/5  Attributes: Regeneration
 - Nothing
Avatar of Might
 Cost: 7G  Stats: 8/8  Attributes: Trample
 - Avatar of Might costs 2G if the enemy duelist controls 4 or more creatures
   than the caster

Enchantments:
None.

8.4 Red
Sorceries:
Engulfing Flames  - 1R - Engulfing Flames deal 1 damage to the closest enemy
                         creature or duelist. If a creature takes damage from
                         this spell and is destroyed before it respawns, it
                         cannot regenerate
Reckless Charge   - 1R - Reckless Charge gives the caster's closest creature
                         a +3/+0 bonus plus haste until it respawns
Scorching Missile - 4R - Scorching Missile deals 4 damage directly to the
                         enemy duelist
Threaten          - 4R - Threaten gives the caster control over the closest
                         enemy creature, gives that creature haste, and makes
                         it attack the enemy duelist until it respawns
Inferno           - 6R - Inferno deals 6 damage to all creatures and duelists

Creatures:
Raging Goblin
 Cost: 1R  Stats: 1/1  Attributes: Haste
 - Nothing
Goblin Hero
 Cost: 2R  Stats: 2/2  Attributes: None
 - Nothing
Goblin King
 Cost: 3R  Stats: 2/2  Attributes: None
 - Goblin King gives each Goblin a +1/+1 bonus as long as it lives. This bonus
   does not apply to Goblin King
Goblin Sky Raider
 Cost: 3R  Stats: 1/2  Attributes: Flying
 - Nothing
Retromancer
 Cost: 4R  Stats: 3/3  Attributes: None
 - Retromancer deals 3 damage to any duelist who targets it with a sorcery
Magma Giant
 Cost: 5R  Stats: 5/5  Attributes: None
 - Magma Giant deals 2 damage to all creatures and duelists when it comes
   into play
Volcanic Dragon
 Cost: 5R  Stats: 4/4  Attributes: Flying, haste
 - Nothing

Enchantments:
Fervor            - 4R - Fervor gives all of the controller's creatures haste
Gratuitous Violence - 5R - Gratuitous Violence doubles the damage dealt by
                         the controller's creatures


8.5 White
Sorceries:
Guided Strike     - 1W - Guided Strike gives the caster's closest creature a
                         +1/+0 bonus and first strike until it respawns
Spiritualize      - 2W - Spiritualize gives the caster's closest creature the
                         ability to give its controller life equal to the
                         damage it deals until it respawns
Warrior's Honor   - 2W - Warrior's Honor gives each of the caster's creatures
                         a +1/+1 bonus until it respawns
Demystify         - 3W - Demystify destroys the enemy duelist's last cast
                         enchantment
Wrath of God      - 5W - Wrath of God destroys all creatures

Creatures:
Suntail Hawk
 Cost: 1W  Stats: 1/1  Attributes: Flying
 - Nothing
Youthful Knight
 Cost: 2W  Stats: 2/1  Attributes: First Strike
 - Nothing
Thunder Spirit
 Cost: 3W  Stats: 2/2  Attributes: Flying, First Strike
 - Nothing
Blessed Orator
 Cost: 4W  Stats: 1/4  Attributes: Blocking
 - Blessed Orator gives it controller's other creatures a +0/+1 bonus as long
   as Blessed Orator lives
Venerable Monk
 Cost: 4W  Stats: 2/2  Attributes: None
 - Venerable Monk gives its controller 2 life when it comes into play
Warrior Angel
 Cost: 5W  Stats: 3/4  Attributes: Flying
 - Warrior Angel gives it controller life equal to the damage it deals
Angel of Retribution
 Cost: 6W  Stats: 5/5  Attributes: Flying, First Strike
 - Nothing

Enchantments:
Test of Endurance - 4W - Test of Endurance enables either duelist to win by
                         achieving 50 or more life
Divine Presence   - 5W - Divine Presence reduces all damage of 4 or more to 3


9. QUEST & ARCADE WALKTHROUGHS
9.1 QUEST WALKTHROUGH

 9.1.1 CHAPTER 1
QUEST: MANA GLADE
Game Directions/Hints:
 1. Collect three mana crystals that rise from the ground.
 2. Stay away from the far side of the arena, it is deadly!
 3. Beware of crossing the center line of the arena. You will take
    damage and die if you linger on the enemy side of the arena.
Author's Directions:
 Simply grab three crystals as they pop up. Before grabbing the third
crystal, walk across the center line and stay there for 3 seconds
until you take damage. This will bring up two messages that only occur once
per profile, but will go ahead and get them out of the way forever.

QUEST: ATTACK TRAINING
Game Directions/Hints:
 1. You can deal damage to creatures and duelists by using your attack. By
    pulling the R trigger, your duelist will attack the creature or duelist
    closest to you for 1 damage. Run toward the target as you attack for the
    best chance of hitting it before it hits you. Your attack also works on
    flying creatures.
 2. By pulling the R trigger your duelist will attack the creature or duelist
    closest to you. Try attacking just before it attacks you.
 3. You can also attack creatures just after they have attacked you. Pull the
    R trigger to attack them.
Author's Directions:
 When the messages are gone to begin with, press R trigger to swing. Then
 another message will pop up, and the enemy will start to cast Defiant elves.
 Move forward as they get closer and swing, timing it so you land the hit
 squarely. You have 5 chances here to time your attacks properly.

QUEST: SHIELD TRAINING
Game Directions/Hints:
 1. By pulling the R trigger, you activate a shield that reduces most damage
    dealt to you by half, rounded down. Shielding costs mana, so use it
    carefully.
 2. Pull the L trigger to shield yourself from the elf's attack.
 3. Pull the L trigger to shield. You must be on your side of the arena and
    have mana to shield yourself successfully.
Author's Directions: Just start the match by tapping the L trigger. Then the
 computer will summon an Elvish Warrior. Shield it 5 times.
REWARD: Goblin Hero

QUEST: HERO
Game Directions/Hints:
 1. Summon your newly earned Goblin Hero to defeat the enemy.
 2. Summon as many Goblin Heroes as possible.
 3. As soon as you have two mana, summon a Goblin Hero. Keep summoning them
    until the enemy is defeated.
Author's Directions:
 Simply grab mana, and cast Goblin Hero over and over again.
REWARD: Engulfing Flames

QUEST: DEFIANT ONES
Game Directions/Hints:
 1. Cast Engulfing Flames and Goblin Hero to defeat the enemy duelist.
 2. Defiant Elves are fairly weak creatures. Both of your spells are capable
    of destroying them. Collect mana crystals to increase your maximum mana.
 3. You can use your attack by pulling the R trigger to destroy the Defiant
    Elves, or keep summoning Goblin Heroes.
Author's Directions:
 Just grab the crystal and cast Engulfing Flames. Then summon two Goblin
 Heroes and repeatedly cast Engulfing Flames until the quest is finished.
REWARD: Fervor

QUEST: TIME RUNS OUT
Game Directions/Hints:
 1. Cast Fervor to defeat the enemy in the allotted time. You have a full
mana bar, so cast quickly!
 2. Note that creatures either have haste or do not. So casting two Fervor
    enchantments is useless.
 3. Summon your creatures close to the center line so they don't have to move
    as far to attack the enemy. Fervor will speed up all of your Goblin
    Heroes.
 4. As soon as you summon 4 Goblin Heroes, cast Fervor to increase their
    speed.
Author's Directions:
 Just do like the directions say. Stand on the line and cast 4 Goblin Heroes,
 then Fervor. You'll have time for 1 Engulfing Flames before you beat him.
REWARD: Raging Goblin

QUEST: ATTACK OF THE ELVES
Game Directions/Hints:
 1. Defeat the enemy duelist with all the spells at your command.
 2. Use your attack by pulling the R trigger to deal damage to a creature.
    Concentrate on using your attack against creatures with one toughness to
    conserve mana.
 3. Summon Raging Goblin to block the attack of an Elvish Warrior and buy
    time to replenish more mana. Also pick up as many mana shards as
    possible.
 4. To get the upper hand, concentrate only on defense while building mana,
    then summon several Raging Goblins at once.
 5. A strong defense means summoning creatures only when you have to block
    the attackers, and perfecting the timing of your attack.
Author's Directions:
 Start by simply gathering crystals. Anytime a defiant elf comes near you,
 hit it with your attack. Summon a Raging Goblin every time an Elvish Warrior
 comes at you. Use Engulfing Flames to hit the Warrior once, then when it
 respawns and comes at you again, it'll have 1 toughness left. Kill it like
 you do the Defiants. When you have 7 mana or so, cast Fervor then regen
 again. When you pick up the 8th crystal, cast 4 Goblin Heroes on the middle
 line. Then just throw a Raging Goblin when you have 1 mana again, and the
 quest will finish as they kill the green duelist.
REWARD: Reckless Charge

QUEST: RECKLESS LIFE
Game Directions/Hints:
 1. Do whatever it takes to defeat the enemy before time runs out. You have
    a full mana bar, so cast quickly! This enemy will shield all oncoming
    attacks.
 2. Reckless Charge can be cast more than once on a creature to increase its
    power even more.
 3. Summon one creature, and then cast Reckless Charge on it as many times
    as possible. The further back you summon the creature, the more times
    you can cast Reckless Charge on it.
Author's Directions:
 Start by summoning a Raging Goblin. Then repeatedly give it Reckless Charge.
 You can back up at the start of the round to cast the Goblin, and turn it
 into a massive 34/1 attacker before it gets to the enemy. However, if you
 cast Engulfing Flames right before the Goblin hits the duelist, he won't
 shield, making the damage needed to kill him quite a bit less.
REWARD: Goblin Sky Raider

QUEST: LOOK TO THE SKIES
Game Directions/Hints:
 1. Repeatedly pressing the Y button helps you replenish mana just a little
    faster. Each press of the Y button gives you a tiny sliver of mana. It's
    not worth pressing all the time, but it can help in tight situations.
 2. Don't summon any creatures except to defend against Elvish Warriors. This
    will enable you to build up enough mana to summon the Goblin Sky Raider.
    Cast Reckless Charge on the Sky Raider for a quick victory.
Author's Directions:
 Start by grabbing the first crystal and casting Engulfing Flames. Kill the
 Defiant Elf when it gets to your side. Cast a Raging Goblin and it will run
 into the Elvish Warrior. Cast another one when the first one dies, and hit
 the new Defiant Elf yourself. Cast a Goblin Sky Raider, kill the Elvish
 Warrior when it returns, and cast Reckless Charge. Use a Raging Goblin to
 block the next Elvish Warrior, then hit it with Engulfing Flames as it
 attacks again. Then just swat it (and any Defiants). Pump the Sky Raider
 with Reckless Charge over and over to win.
REWARD: Scorching Missile

QUEST: SCORCHED EARTH
Game Directions/Hints:
 1. Learn how to punch through a strong defense and defeat the enemy duelist.
 2. Deal with the Elves using as few spells as possible. Don't bother with
    summoning Goblins to attack; they'll be crushed by the Spiders.
 3. Efficiency of defense is the key to saving up enough mana to cast
    Scorching Missile.
Author's Directions:
 Kill his first Defiant Elf, and block the Elvish Warrior with a Raging
 Goblin. Give it Reckless Charge and it will kill the Warrior. Repeat this
 until you have 5 mana. Then alternate this cycle with a Scorching Missile
 every time you hit five mana.
REWARD: Retromancer

QUEST: BLUE MORNING
Game Directions/Hints:
 1. You can use your attack on flying creatures. Look at their shadows to
    help with timing!
Author's Directions:
 This Quest is exceptionally easy. Cast Engulfing Flames three times to
 begin with, then use it once on the Wind Drakes so they have one toughness.
 Simply swat the flies then, and cast Engulfing Flames once more. Grab the
 fourth crystal to cast Retromancer. Then just use Engulfing Flames to weaken
 her Wind Drakes, and she will kill herself with Unsummon. Feel free to help
 out with Flames/Missile though. :)
REWARD: Threaten

QUEST: THE BIGGER THEY COME
Game Directions/Hints:
 1. Cast Threaten on the Avatar of Might and watch it attack the enemy. To
    increase its effectiveness, cast Reckless Charge on it while it's under
    your control.
 2. Avatar of Might will come after you again when it respawns, so be ready
    to cast Threaten again.
Author's Directions:
 Do the standard defense against Defiant Elves/Elvish Warriors. Cast
 Scorching Missile whenever you hit five mana each time. When the enemy
 duelist gets to 7 mana, start saving yours. If you hit max mana while he is
 still regenning to full, cast Scorching Missile again. Threaten the Avatar
 of Might when it is cast and give it Reckless Charge to finish the Quest.
REWARD: Goblin King

QUEST: KING'S RUN
Game Directions/Hints:
 1. Save up at least nine full mana before unleashing the Goblins. Three or
    four Goblin Heroes and Raging Goblins followed by a Goblin King will
    overwhelm the enemy. Summon a Goblin King near the back to keep it away
    from the action as long as possible.
Author's Directions:
 To make this quest really easy, keep casting Engulfing Flames as you get the
 mana on his Llanowar Elves as he summons then. By the time you reach 5 mana,
 one or two will have made it safely behind him. When he switches to Green's
 standard Defiant/Warrior elf combo, use the Raging Goblin/Engulfing Flames
 until you hit 8 mana. Get full mana, cast three heroes, and then a Goblin
 King as you pick up the ninth crystal. You can cast another Goblin King
 before he dies if you're lucky. :)
REWARD: Magma Giant

QUEST: SPAWN WITH DESTRUCTION
Game Directions/Hints:
 1. Try to get five mana as quickly as possible to summon Magma Giant.
    Magma Giant can kill all of your enemies weak creatures when summoned.
Author's Directions:
 Again, use the Flames on his Llanowars until about 5 mana. Then regen to
 max, move to the middle of your side, and cast Magma Giant before he hits 6
 green. Then just stand there and regen mana to do it again. And again. As
 many times as needed. The AI will repeatedly cast Llanowar Elves when they
 all die. You don't want to summon the Giant too close to his side, or he'll
 end up fighting one of the Elves instead. If the unfortunate should happen
 and he gets Overrun cast, DO NOT WORRY. Cast Raging Goblin and give it
 Reckless Charge, repeatedly. Each Goblin like this will kill an Elf. Simply
 shield any you miss and continue with Magma Giants. Feel free to use
 Scorching Missile instead when he is down to 8 health. You can get 2
 Missiles off before his creatures with Overrun reach you.
REWARD: Gratuitous Violence

QUEST: VIOLENT TENDENCIES
Game Directions/Hints:
 1. Reckless Charge by itself is not enough to defeat the enemy duelist in
    time. Try casting Gratuitous Violence first.
Author's Directions:
 Start by casting Gratuitous Violence, then step back a little and cast
 Raging Goblin. Give it Reckless Charge until you are out of mana, and it
 will be a 40+/1 creature. Kills in one hit, even if shielded.
REWARD: Volcanic Dragon

QUEST: RED DRAGON
Game Directions/Hints:
 1. To build mana quickly, concentrate on collecting all the mana shards that
    creatures drop. Don't waste your mana by summoning creatures that will
    die in a fight with a giant spider. Stay defensive until you can summon
    Volcanic Dragon. Cast Reckless Charge on it for even greater power.
Author's Directions:
 Start off with a Raging Goblin to block each Elvish Warrior as they come to
 you. Block them at the back of your side since the computer will only keep
 two Warriors on the board at a time, and this way it takes them longer to
 keep coming at you. Use Engulfing Flames whenever it will hit the Giant
 Spider so you kill it, he won't cast a new one. Cast Volcanic Dragon, give
 it Reckless Charge every time you can afford it. That'll do it.
REWARD: Inferno

QUEST: MULTANI, MARO-SORCERER
Game Directions/Hints:
 1. Summon Magma Giant before the enemy duelist can cast Overrun.
 2. Stay defensive until you can summon Volcanic Dragon. Cast Reckless
    Charge on it for even greater power.
Author's Directions:
 Use the usual tactic of Engulfing Flames on his Llanowars. You can quickly
 reach 5+ mana this way. Run up and whack the Defiant Elves with your weapon
 whenever he casts them. When you hit 5 mana, break out the Volcanic Dragon.
 Then just save mana. If Multani gets near 4 mana, throw Engulfing Flames so
 he shields against it. This will keep him from throwing the Giant Spiders.
 Just keep doing that as you can. When he summons a Spider, save mana and
 throw a 2nd Dragon.
REWARD: ELVISH WARRIOR


 9.1.2 CHAPTER 2

QUEST: GOBLINS EVERYWHERE
Game Directions/Hints:
 1. Summon Elvish Warrior as many times as possible. The more mana you have,
    the faster it replenishes, so try saving up mana, then summon several
    Elvish Warriors one after another.
Author's Directions:
 Whack the Raging Goblin once to kill it, then back up and cast Elvish
 Warrior. When you get 4 mana, cast two Elves on the line, and gather/regen
 more mana. Every 4 mana, cast two more.
REWARD: Giant Growth

QUEST: GIANT STEPS
Game Directions/Hints:
 1. Cast Giant Growth on Elvish Warrior to defeat the Retromancers. Elvish
    Warrior enhanced by Giant Growth will defeat a Retromancer and respawn
    without having taken damage!
 2. Keep just one Elvish Warrior alive by casting Giant Growth on it each
    time it will fight.
Author's Directions:
 Defend at the beginning until you hit 2 mana. Cast an Elvish Warrior to
 kill the Goblin Hero. When you get 4 mana, cast Elvish Warrior with Giant
 Growth. Save mana again. Let the original Elvish Warrior fight the new
 Retromancer, while you move down the board a little and cast another Warrior
 with Giant Growth. Move up and take a swing at the Retromancer to kill it so
 your warrior goes by.
REWARD: Defiant Elf

QUEST: TRAMPLED UNDER FOOT
Game Directions/Hints:
 1. Cast Giant Growth on trampling Defiant Elves, which will successfully
    attack the enemy wizard or die trying.
 2. Don't cast Giant Growth on Elvish Warriors, because it will respawn and
    lose the Giant Growth effect once it fights a creature.
 3. When you have three or more mana, summon Defiant Elf and cast Giant
    Growth on it. Save your mana to cast Giant Growth on it each time it
    respawns.
Author's Directions:
 Grab the crystal and shield yourself. This enemy uses a lot of Engulfing
 Flame attacks. Shielding will reduce the damage to zero. Just swing at any
 Raging Goblins, and shield the Flames, until you hit three mana. Then cast
 a Defiant Elf about the middle of your area and give it Giant Growth. The
 reason for doing it in the middle is because this will give you just
 slightly enough time to regen the mana to Growth it again when it respawns.
 Keep the Giant Growth's going on a Defiant Elf to finish this Quest quickly.
REWARD: Llanowar Elves

QUEST: SAVE THE ELVES
Game Directions/Hints:
 1. Summon a few Llanowar Elves at the beginning of the match as you kill
    Raging Goblins with your attack. Throughout the fight, return to the back
    of the arena for the Llanowar Elves' mana shards.
 2. When you have built up four or five mana, summon Defiant Elf and cast
    Giant Growth on it.
 3. Continue to maintain one Defiant Elf with continuous Giant Growth spells.
    Collect mana shards so you can keep casting.
Author's Directions:
 Start off by casting 4 Llanowar Elves and attacking the Raging Goblins by
 duelist attack. When you get to 5 mana, cast a Defiant Elf and keep it
 Giant Growthed every time you hit 2 full mana.
REWARD: Tranquility

QUEST: ENCHANTMENT NO MORE
Game Directions/Hints:
 1. Summon Elvish Warrior to fend off Goblin Heroes as best you can. Because
    the opponent has Gratuitous Violence, her Goblin Heroes will kill your
    Elvish Warriors.
 2. Stand near the back of the arena and summon Elvish Warriors as late as
    you can to give yourself a good chance at recovering the mana shards they
    will drop.
 3. Use Elvish Warrior to defend while collecting mana shards and build up to
    at least five mana. Cast Tranquility to destroy Gratuitous Violence, and
    then use a strategy such as Giant Growth plus a Defiant Elf to defeat the
    enemy.
 4. Be ready to cast Tranquility again if necessary.
Author's Directions:
 Start by doing like the directions say to do. Cast Elvish Warriors to block
 with, but do it so both die on your side of the board. When you hit 5 mana,
 cast a Defiant Elf and then Tranquility. I find the best way to finish this
 level is to keep blocking with a Defiant while throwing Llanowars out until
 you have 4 of them. Then use their shards to keep a Defiant Elf pumped on
 Giant Growths to finish out a victory.
REWARD: Gorilla Chieftain

QUEST: Giant Killer
Game Directions/Hints:
 1. Magma Giants are of no use against regenerating creatures. Remember that
    and you should win easily.
 2. Summoning Gorilla Chieftain with six mana will ensure that you have
    enough mana to regenerate it when it has been dealt lethal damage. Keep
    two mana in your mana bar while the Gorilla Chieftain is in play.
 3. Practice shielding against Magma Giant's effect when it is summoned.
Author's Directions:
 Simply do like the directions say. Shield from the first Giant to bring its
 "come into play" damage down to 1, then cast a Defiant Elf to block it and
 force it to respawn. Do it again if you have to, but keep in mind that the
 next Giant will now kill the first one when it comes into play. When you get
 to five mana, simply back up and cast a Gorilla Chieftain. Keep two mana
 free though, so save your mana once it is on the board. Cast a second
 Chieftain when you get to seven mana, then just sit back and do nothing.
 They will keep regenerating and finish the Quest for you.
REWARD: Giant Spider

QUEST: RED SKIES AT NIGHT
Game Directions/Hints:
 1. When you have enough mana, summon a Giant Spider near the center of the
    arena. Stay behind it so it will block flying attackers.
 2. Because Reckless Charge does not increase a creature's toughness, your
    Giant Spider will kill the Goblin Sky Raiders no matter how much power
    they have.
 3. When the Giant Spider dies, gather the mana shards to cast another one.
    When you are able, summon other creatures as your offense.
Author's Directions:
 Start by placing three Llanowar Elves behind you. On the fourth mana, cast
 a Giant Spider. Every time it is attacked, give it Giant Growth. When you
 get to 6 (or 7) mana, cast a Gorilla Chieftain. Then give it Giant Growth
 whenever you can afford to as it attacks. Remember to keep getting the
 shards from your Llanowars.
REWARD: Untamed Wilds

QUEST: GORILLAS IN YOUR MIDST
Game Directions/Hints:
 1. Keep your mana bar as close to full as possible at all times, since mana
    replenishes faster the more you have. Cast Untamed Wilds when your mana
    bar is about to be full.
 2. When you have six full mana, cast the Gorilla Chieftains. Your opponent
    won't have enough time to destroy one before you cast the other.
Author's Directions:
 Start by casting three Llanowar Elves, then Untamed Wilds twice. When you
 get to max mana again, cast Goblin Chieftain and grab the Llanowar shards,
 then another Chieftain. Summon the Gorillas on the back of your side, and
 they'll live long enough to finish the quest in time.
REWARD: Priest of Titania

QUEST: MANA RALLY
Game Directions/Hints:
 1. You must collect twelve mana before the enemy duelist does. Warning!
    Dealing damage to the enemy duelist results in disqualification.
 2. Summon three Llanowar Elves and two Priests of Titania. At this point,
    the enemy wizard may be ahead.
 3. However, with your superior mana shard generation, cast Untamed Wilds
    as fast as possible and you will overtake the enemy wizard.
Author's Directions:
 NOTE: You have to not only reach 12 mana, you have to have full mana as
 well.
 Start by casting two Llanowar Elves, and saving the mana for a Priest of
 Titania the moment you hit three mana. Cast two more Priests of Titania, and
 then nothing but Untamed Wilds to max out mana. Then your Priests will drop
 so much mana, you will smoke the enemy duelist filling out your mana
 crystals. :)
REWARD: Run Wild

QUEST: YOUTHFUL INDISCRETION
Game Directions/Hints:
 1. Youthful Knights are being enhanced by a Blessed Orator, and thus have
    two toughness in addition to their first strike. Elvish Warriors are a
    perfect defense while you build up mana.
 2. Use Elvish Warriors to defend until you have six mana. This will enable
    you to summon the Gorilla Chieftain and have it regenerate once.
 3. Don't use mana again until you can cast Run Wild and multiple Giant
    Growth spells on a Gorilla Chieftain quickly.
Author's Directions:
 Start by casting a Llanowar Elf, then an Elvish Warrior. At three mana, cast
 a Priest of Titania. Shield when a Youthful Knight attacks you and hit it,
 then kill it with another hit when it attacks again. This is much cheaper
 than summoning Elvish Warriors. Get a second and third Priest out, then a
 Gorilla Chieftain. The Priests will be generating massive mana for you (four
 each). Either start pumping the Gorilla up with Giant Growth, or get more
 mana with Untamed Wilds. Keep two mana though, so the Gorilla will
 regenerate. When you have enough, cast Run Wild on the Gorilla FIRST, then
 give it Giant Growth, using every bit of mana you have. Get more from the
 Priests and repeat.
REWARD: Rushwood Elemental

QUEST: INTO THE FIRE
Game Directions/Hints:
 1. Elvish Warrior, with 3 toughness for 2 mana, is the best defense against
    quick red attacks. Cast them quickly to stave off the attacks. Be sure to
    collect as many mana shards as possible.
 2. Use Llanowar Elves to help, and wait for your mana to build up. Mana
    replenishes faster the more you have.
 3. When you have built up to about ten mana, summon Rushwood Elemental and
    follow it up with multiple Giant Growth spells. Save mana to cast Giant
    Growth after it respawns, but also concentrate on keeping it alive.
Author's Directions:
 Start by casting a Llanowar Elf immediately and getting in front of it. This
 level is going to require you to know how to use your shield. Keep in mind
 that if you swing your weapon, you cannot shield quickly right away. So
 shield the Engulfing Flames first, THEN attack the Raging Goblins. Cast a
 second Llanowar Elf when you are at three mana, but cast an Elvish Warrior
 first so it will take the Flames for you. Keep shielding the Flames and
 swatting the bugs (Goblins) until you are at 5 mana. Then cast another
 Elvish Warrior and follow it up with a Priest of Titania. After this, just
 shield/swat until you get to 7 mana. Cast Rushwood Elemental and
 immediately give it Giant Growth. Then sit back and let him play while you
 collect mana. Give him Giant Growth once or twice (no more this first time)
 so he survives. When he respawns, immediately give him Giant Growth again.
 By now, you should be about maxed on mana, so give him a Giant Growth
 every time you get full. The more mana you have, the faster it replenishes,
 so don't spend it all. It may seem like a good idea, but it's inefficient.
Alternatives Sent In:
 Mik Spillane wrote: This battle is completely about blocking and
  attacking... very tedious and requires having a little patience.  Your
  opponent is always maxed on Mana, but only casts Raging Goblin and
  Engulfing Flames (in that order).  Stay on the "front line" (or a couple of
  steps back), except when you are going to grab some more Mana Crystals.
  Use your shield against the Engulfing Flames (first) and then bitch slap
  the Raging Goblin (second).  You continue this tactic until you have maxed
  out your own Mana (this is the "tedious and requiring patience" portion).
  Now, if you are a "Minor Deity" of combat, you could potentially still have
  20 life when you max out your Mana (I personally only had 18...slipped up a
  couple of times).  Now make sure you are right at the front line... next
  Raging Goblin that comes your way... slaughter the putz... and now cast
  Rushwood Elemental (sucking up the 1 point of damage from Engulfing Flames)
  and immediately cast 2 Giant Growths.  The Rushwood Elemental is going to
  get hit with another Raging Goblin, Engulfing Flames, and Raging Goblin...
  and then slap your opponent with a ton of damage.  When your Rushwood
  Elemental re-spawns, cast Giant Growth until you run out of mana.  When he
  reaches your opponent.... GAME OVER, BABY!!! (I still had 15 life)
  Simplicity in tactics... and a much easier way to take care of business
REWARD: Overrun

QUEST: DOUBLY BLESSED
Game Directions/Hints:
 1. Elvish Warriors are the best defense against these Youthful Knights,
    because the Elves can survive the Knights' first strike. When the Knights
    have only 1 toughness, use your attack and claim their mana shards.
 2. Find time to summon three Llanowar Elves while holding your defense.
 3. Hold off on casting Overrun until you have enough mana to follow it up
    with Giant Growth.
Author's Directions:
 Start off with casting a Llanowar Elf, then back up and cast an Elvish
 Warrior right when you get 2 mana. Cast a second Llanowar quickly, then hit
 the Knight when it gets near. Cast another Warrior to block again. Kill
 that Knight when it approaches again, shield the attack from the new other
 Knight and hit it. Cast Priest of Titania. Grab the Llanowar Shards and cast</pre><pre id="faqspan-2">
 an Elvish Warrior. Now simply keep pumping out Elvish Warriors, but cast a
 second Priest when you have 5 mana. You can now use Untamed Wilds
 effectively and still have mana to keep Elvish Warrior alive. Don't keep
 recasting him, just give him Giant Growth every time he respawns instead.
 Take your time getting up to 12 mana through Untamed Wilds, then Overrun
 twice in a row to finish the quest. :)
REWARD: Avatar of Might

QUEST: MY AVATAR
Game Directions/Hints:
 1. This enemy duelist will forfeit if attacked by Avatar of Might.
Author's Directions:
 Do the exact same defense as the previous quest until you have a quick 12
 mana. This time instead of Overrun, when your Elvish Warrior dies again,
 summon the Avatar of Might instead. Yes, you will likely get hit while
 summoning it. Do not worry. Grab mana from the Elves BEFORE casting anything
 new. Then give the Avatar Giant Growth as much/little as you want.
REWARD: Ancient Silverback

QUEST: AKROMA, ANGEL OF WRATH
Game Directions/Hints:
 1. Use your attack to kill all creatures with 1 toughness. Cast Untamed
    Wilds as soon as possible.
 2. Cast Overrun on three to five Llanowar Elves.
Author's Directions:
 This battle is absurdly easy. Cast two Llanowar Elves, then three Priests.
 Everything Akroma attacks with has 1 defense, you don't even need to block.
 Just swat them. Cast Untamed Wilds over and over to get to 12 mana. Then
 wait for the Priests to throw their shards, wait 2 seconds, and cast
 Overrun. Grab all the shards and cast Overrun again, followed by a third
 Overrun. Game, set, and match! (Or simply overkill, your choice. ;)
REWARD: Suntail Hawk


 9.1.3 CHAPTER 3
QUEST: TANGLED WEB
Game Directions/Hints:
 1. Use your newly acquired Suntail Hawk spell to defeat the enemy duelist.
    Beware! Giant Spider offers considerable protection against flying
    creatures.
 2. Don't forget to save up mana to summon several creatures at once to
    overwhelm the enemy.
Author's Directions:
 Start by summoning a swarm of Suntail Hawks. Just keep summoning them
 every time you get mana at the beginning of the game. When she casts Giant
 Spider, keep doing it. She will eventually be forced to cast two. Stop then.
 Now, get to full mana. Send a Hawk over one at a time to bring the Spiders
 down to 1 defense each. Get to full mana and 8 crystals. Now, start at the
 back of your side and cast Suntail Hawk, moving forward each cast, until
 you have cast 5 and are probably on the center line. Grab all the crystals
 from both the Spiders dieing, and cast more Hawks over and over again. She
 should die in this assault. If she stops taking any damage from your Hawks,
 retreat and repeat the process again, getting the Spiders down to 1
 toughness each.
REWARD: Youthful Knight

QUEST: DEATH FROM ABOVE
Game Directions/Hints:
 1. Youthful Knight has first strike, it can kill Carnophage without being
    dealt damage.
 2. You can win the ground battle easily as long as you don't try to dominate
    the air battle. As soon as you destroy a Death's-Head Buzzard, all your
    creatures will perish.
Author's Directions:
 Start by casting a Suntailed Hawk, then a Youthful Knight. Sit back and wait
 for a bit after that, casting a Youthful Knight to block Carnophages as
 needed. Swat any Buzzards coming at you. When you get 6 mana, cast 3
 Youthful Knights on the line, and wait for 6 more mana. Repeat. Wait until
 your Knights are all dead to hit the Buzzard, or you only have 1 remaining.
REWARD: Guided Strike

QUEST: ACES HIGH
Game Directions/Hints:
 1. Flying creatures are good, but flying creatures with first strike are
    better. Cast Guided Strike on a Suntail Hawk before it fights for first
    strike to be effective.
 2. Maintain two Suntail Hawks, and cast Guided Strike on them as they
    respawn.
Author's Directions:
 Do like the game says. Start with one Suntail Hawk, and give it Guided
 Strike each time it respawns. When you get to six mana, cast a second one
 and keep giving it Guided Strike as well. Eventually they will hit her
 enough to finish the Quest. You'll have to cast new Hawks every now and
 then.
REWARD: Venerable Monk

QUEST: QUEST FOR LIFE
Game Directions/Hints:
 1. Summon your creatures at the very back of the arena and as late as
    possible. This will ensure that you get the mana shards from destroyed
    creatures.
Author's Directions:
 Don't worry about dealing damage, it's not your goal. I did figure out a
 cheap trick for this level though. Cast a Youthful Knight at the back of the
 arena, and keep getting the mana from the Carnophages dieing. When you get
 to 4 mana, go sit in a corner and cast Venerable Monk. Here's the trick:
 Kill him. Every time you summon him, hit him in the back twice and grab his
 shards. He drops three lovely shards, which speeds up the time to cast Monk
 again. Easy win. ;)
REWARD: Thunder Spirit

QUEST: THUNDER IN THE SKY
Game Directions/Hints:
 1. Summon Suntail Hawks to block attacking flyers, then use your attack to
    finish them off. This will give you enough time to build up enough mana
    to summon Thunder Spirit.
Author's Directions:
 Start by grabbing the two crystals and casting Suntailed Hawk. Let it die.
 Hit the Drake when it comes over again, and cast Thunder Spirit. Get to
 three mana again and cast another one. Once you have three Thunder Spirits
 flying around, let's annoy him more. Summon Youthful Knights to get rid of
 those pesky Turtles. Keep 3 Thunder Spirits at all times, but once the
 turtles are gone, you can send in two Youthful Knights at a time as well to
 quickly seal your victory.
REWARD: Demystify

QUEST: MYSTERIOUS WAYS
Game Directions/Hints:
 1. Summon Youthful Knights to Juzam Djinns. When the Djinns have only 1
    toughness left, use your attack to finish them off and collect their mana
    shards.
 2. Cast Demystify as early as possible so that Liability won't deal 1 damage
    to you each time a Youthful Knight dies.
Author's Directions:
 This Quest comes with a few ways of doing it. If you shield the Juzam
 attacks, the damage is reduced to 2. If a Juzam is the only creature on the
 board and has only 1 life left, kill it BEFORE Demystifying. Once you get to
 6 or so mana, you can cast Venerable Monk over and over to block with. If
 you don't have the mana to summon him, run up to the line and shield the
 Juzam attacks. Force them to respawn fast as possible (taking 2 damage each
 time) and she will quickly kill herself. Or you can try to overwhelm her
 with Thunder Spirits while steadily blocking and killing the Juzams.
REWARD: Warrior's Honor

QUEST: WAY OF THE WARRIOR
Game Directions/Hints:
 1. Focus on defeating the enemy duelist as well as killing her creatures.
 2. The balance between ground and aerial attacks is the key. Suntail Hawk
    and Warrior's Honor are a potent combination.
Author's Directions:
 This quest can be a little difficult because all she casts is Horned
 Turtles, a cheap 1/4 blocker. Just be aggressive and this Quest is easy.
 Start by casting two Hawks back to back on the line. Then back up and cast a
 Youthful Knight. Get in front of it to slow it down a little, so you can
 hopefully cast Warrior's Honor before it gets to the turtles. If you can,
 then the game is sealed already. Just grab the mana shards as the turtles
 die, and keep casting Warrior's Honor over and over again. The birds will
 finish her off.
REWARD: Blessed Orator

QUEST: STAY ALIVE
Game Directions/Hints:
 1. Don't kill Death's-Head Buzzards, because when they die they will kill
    your creatures too.
 2. Summon two Blessed Orators, and you should be able to use your attack on
    the Death's-Head Buzzards without losing your Blessed Orators. The path
    will then be clear to summon three more creatures quickly.
Author's Directions:
 A very simple quest. Just block the Carnophage with a Youthful Knight, then
 wait until you get 4 mana and cast a Blessed Orator. Regen 4 mana now. Kill
 the two Death's-Head Buzzards he summons, then cast 4 Hawks quickly to win.
REWARD: Divine Presence

QUEST: THE AVATAR RETURNS
Game Directions/Hints:
 1. Find a way to reduce the Avatar's power, and victory shall be yours.
 2. Shielding the Avatar of Might's attacks can greatly reduce its damage.
    Count on losing much of your life to survive the onslaught and win.
 3. Divine Presence combined with shielding reduces the damage of all
    creature attacks to 1. Don't forget to mount an aerial offense early.
Author's Directions:
 Start by backing up into the top corner, then when he gets near, move
 straight to the bottom. Shield when he is about to hit you. If a mana
 crystal pops up, run out and get it. Every time he hits you, hit him back.
 When you have two mana, block with a Youthful Knight. Shield his attack
 and hit him again. Now he's down to 4 life. Block with 2 more Youthful
 Knights, and he'll die. Green will cast another Avatar about now, that's
 okay. Let your Knight hit him. Cast Divine Presence now. Now all you have
 to do is cast aerial creatures to finish him off. Keep casting Warrior's
 Honor ONCE every time your Thunder Spirits respawn to save yourself the mana
 of casting new ones. Just shield the Avatar's and hit them back for one each
 time. If you hold off casting the Thunder Spirits until you have 7 mana, you
 can be back up to almost 20 health from using Venerable Monks.
REWARD: Warrior Angel

QUEST: LIFE GAIN
Game Directions/Hints:
 1. Fend off the initial air attack with Suntail Hawks.
 2. Cast Guided Strike on Warrior Angel as it respawns. Make sure that the
    spell resolves before Warrior Angel enters any battle.
Author's Directions:
 This is an easy quest. Start off by grabbing BOTH crystals, yours and the
 computers. He starts off with a Wind Drake, so you have time to get it. Cast
 a Suntail Hawk to block with. Hit the Wind Drake when it gets to you to
 finish it off. Block the Elemental the same way. Take the damage from the
 next Drake so you can hit it twice and get rid of it. Kill the Elemental as
 well. Now cast Warrior Angel, and give her Guided Strike. Regenerate mana.
 Give her Guided Strike every time she respawns. When you hit 5 mana, cast
 Venerable Monk and kill it (yes, kill it). Grab the shards and repeat giving
 Angel Guided Strike, and casting a new Monk. You'll hit 40 in no time.
REWARD: Spiritualize

QUEST: HANGING BY A THREAD
Game Directions/Hints:
 1. Cast Spiritualize on a Youthful Knight as quickly as possible. Be sure to
    collect mana shards. Get rid of Liability as soon as you can.
 2. Concentrate on gaining life at first, then mount an aerial attack while
    maintaining a ground defense.
Author's Directions:
 This quest is fun; it starts you with one life. Begin by casting a Youthful
 Knight at the back of the arena to kill her Carnophage on your side. Cast
 Spiritualize on the Knight to get two life quickly off the next Carnophage.
 Next cast Demystify. From here, the game gets much easier. Don't worry about
 casting any flying creatures. Keep blocking Juzam Djinns with Youthful
 Knights until they have 1 toughness, then smite the Djinns. Cast
 Spiritualize on the Youthful Knights ever once in a while to get a few more
 life out. Cast Demystify as needed. Just let the Juzam Djinns kill her
 though. By the end of the game, you can get a Youthful Knight out and give
 him Guided Strike 3 times, killing Juzams in one hit. If you can do that,
 let her throw Liability, as it will finish her faster. Just summon the
 Youthful at the back of the arena, and you'll have time.
REWARD: Wrath of God

QUEST: FEEL MY WRATH
Game Directions/Hints:
 1. Be sure to keep enough mana to cast Wrath of God when the opponent mounts
    a strong attack.
 2. A Warrior Angel will help offset the mighty green offense. Alternate
    between Warrior Angel and Wrath of God.
Author's Directions:
 Very easy Quest. Start by casting a Youthful Knight to block the Chieftain.
 Try to time it so you can kill the Chieftain in one hit when he is casting
 another Chieftain, this way he won't have the mana for it to regenerate.
 When you have 3+ mana, cast a Youthful Knight and give it Guided Strike.
 Keep giving it Guided Strike and it will kill the Chieftains in one hit
 every time. Now cast a Warrior Angel. Don't worry about giving her Guided
 Strike, just cast Warrior's Honor every time the Youthful Knight respawns.
 When the enemy duelist is low on life, cast a Wrath of God right quick. You
 have to cast it to win the level. ;)
 Then just summon a new Warrior Angel, give her as many Guided Strikes as it
 will take. Let the Chieftain hit you, the game will be finished shortly.
REWARD: Angel of Retribution

QUEST: AIR APPARENT
Game Directions/Hints:
 1. Stave off the initial attack with Suntail Hawks until you gain enough
    mana to summon an Angel of Retribution.
Author's Directions:
 Another easy quest. Get two crystals and block with a Suntail Hawk. Give it
 Guided Strike quickly so it does 2 damage. Block again with another Hawk (no
 spells on it). When the Elemental comes over again, kill it. Repeat this
 until you have enough mana to cast Angel of Retribution. Save mana and cast
 a second one.
REWARD: Test of Endurance

QUEST: ARCANIS THE OMNIPOTENT
Game Directions/Hints:
 1. Summon Blessed Orator and Thunder Spirits.
 2. Summon Warrior Angel when the enemy duelist is too occupied to cast
    Counterspell.
Author's Directions:
 Here, I took out Venerable Monk and put in Spiritualize. Also took out
 Warrior's Honor and put in Guided Strike instead. I used Guided Strike on
 Suntail Hawks to fend off the Wind Drakes, then cast a Warrior Angel when
 Arcanis casts a new Wind Drake. After that, I keep casting Guided Strike on
 her. I also cast Spiritualize on her at the LAST moment before she hit
 something (otherwise Arcanis unsummons her). When she was low on health, I
 killed her myself for the mana. Then when he goes to cast Mana Short, I
 summoned Angel of Retribution. I had to Demystify an enchantment once as
 well. After that, keep casting Spiritualize on the Angel, and when you hit
 50 life, cast Test of Endurance. Game.
REWARD: Unsummon


 9.1.4 CHAPTER 4
QUEST: UNSUMMONER
Game Directions/Hints:
 1. The enemy duelist loses 1 life each time a Carnophage or Juzam Djinn
    respawns. Casting Unsummon on a creature forces it to respawn.
 2. You don't have to cast Unsummon on every creature. You can shield
    against many of the Carnophage attacks, but be sure to cast Unsummon on
    Juzam Djinns.
Author's Directions:
 Get mana, Unsummon enemy creatures. Weee. Shield a few Carnophage attacks.
 How hard! :)
REWARD: Wind Drake

QUEST: RIDING THE WIND
Game Directions/Hints:
 1. Thunder Spirits will kill your Wind Drakes with first strike, so use your
    attack to kill them. Save up your mana to summon many Wind Drakes at once.
Author's Directions:
 Kill the Suntail Hawks with a normal attack. Aim for their shadows to hit
 them. When you get to three mana, cast a Wind Drake on the line. Run over
 and hit the Hawks as they are summoned. When you get to six mana, cast two
 Wind Drakes. If the duelist gets up on the middle line (and she will to pick
 up mana shards), run up and smack her with your attack.
REWARD: Counterspell

QUEST: THE BEST OFFENSE
Game Directions/Hints:
 1. Be sure to have enough mana to cast Counterspell as soon as the enemy
    begins to cast Overrun.
 2. Summon Wind Drakes as your offense, keeping enough mana in reserve to cast
    Counterspell when the enemy casts Overrun. If Overrun does resolve, cast
    Unsummon to keep the enemy creatures away.
Author's Directions:
 Summon a Wind Drake when you hit 3 mana. After that, only summon a new one
 when you have 5 mana. This way you have enough to Counterspell with.
REWARD: Fighting Drake

QUEST: SPIDERS RUN WILD
Game Directions/Hints:
 1. Your Fighting Drake can kill a Giant Spider.
 2. Avoid summoning Wind Drakes, because it falls easily to a Giant Spider.
Author's Directions:
 When the round starts, grab your first crystal. Stand on the line and be
 ready to cross it to try and grab the enemies second crystal - if you're
 lucky, it'll spawn near the bottom of the middle, and you can nab it first.
 Start off by casting Wind Drake at three mana. Let it keep going, then just
 Counterspell the Giant Spider every time she tries to cast it. When you get
 6 mana, wait til you counter the next Giant Spider, and cast a Fighting
 Drake. Then build up mana and keep countering Spiders. Repeat the steady
 Counterspell/Drake combo until she dies.
REWARD: Deluge

QUEST: FIGHTING WAVES WITH WAVES
Game Directions/Hints:
 1. Unsummon won't help you here, but you do have the ability to freeze
    ground creatures.
 2. Cast Deluge, then attack enemy creatures while they are frozen. If you
    collect the mana shards, you'll be able to cast Deluge again.
Author's Directions:
 Start by grabbing the first two crystals. Then shield the Retromancer and
 hit it back. Same for the one right behind it. Grab the third crystal and
 cast Deluge. Kill the nearest Retromancer and get two hits on the other
 one. Grab the shards from the first one, kill the second one, and cast
 Deluge again. Just keep doing this over and over until time runs out.
REWARD: Horned Turtle

QUEST: TURTLE DEFENSE
Game Directions/Hints:
 1. Summon a blocking creature to repel the Goblin hordes. Summon Horned
    Turtles early to block Goblins with haste.
 2. Summon your Horned Turtles where you can collect mana shards once they
    and their opponents die. Cast Counterspell on Scorching Missiles.
Author's Directions:
 This is the first truly difficult quest in which many people end up going
 to Easy difficulty. Can't really blame them. However, here is how to beat
 it. And yes, it may take you a few tries. First, get two mana and cast a
 Horned Turtle at the back of your area behind you. Shield the first Goblin
 Hero's attack and hit it for one. Let it fight the Turtle the next time is
 crosses. Get three turtle out at a time, then summon a FIGHTING DRAKE, not a
 Wind Drake. Keep up your defense, grab the shards, take a hit from a Goblin
 Hero if you have to, but get a SECOND Fight Drake up in the air. Then go
 back to defending. The best place to defend yourself is in the bottom
 corner.
 Near the end of the round, he sends a big swarm of Goblins, so the more
 cramped the area is (corner), the better. The Goblins will run into each
 others backs while fighting Turtles, slowing them down Drastically. This
 will give your Drakes time to finish him off.
 The main key is to stay as far back on your side as possible, but be
 prepared to take a hit while grabbing mana crystals.
REWARD: Pendrell Mists

QUEST: MAGIC MIST
Game Directions/Hints:
 1. Unsummon works well in combination with Pendrell Mists. Two Pendrell
    Mists drain the enemy's mana even quicker.
 2. Use Unsummon as your defense until you have enough mana to overwhelm the
    enemy.
Author's Directions:
 Start by killing the Suntail Hawks manually. Counterspell the Thunder
 Spirits until you have about 7 mana. Then when you counter the next one,
 cast Pendrell Mists. Keep countering until you have 7 mana again to throw a
 second Mist. Now let her get her Thunder Spirits out. Wait until she has
 replenished one full mana crystal, then Unsummon the Spirit to drain that
 mana and kill the Spirit. Alternatively, you can time the Unsummon so it
 drains her mana right after she reaches 2 full crystals. This won't kill the
 Spirit, but it will give you a lot of time to replenish your own mana. Cast
 a Fighting Drake on top of the middle line and keep countering her Spirits.
 When she finally kills the Drake, get back up to full mana (Unsummon to
 drain 2 mana without killing the Spirit is best), then Unsummon the Spirit
 when she only has one full crystal to kill it. Cast another Fighting Drake
 on the line to finish her off (or repeat til she's dead if it doesn't).
 NOTE: When timing it to drain 2 mana, start Unsummon right BEFORE she gets 2
 full mana, or she may start casting a new Thunder Spirit before the current
 one drains her mana.
REWARD: Air Elemental

QUEST: THUNDER IN THE AIR
Game Directions/Hints:
 1. Concentrate on defending yourself with your melee attack and Counterspell
    until you can summon Air Elemental.
 2. Once you control Air Elemental, keep its path clear with Counterspell.
Author's Directions:
 Start by killing the Hawks with melee attacks, use Counterspell to block
 Thunder Spirits. When you get to 5 mana, cast a Wind Drake on the line, and
 keep Counterspelling. When you get to 7 mana, cast an Elemental on the line,
 and keep Counterspelling.
REWARD: Mage's Guile

QUEST: CUNNING AND GUILE
Game Directions/Hints:
 1. Summon Air Elemental, and then protect it with from the enemy's sorceries
    with Mage's Guile.
Author's Directions:
 You begin with full 12 mana, so cast two Air Elementals. Repeatedly cast
 Mage's Guile as they respawn, and you'll quickly win. You don't have to aim
 Mage's Guile in this case, because if one has Mage's Guile, it can't be the
 target of another Mage's Guile - so you automatically target the other one.
 ;)
REWARD: Cowardice

QUEST: ENGULF US ALL
Game Directions/Hints:
 1. Summon Horned turtles to absorb the enemy's flames.
 2. Cowardice makes the enemy's Engulfing Flames useless on your creatures.
Author's Directions:
 This a very easy Quest. Just shield his Flames until you have 3 mana, then
 cast Horned Turtle. Keep doing this until you have 2 turtles out and 5 mana
 left. Cast Cowardice. The enemy will switch from Engulfing Flames to nothing
 but Raging Goblins. Cast an Air Elemental while your Horned Turtles absorb a
 few goblins, then run up and whack each Goblin as it comes for you. He won't
 cast direct damage anymore. The Elemental should kill him; if not, cast
 another.
REWARD: Mahamoti Djinn

QUEST: LEGIONS OF ANGELS
Game Directions/Hints:
 1. Buy time with Unsummon until you can summon Mahamoti Djinn.
 2. Continue to use Unsummon until you have enough mana to summon the
    Mahamoti Djinn and a couple of Counterspells. Counterspell any time the
    enemy wizard tries to summon another Angel of Retribution.
Author's Directions:
 Unsummon the Angels when they get very close until you have 7 mana. Cast
 Mahamoti Djinn, unsummon one of the Angels, and get ready to Counterspell
 when she tries to cast a new Angel. Once you have killed both Angels and she
 is defenseless, make another Mahamoti Djinn to beat on her. Once she falls
 below 10 life, however, she will start mass casting Suntail Hawks. Cast a
 series of Fighting Drakes on the line so they read her as soon as possible.
REWARD: Mana Short

QUEST: LOST POTENTIAL
Game Directions/Hints:
 1. Use Horned Turtles to stop Elvish Warriors and attack them to finish them
    off.
 2. Summon Fighting Drakes as your attackers. Try not to summon any creatures
    if enemy duelist starts approach 10 mana. Later in the quest, be sure you
    have five mana to cast Mana Short.
Author's Directions:
 Start by casting Horned Turtles to block the Elvish Warriors, then melee
 them when they come back as 2/1 creatures. Cast new Turtles. When you get 6
 or 7 mana, cast an Air Elemental, not a Fighting Drake. The Djinn is far too
 slow, so don't use it either. Now just keep a Horned Turtle blocking, and
 the Elemental Flying. When the computer gets to about 7 full mana, nail it
 with Mana Short, even if you have to take damage in the process. Cast more
 Horned Turtles, and get a Fighting Drake out. Mana Short him again if you
 have to.
REWARD: Clone

QUEST: HERE THERE BE DRAGONS
Game Directions/Hints:
 1. Initially, cast Clone as fast as possible. Prepare to be dealt damage
    over the course of this quest.
 2. Counterspell on any more dragons the enemy might try to summon.
Author's Directions:
 Clone the moment the game starts, while walking backwards. Let your Dragon
 fight the enemy's. Unsummon the other Dragon. Pick up the mana shards from
 the two Dragon's dieing and Clone the second Dragon. Grab the shards from
 these two to cast an Air Elemental on the line. Counterspell the enemy
 wizard's attempts to cast more Volcanic Dragons. If you get enough mana,
 cast another Air Elemental, because your first one is going to die. Just
 shield from the Goblin Heroes and hit them back, and your flyers will finish
 her off before you die.
REWARD: Spelljack

QUEST: IHSAN'S SHADE
Game Directions/Hints:
 1. Cast Clone on the Mahamoti Djinn as many times as possible.
Author's Directions:
 Here I edited the deck again. I removed Mahamoti Djinn, Pendrell Mists, and
 Clone. I put in Deluge, Mana Short, and Mage's Guile. I expected him to play
 as he does in Arcade mode (but I was wrong). Begin by casting a simple
 Horned Turtle. When he gets to four mana, he will cast two Carnophages. At 5
 mana, he will cast a Juzam Djinn. I spelljacked his Djinn (you need to start
 casting Spelljack right before he starts his spell) and placed it in the
 middle of the arena. After that, I countered all his next attempts at any
 creatures. When he was low on life, he cast a horde of Carnophages followed
 by a Juzam Djinn. Simply go to the back of the arena and Unsummon until he
 dies.
 If you do NOT wish to edit your deck, cast a Horned Turtle at 2 and 3 mana
 respectively. When you get 5 mana, Counterspell his Juzam. Keep casting
 Counterspell until you get 8 mana, then cast Mahamoti Djinn. After that,
 every time you hit 6 or 7 mana, Clone it until you win. If he starts going
 aggressive, use Unsummon on his creatures as they get near you until he dies
 from the pain.
REWARD: Carnophage



 9.1.5 CHAPTER 5
QUEST: ZOMBIES ATE MY GOBLINS
Game Directions/Hints:
 1. Carnophages are a perfect defense against Goblin Heroes. Summon them deep
    in your territory as Goblin Heroes approach in order to mine mana shards.
 2. Stay defensive, conserving mana until you have enough to overwhelm the
    opponent with Carnophages.
Author's Directions:
 Just stand at the back of your side, cast a Carnophage only to block. Grab
 mana crystals until you are up to 8, then run up to the middle line and cast
 4 Carnophages. Run back to the back and replenish your mana. Repeat.
REWARD: Dark Banishing

QUEST: COMING OF THE DARKNESS
Game Directions/Hints:
 1. Dark Banishing works well against very large creatures and regenerating
    creatures. Be sure to time your casting so that you can mine mana shards
    as creatures fall.
 2. Dark Banishing is not the best defense against all large creatures. Two
    Carnophages work perfectly against the Rushwood Elemental, and allow you
    to collect much of the mana back.
Author's Directions:
 This one is a little annoying. Start by whacking her Llanowar Elf. Cast
 Carnophages to block Warriors, Chieftains, and Rushwood Elementals (takes
 2). Hit the Chieftains when the enemy duelist doesn't have 2 mana available
 for its regeneration cost. Use Dark Banishing on Ancient Silverbacks, and
 Avatar of Might. Immediately after Banishing either of those, cast an army
 of little Carnophages on the line. Repeat this process to win.
REWARD: Death's-Head Buzzard

QUEST: DEATH AND THE DUELIST
Game Directions/Hints:
 1. After weakening the attackers with your attack, summon Death's-Head
    Buzzard. Its death will clear the arena. Any survivors can be finished
    off with your attack.
Author's Directions:
 I started this Quest off by shielding and hitting each Drake as it came at
 me, and summoning the Buzzard as soon as I could. I hit it in the back to
 kill it so it gave -1/-1 to all the creates I hit (which were now at 1
 defense.. they died). I cast another Buzzard in the back corner and let it
 go fight, while getting the mana to cast another Buzzard. As soon as I had
 three, I cast it. I hit this one in the back also to kill it; combined with
 the death of the other Buzzard, every Wind Drake received -2/-2, killing it.
REWARD: Vicious Hunger

QUEST: LIFE OR DEATH
Game Directions/Hints:
 1. Use your attack to destroy all Suntail Hawks. Summon a Carnophage or two
    early on in the fight to gain a life advantage.
 2. Use Vicious Hunger to gain life from all Venerable Monks while destroying
    Suntail Hawks with your attack.
Author's Directions:
 Begin by killing the Suntail with your melee attack. Cast a Carnophage on
 the line on your 2nd and 3rd mana. Keep killing the Hawks. After that, just
 stand back and use Vicious Hunger on the Venerable monks every time she
 casts one, and swat the Hawks. You'll have enough of a life advantage to get
 to 30 first.
REWARD: Juzam Djinn

QUEST: PITCH BLACK
Game Directions/Hints:
 1. At the beginning of the battle, summon Carnophages to keep the enemy's
    Engulfing Flames from hurting you.
 2. Once you have 4 mana, summon Juzam Djinns near the center and keep
    summoning them to finish the enemy off.
Author's Directions:
 Start by shielding the first two Engulfing Flames and smiting his Raging
 Goblin. Cast two Carnophages back to back, and when you get to 4 mana, cast
 Juzam Djinn. Replenish mana, then cast another one, and another one, etc.
REWARD: Infest

QUEST: CLEAR THE AIR
Game Directions/Hints:
 1. Shield Air Elemental's attack and attack it before it respawns every
    time.
 2. Save enough mana to cast Infest twice in succession to destroy all
    creatures quickly. Destroy creatures on your side in order to collect
    mana shards.
Author's Directions:
 An annoying quest, this one is. It follows the same premise as earlier
 though. Shield and hit back the Elementals until you have three mana. You
 should hopefully kill one of the Elementals this way. Get the second
 Elemental down to three toughness, and cast the Buzzard to block. This will
 always kill the three toughness Elemental and make the OTHER one into a
 three toughness. Every time an Elemental comes near you, cast a new Buzzard.
 The mana shards you get from both dieing will give you plenty. When you get
 to seven or eight mana, cast Infest and swat the 1/1 Elemental, then run up
 and take the hit from the 2/2 Elemental while hitting it twice to kill it.
 If timed right, the Horned Turtle should be a 0/2 and die in the Infest. The
 Elemental will die just before he finishes summoning a new one. If not,
 simply wait until he has 2 Elementals and a Horned Turtle out, then Infest
 twice.
REWARD: Harbinger of Night

QUEST: DEAD OF NIGHT
Game Directions/Hints:
 1. Summon Carnophages to buy time.
 2. Harbingers of Night will kill each other, so keep just one in play at a
    time.
Author's Directions:
 Use a Harbinger of Night at the beginning of the battle to kill the Llanowar
 Elves. Use Carnophages to block Chieftains and bring them down to 1 defense.
 Try and time killing one Chieftain at the same time as the other. If
 possible, try and summon a Carnophage at the bottom of the arena, then move
 to the top of the arena so the 1 toughness Chieftain comes to you. Let the
 Carnophage weaken the next Chieftain, and then hit it quickly before the
 enemy has enough mana to regenerate it. Summon up an army of Carnophages
 then. Be sure to use Infest at some point.
 When low on life, use Vicious Hunger to get 2 life out of a Chieftain before
 using your melee attack on it as often as you need to.
REWARD: Liability

QUEST: AGAINST ALL ODDS
Game Directions/Hints:
 1. Combine creature destruction with dealing damage to the enemy.
 2. Liability is very good at dealing damage to enemy duelists if used with
    spells like Infest. It will take patience to prevail.
Author's Directions:
 Another slightly difficult quest. It's really not so hard though.
 Shield their first attack, as close as possible to the middle. Hit them
 after you shield. Kill the birds when they attack again. Shield Knight
 attacks and hit them back, so you can kill them when they attack again as
 well. When you get the mana, use Vicious Hunger to drain a Knight for 2
 life. Do this until you are nice and safe back in the 20+ life region. When
 you have 6+ mana, cast Liability, followed by a second one. She will
 Demystify them as long as she is above 20 health. Use Infest when she has 3
 or 4 creatures on the board to deal some hefty damage. Don't worry about
 taking a little damage yourself, you can use Vicious Hunger to get it back
 once she is under 20 life. When she hits 20, she will cast one thing, and
 one thing only: Venerable Monk
 Use this to your advantage. Have two liabilities in play and use Vicious
 Hunger to kill the new monks every time she summons them. Wait until they
 are on your side though, so you get the mana shards. Do this until you have
 maxed out your entire mana bar. Now you have a few ways to finish her off,
 and the choice is yours.
  1) Use Vicious Hunger on her monks right before they get to the center
     line, and then keep hitting her every time she runs up to get mana.
  2) Cast an army of Carnophages on the line.
  3) Cast a Juzam Djinn near the middle of your territory and Vicious Hunger
     her Monks before they block him.
Alternatives Sent In:
 Ranilin wrote: Start by shielding and swatting the creatures as they come at
  you until you get to three Black, then cast a Buzzard and swat it. You'll
  then be able to kill all the creatures on the board but the Orator. At four
  black, cast Infest. Use Infest two more times to kill off the new Orator
  while defending against the enemy creatures still. Now, the next time the
  computer casts Blessed Orator, start a Dark Banishing halfway through her
  spell. It'll kill the Orator. Now you can swat everything the computer
  throws at you. Do this until you have 9 black, so you can cast Dark
  Banishing followed by Liability. This will start you on a cycle of doing
  damage as you swat the creatures. Get a second Liability out and keep Dark
  Banishing the Orator's to quickly bring her health below 20.

  From here, I always use Vicious Hunger to kill the Monks just before they
  cross the line, then I hit the enemy duelist once or twice as they run up
  for the crystals. I'm gaining life, so it doesn't bother me to take some
  damage if I stay too long over the side, but the computer is losing life
  (gain 2 for casting Monk, lose two for me killing it - then lose life from
  my melee hits).
 Unknown Wrote: Use Ranilin's strategies, but use Harbingers instead! You'll
  easily be able to swat anything as it gets near you, and you'll save mana
  to cast Vicious Hunger or Liabilities.
REWARD: Krovikan Vampire

QUEST: KROVIKAN DOMINATION
Game Directions/Hints:
 1. Remember to summon Krovikan Vampires in the back of arena to prolong
    their lifespan.
 2. Summon Krovikan Vampires in pairs to increase their chances of survival.
Author's Directions:
 First, simply survive the Elvish Warrior rush to reach 7 mana. Then cast
 Infest followed by a Krovikan Vampire at the back of your side. Force any
 0/1 Elvish Warriors into the Vampire to "recruit" them. Save up mana, and
 when this Krovikan dies, prepare to cast a Juzam Djinn to block the Avatar
 of Might, followed by a Carnophage (bringing Avatar down to 1/1) and then a
 Krovikan Vampire to kill the Avatar. This brings the Avatar back into play
 under YOUR control. That should finish the game (for me, I turned 3 Elvish
 Warriors after I infested them, and they killed the wizard off before I got
 the chance to even kill the Avatar!).
REWARD: No Mercy

QUEST: NONE CAN ESCAPE
Game Directions/Hints:
 1. Cast No Mercy as soon as possible. Infest is good for making Fighting
    Drakes powerless for one turn.
 2. After casting No Mercy, save mana to cast Infest on two Fighting Drakes
    at a time. This will reduce their power to zero.
 3. Then cast Liability to win through their destruction.
Author's Directions:
 Start by casting No Mercy immediately. Let everything hit you, and it will
 die upon doing so. Cast Infest whenever there are two Fighting Drakes on
 the board, then let them hit you. Cast Liability as soon as you can afford
 to cast it and Infest together. Once Liability is in play, keep Infesting
 the Drakes into 0/2 flyers and let them die attacking you. This will quickly
 kill the opponent.
REWARD: Sengir Vampire

QUEST: EVIL IS ETERNAL
Game Directions/Hints:
 1. Sengir Vampire requires all the enemy's attention. Keep summoning the
    Sengir Vampires.
Author's Directions:
 Start by shielding from the Flames every time she casts. Do NOT cast ground
 creatures, or she will respond with a swarm of Raging Goblins. When you get
 to 8 mana, cast Sengir Vampire on the line. Use Vicious Hunger to kill the
 Goblin Sky Raider she summons so Sengir goes unblocked. Build back up to 8+
 mana again if Sengir dies and repeat.
REWARD: Soul Feast

QUEST: SOUL SURVIVOR
Game Directions/Hints:
 1. Use Infest to weaken Warrior Angel's power and therefore its life gaining
    abilities. After Infest, immediately attack Warrior Angel to destroy it.
 2. Remember that your mana replenishes faster when it is nearly full. Try to
    cast Soul Feast only when your mana bar is near full.
Author's Directions:
 This is a very easy fight. Use Infest to weaken the Angel's attack and then
 kill it. Don't worry about enchantments, the AI will just Demystify them.
 When the computer summons a Venerable Monk, cast Krovikan Vampire. When it
 kills the Monk and turns it, YOU will gain two life as well. Let your
 Krovikan Vampire go attack the enemy duelist. Use Vicious Hunger on Warrior
 Angels twice as they come to you for a nice life gain and easy kill. Do NOT
 kill the enemy duelist, or YOU lose the match.
REWARD: Hellfire

QUEST: TO HELL AND BACK
Game Directions/Hints:
 1. Use a Carnophage to weaken the Gorilla Chieftain. Then cast Infest to
    weaken the Rushwood Elemental and permanently destroy the Gorilla
    Chieftain. Be sure to kill the Rushwood elemental before it respawns and
    collect the mana shards.
Author's Directions:
 For this quest, I edited deck once more. I took out both enchantments, and
 put in both Vampires (Krovikan and Sengir) instead. My strategy is very
 precise, but extremely, extremely effective. Kill the Defiant Elf with a
 melee hit, block Elvish Warrior with a Carnophage, block Gorilla Chieftain
 with a Carnophage, cast Infest when Rushwood is cast. Take the damage from
 Rushwood so you can hit it twice to kill it. Dark Banish the Ancient
 Silverback, followed by Dark Banishing on the Avatar of Might. Now the game
 gets easy. Carnophage blocks the new Chieftain, Infest when Rushwood is
 cast, Krovikan Vampire at the VERY BACK of the arena kills Rushwood.
 Rushwood is now your creature and will beat the snot out of the enemy
 duelist. Try and block your Krovikan Vampire's path, and use a Carnophage to
 block the Chieftain. If your Vampire dies, cast Hellfire to get it over with
 (if you don't cast that before you kill your opponent, you lose). Then
 repeat the cycle of Carnophage to Chieftain, Infest with Rushwood, new
 Krovikan blocks Rushwood, and ride it to an easy victory.
REWARD: Havoc Demon

QUEST: MARAXUS OF KELD
Game Directions/Hints:
 1. Cast Infest, Vicious Hunger, and Dark Banishing to kill enemy creatures
    without summoning creatures of your own.
Author's Directions:
 Use your shield to protect from Engulfing Flames. Don't bother casting any
 creatures. Get two Liabilities into play as soon as you can. Don't spend
 mana if you don't need to. Cast Dark Banishing on Volcanic Dragons. When you
 get nine or more crystals, use Soul Feast (but watch AFTER killing his
 Dragons). Beware Maraxus when he gets 10 mana. When it fills up, he will
 cast TWO Volcanic Dragons in quick succession. This fight is not difficult
 if you have learned how to use your shield (which you should have by now..).
REWARD: Nothing!


 9.1.6 CHAPTER 6
NOTE: All of Chapter 6, you get to use a Custom Deck. Check the Deck section
for tips. I will not be giving strategies here to beat each duelist in
Chapter 6 as there is many, many, many ways to do each one. This Chapter is
OPTIONAL, you have nothing left to unlock from the Quest mode but the ability
to select the duelist Mishra as your character when building a deck. Use this
Chapter to get good practice though.



9.2 ARCADE WALKTHROUGHS
 9.2.1 RED WALKTHROUGH
  9.2.1.1 KULDAN
Deck Contents: See section 5.1
Tenera: Use Engulfing Flames to the extreme. Tenera will cast Defiant Elves
  for a while, simply swat them. When you have 5 mana, cast two Goblin Heroes
  and give the second one Reckless Charge. After that, keep two Heroes on the
  board all the time and you'll easily win. Tenera may even help you by
  casting Run Wild on her Elvish Warriors, giving them Trample (and
  Regeneration), which causes them to drop down to 0 attack after fighting
  one of your heroes. :)
Kuldan: Use Engulfing Flames on Kuldan repeatedly, killing his Goblin with a
  melee. At three mana, cast a Goblin Hero and give it Reckless Charge, then
  jump in front of it and kill Kuldan's Raging Goblin so the Hero connects
  his attack. At 5 mana, use the same tactic of Hero, Hero, Reckless Charge.
  This strategy should carry you completely through all of Tier 1 Red.
Keroc: Use Engulfing Flames as usual. Block the Carnophages with a Raging
  Goblin so your Goblin dies and the Carnophage respawns (hitting Keroc for
  1). Nothing beats a guy who helps you kill himself! Anyway, keep blocking
  Carnophages with little 1/1s, and killing them when they come back over as
  2/1 creatures. Cast Engulfing Flames everytime the enemy duelist casts any
  spell and has no creature in play. You can even time it so Engulfing Flames
  will hit him while his Carnophage is respawning (this is good practice!).
Alberon: You won't even need to cast a creature spell this fight. Ride
  Engulfing Flames to victory. Hit his Knights when he casts them and then
  nail him with Engulfing Flames again. Just do it over and over again. When
  he starts casting Suntail Hawks, be ready to Flame them when he uses
  Warrior's Honor to make them bigger. Swat them and keep up the Flaming!
Ildavar: Same strategy. Don't worry about his turtles. Cast a Raging Goblin
  with Reckless Charge to keep killing his turtle so he keeps casting a new
  one. At 5 mana, two Goblin Heroes and a Reckless Charge will blow past the
  Turtle and smack Ildavar good. He'll start casting Wind Drakes, just use an
  Engulfing Flames followed by a melee to stop 'em. Don't even bother with
  Reckless Charge anymore because he starts using Unsummon. Just get five
  Goblin Heroes on the board to win.
Akroma: Just quickly use Engulfing Flames, then swat her creatures. When you
  get four mana, cast a Goblin Hero and give it TWO Reckless Charges. Then
  run over to her side and clear the path. Keep swatting all of her 1
  toughness creatures. Then just swarm her with an army of Heroes. She likes
  to taunt a lot. Steal her crystals and run up to hit her when she does! :)

  9.2.1.2 VOLITA
Deck Contents: See section 5.2
Entorin: Always use Engulfing Flames to hit the enemy duelist. But on Tier 2,
  they start using the shield. So now you have to wait until they are casting
  a spell, or taking a swing at your creatures. At four mana, get a Goblin
  Sky Raider flying high and give it Reckless Charge. Entorin will back away
  from it, giving you time to Reckless Charge it again for a few more damage.
  He'll throw a Giant Spider after that. Just cast Reckless Charge again to
  have your Raider kill it (grab the shards). Use Scorching Missile when he
  casts Spider again. Use little 1/1 blockers to stop Elvish Warriors, but
  save up mana and cast Missile repeatedly until he dies. If he doesn't cast
  a Spider, then you likely grabbed all of his shards and he'll cast Defiant
  Elves instead. When he casts a spell, use Engufling Flames. Swat the Elf.
  Cast Flames everytime he summons an Elf so the spell hits HIM (not the
  Elf!) and you will quickly finish him off.
Volita: Start off with Engulfing Flames when she casts a Raging Goblin. Swat
  it. When you get to three mana, Hero + Reckless Charge, then swat her
  defender. This time, the 5 mana two Hero tactic doesn't work because she
  will summon more than one to block with. I instead went ahead and cast
  Fervor, got to full mana, then cast 3 Heroes. After I regenerated mana, I
  cast three more. As I got more mana, I cast more Heroes at a time. If she
  is somehow keeping up and getting enough blockers, resort to straight
  damage: Scorching Missile. Remember to shield when she casts it at you! Use
  Raging Goblins to block Heroes and they'll come back as 2/1 creatures, easy
  to swat at. Engulfing Flames the Sky Raiders one time so you can swat them
  as well.
Zayel: Okay, the computer will NOT shield if she has less than one full mana
  in reserve. So use Raging Goblins with Reckless Charge to keep killing all
  of Zayel's turtles (don't worry, you'll never have them all dead at the
  same time). Be sure to grab the shards! Use scorching missile if she has no
  mana left because it will totally connect. You SHOULD get this off twice on
  her, but it's okay if it only happens once. Don't be afraid to shield the
  hit of her Fighting Drakes. Hit the Drakes back though! Kill the Drakes
  when you have 4+ mana to make her cast a new one. Use Scorching Missile
  right then to have her take the full force of it! Repeat until she dies.
  Keep shielding and hitting her Drakes, or using Engulfing Flames if you
  have 4+ mana to get them both down to 1 toughness at the same time. Then
  when they fly over again, kill one, cast Scorching Missile while backing
  up, kill the other while grabbing the Shards and you should get a second
  Scorching Missile in on her. She should be near death, so keep casting
  Scorching Missile anyway now.
Midia: Cast Raging Goblin on the 2nd crystal and try to time an Engulfing
  Flames for when she swings at it. If you time the Flames BEFORE she swings,
  she will shield instead, and cast Carnophage. Let the Goblin fight it, and
  die, to make the Carnophage respawn to hurt her. Her main attack is going
  to be Juzam Djinns with Liability. The first Djinn will come BEFORE
  Liability though, so get as close as you can to it, and keep blocking it
  with 1/1 Goblins so it respawns 4 times. Swat it the fifth respawn so you
  get the mana. Now, if you played the Quest already, you remember that the
  more mana you currently have, the faster it replenishes? Store your mana.
  When you get near your current max, use Engulfing Flames so she will shield
  it. Keep doing that everytime she gets one full mana crystal. If you have 5
  full mana, run her out of mana with Engulfing Flames then use Scorching
  Missile. This will put you two about the same level of mana. She will next
  cast TWO Juzam Djinns. You should have far more life than her, so this is
  FINE. Use Raging Goblins to block the Juzams, and let them die. You will
  take 1 damage per Goblin death, but she will take 1 damage as well since
  the Juzam's respawn to hurt her. Kill the Juzams at 1 toughness to have her
  be taking 1 damage more than you. This should finish her off because she is
  going down in life faster than you are. Watch out for her Vicious Hunger,
  but your Goblins should be dieing too fast for it to resolve and give her
  life.
Evalisa: Use Engulfing Flames to hit her everytime she casts a creature and
  there are none on the board. She falls for this alot. You can get her down
  to 10-13 easily this way. Just keep swatting everything. When she falls
  under 10 life, she will start casting Venerable Monks. Use Engulfing Flames
  to bring them down to 1 toughness, then swat them right on the center line.
  Evalisa will run up to grab the crystals, hit her once. Every time she
  casts Venerable Monk, use Flames to hit her. Then repeat hitting her at the
  center line. She'll be spending all her mana for nothing to do the same
  thing over and over, while you get to full. Then cast Scorching Missile
  when she casts the next Monk, and repeat the entire process to finish her
  off.
Multani: Your main source of damage against Multani will be Engulfing Flames
  and Scorching Missile. He simply has far too many creatures. If you hear
  him cast a spell and there are no creatures on the board, Flame him! Those
  one points of damage add up. Later on, he will cast Sky Raiders with Giant
  Growth. Cast one of your own, Reckless Charge it, and then cast Engulfing
  Flames once so it will die fighting yours. Otherwise, he Giant Growths it
  when it respawns to attack again. Since you are playing reflexively (you
  do actions based only on what he does), you will have alot of mana building
  up. If you hit max mana are at 9 crystals or so, use a Scorching Missile
  even if he shields it. The mana you get from both Sky Raiders dieing is
  alot, so feel free to cast a Scorching Missile there. When he casts Defiant
  Elf, the moment you see it coming out of the ground, Flame it. He'll waste
  his green mana casting Giant Growth on a dead creature. If you don't Flame
  it in time, use a Raging Goblin with Reckless Charge to block it. Multani
  is not hard, just play a little more passively than you would other colors.

  9.2.1.3 MARAXUS
Deck Contents: See section 5.3
Arcanis: Start off with Flaming him when he casts Horned Turtle. Send Goblin
  Heroes after the first two turtles just to keep him using his mana. Use</pre><pre id="faqspan-3">
  Flames one time on Wind Drakes to swat them out of the sky when get near
  you. The first Air Elemental is probably going to get through, it's okay.
  You won't be ready yet. Shield it and hit it back. If the Air Elemental
  passes his Turtles before he casts Mage's Guile, use Flames to bring it
  down to 1 toughness, then swat it. If NOT, and he makes it immune to your
  Flames, then you'll have to cast a Sky Raider with Reckless Charge. You'll
  get a massive mana boost from the shards that drop.  Cast the Sky Raider as
  late as you can and still block with it, so the shards drop right on top of
  you.
  You should have alot of mana built up, so cast one Goblin Hero at a time.
  One Hero kills one Turtle. Since you have full mana, you get your two mana
  back from casting a Hero much faster than Arcanis gets his two from the
  Turtle back. Everytime Arcanis moves to the middle-back of his side, get
  Scorching Missile ready. Just use that, then block the Elemental with a
  Raider + Reckless Charge, and repeat. Keep him casting Turtles though so he
  doesn't build up the mana advantage you have.
Ihsan's Shade: Alright, use the Raging Goblin tactic to try and hit him with
  Engulfing Flames when he swings at the Goblin. This fight is going to go
  pretty much the same way as against Midia, with a minor difference. Ihsan's
  Shade uses Sengir Vampires before he drops down to Juzam Djinns. So keep
  three mana at all times. You'll need it to Flame the Vampire 3 times and
  then swat it. Cast Scorching Missile if you have 6 mana when he casts a
  Sengir, since you can quickly get the extra 1 mana back to finish the
  Sengir off. Grab all those shards too. Ihsan will cast three Vampires
  total, so he'll take three damage off the Liability he has in play. After
  that, he'll switch to Juzam Djinns. Go ahead and get another Scorching
  Missile in when he tries to cast them. You should be plenty far ahead in
  life, so use the Raging Goblin blocking tactic to make them respawn and
  hurt him. Again, you both will be dropping in life, but everytime you swat
  one of the Djinns, he takes an extra point of damage that you don't. Let
  him commit suicide on the Juzam Djinns, and you'll win.
Multani: Beware Overrun. This time, you cannot play passively. It's just
  asking to be slaughtered. You're key to winning this time will be Volcanic
  Dragon. When he casts Giant Spider, use Flames to get it down to 1 Health.
  Make sure he does not have 5 creatures on the board at once! Kill those
  Elvish Warriors with a Raging Goblin/Reckless Charge combo. Swat the
  Defiant Elves. Block the Gorilla Chieftains with a simple Raging Goblin,
  when it respawns, hit it with Engulfing Flames then kill it to prevent
  regeneration.
  Now, get a Volcanic Dragon on the board. When it flies over, run with it!
  Kill the Spider with a melee hit (1 toughness, remember?), so the Dragon
  goes right past. Best thing to do is summon the Dragon at the very back of
  the arena so you can give it a few Reckless Charges. He'll quickly cast a
  new Spider, which will die to your Dragon, then he casts another one,
  which dies WITH your Dragon. This is fine. Bring the next Spider down to
  one toughness again. You should have massive amounts of mana now, so cast a
  Dragon on the line, then swat the Spider, and cast a second Dragon. Cast
  another Dragon when you have the mana, and you'll quickly finish Multani
  off.
Akroma: At two mana, cast a Raging Goblin, wait for her to swing at it, then
  get her with Engulfing Flames. Do it again at three mana. When she gets to
  four mana, she will back up and cast two Hawks plus Warrior's Honor. Flame
  the first Hawk so it dies before the Honor, then Flame the second one and
  hit it when it gets close. Save mana. When she gets five full mana now, she
  is going to run up to the line and cast Warrior Angel. Use this opportunity
  to get TWO free melee hits in on her. Then back up and Flame the Angel
  three times and swat it to kill it. Now you have a mana advantage. Use the
  Raging Goblin trick again for another cheap shot whenever you have the
  chance.
  Flame the Hawks as she is casting them to get them off the board! Flame to
  weaken the ones that got Warrior's Honor and swat them. Same with any
  Knights she casts. She'll try to cast Warrior's Angel again eventually, so
  get two more free melee hits in on her, then back up and Flame the Angel.
  Cast a Raging Goblin, then Flame her when she swats it.
  PS: There are many times later on she will ignore crystals to cast Hawks.
  Take 'em!
Maraxus: Start off shielding his Engulfing Flames attack. When he gets to two
  mana, he will cast a Goblin Hero, so Flame him as he casts, then cast a
  Raging Goblin to block. Swat the Hero as it comes across. Keep doing the
  same thing. At four mana, cast a Raging Goblin and try the tactic, it
  should work then. At five mana, he runs up to cast a Volcanic Dragon. Swing
  at him once, but not twice. The Dragon attacks too fast for two hits. Back
  up and Flame the Dragon 3 times, then swat it. After that, you have a mana
  advantage. Flame him down to zero mana, then quickly tap on the Y button.
  Keep Flaming him down to zero mana unless you have 4 full mana AFTER
  Flaming him. If you do, cast Scorching Missile. He won't shield unless he
  has a full crystal.
  That will be the strategy for the rest of the game. Shield his
  Scorching Missiles, get a free hit when he casts the Dragon, kill the
  Dragon, Flame him to zero mana, cast Scorching Missile. Rinse, repeat, win!
Mirrora: This one is very difficult. She will fall for the Raging Goblin with
  Engulfing Flames tactic though. She doesn't cast anything until she gets to
  6 crystals, so you can bring her down to about 15 or 14 by then. Great
  starting advantage. After that, get used to shielding Engulfing Flames,
  swatting creatures as she summons them, and using Flames to weaken the ones
  with Warrior's Honor. I managed to use Inferno once and she didn't shield
  it, taking the full six. I do not know if she always lets it hit her or
  not.
  Try to keep the creatures as dead as possible, and use Scorching Missile.
  Watch out for when she casts Reckless Charge on her last Hawk. Usually I
  don't get the last two Hawks killed in time. There is NO TIME to Flame the
  first Hawk, swat it, then do the second the same way. The Haste makes it
  too fast. You're going to have to Flame the first Hawk twice to kill it,
  then Flame the big one once and swat it.

 9.2.2 GREEN WALKTHROUGH
  9.2.2.1 TENERA
Deck Contents: See section 5.1
NOTE: Green has the easiest time. You can go through the all three Tiers with
  just one spell: Elvish Warrior. If you cast nothing but that, everytime you
  get two mana, you will completely obliterate every single opponent.
  However, I don't like to use just that strategy. So I wrote a different one
  for the first two tiers, the third tier is just annoying to write a
  strategy for when playing as Green, so I did resort to the Elvish Warrior
  rush. I'll fix that with some real strategies later though. :)

Tenera: This is easily the fastest Tier to run through. Right before grabbing
  the second crystal, cast a Defiant Elf near the back of your side, then
  block its path, and swat the enemy Defiant Elf. When you get two mana, cast
  Giant Growth on it. This will be the pattern most of the fight. Block the
  path, give Giant Growth. Tenera switches to Elvish Warriors with Run Wild
  later on, just cast a single Defiant Elf then shield the Warrior attack to
  reduce it to zero. When you are at max mana, cast a Defiant Elf and keep
  giving it Giant Growth. Do not spend ALL mana Giant Growthing, as this
  makes your mana replenishing speed very slow. Instead, give the Elf one
  Growth each time you reach max mana. You'll notice you reach it rather fast
  when you are almost full to begin with.
Keroc: Same strategy here. The difference is that you want to let your Elf
  die as a 1/1 when he casts a Carnophage so it will respawn and hurt him.
  Then cast a new Elf, Giant Growth it, swat the Carnophage, and let your Elf
  run past. Give it Giant Growth again, then when it respawns, let it fight
  the new Carnophage and die. Repeat that process to victory. You can finish
  Keroc off in under a minute. ;)
Kuldan: Once again, same strategy. Don't worry about letting the Elf die
  every once in a while if the Giant Growth will put you at 0 mana. Let the
  Elf turn a Goblin Hero into a 2/1 creature so the next Defiant Elf can blow
  by when you swat the weakened Hero. Giant Growth him into Victory!
Alberon: Oddly enough, it's the same strategy! And the meek shall STOMP YOUR
  ENEMIES! Muahaha.. err.. okay.. ahem.. yeah.. Just swat the Youthful
  Knights to save yourself some time. Alberon can die in under 50 seconds.
Ildavar: Same thing. Shield the Wind Drakes, smack 'em, swat them when they
  attack again. You are going to need to be able to Giant Growth the Defiant
  Elves twice, OR, my better strategy.. go smack the Turtles down to 1
  toughness and take the 2 damage. This way your Elf only loses 1 attack
  point when killing the turtles. Another easy victory. Watch out for the
  occasional Unsummon.
Akroma: Pound this hot Angel chick into the dirt the same way you did the
  rest of the duelists. Fastest I ever killed Akroma was 42 seconds with
  Green here. Just smack her creatures, Giant Growth yours!

  9.2.2.2 ENTORIN
Deck Contents: See section 5.2
Zayel: One of the most annoying fights in the game, Zayel will Unsummon
  pretty much everything. The best way to beat her is to keep throwing an
  Elvish Warrior or two at her Turtles ONLY when you have full mana. Get a
  Giant Spider up and give it Giant Growth everytime it blocks. Use Untamed
  Wilds to get to max mana crystals faster, then swarm her with Elvish
  Warriors. Only way to beat her is to swarm her. One big creature just gets
  unsummoned.
Entorin: This fight is alot easier compared to the previous one. Use the
  Defiant Elf + Giant Growth combo from the first Tier of Arcade Duel to beat
  yourself (hehe). When you get to about 7 or 8 mana, stop trying to attack
  and cast a lot of Untamed Wilds to get to 12 max. Just throw what you need
  to block, nothing more. When you get to 12, cast a Defiant Elf, and giant
  Growth him 6 times to finish the enemy off. :D
Volita: Same thing. Giant Growth him into oblivion, but cast a Spider if you
  need it (you shouldn't.. she won't have the chance to cast a flyer). Block
  his path to kill the Raging Goblins yourself, and shield her Engulfing
  Flames attacks.
Midia: Okay, use the Giant Defiant (his new nickname) at the beginning, if
  she casts a Carnophage, let it die to him so the Carnophage respawns to
  hurt her. At 4 mana, she casts a Juzam Djinn. Get close and cast Defiant
  Elves in front of him as cannon fodder so he respawns rapidly, because she
  is going to cast Liability while you do this. When the Djinn is down to one
  toughness go ahead and swat him. Make a Giant Defiant on the line, THEN
  grab the shards from Juzam dieing, and make the Giant.. Gianter? Hehe. Ride
  him to a win.
Evalisa: Giant Defiant is the way to go. When she starts casting Venerable
  Monks, let your Defiant die to one. When the Monk comes over to you, swat
  it for the mana shards. Cast an Untamed Wilds or two to get to 9 mana, then
  make a Giant Defiant out of every ounce of mana you have to overwhelm her
  with (that should be a 13/13 Elf, 11/11 when it hits her cuz of a Monk).
Multani: Giant Defiant all the way!

  9.2.2.3 MULTANI
Deck Contents: See section 5.3
Ihsan's Shade: Start with the Giant Defiant strategy, then proceed on to
  using Giant Growth on a Rushwood Elemental. Use Giant Spiders with Giant
  Growth to block Sengir Vampires. If it comes down to it, you can use an
  army of Gorilla Chieftains. Feel free to use Untamed Wilds to get to 11
  crystals after you grab the 7th or 8th crystal. They take so long to spawn
  new ones then, it's a big advantage.
  Alternatively: Elvish Warrior, Elvish Warrior, Elvish Warrior. Nothing
  else.
Arcanis: Annnnnnnnooooyyyying. Don't even worry about fighting him with
  strategy. Blue has one fatal weakness: it cannot defend against a massive
  ground assault. Just cast Elvish Warrior after Elvish Warrior after Elvish
  Warrior to beat Arcanis. He may get off a Wind Drake. Kill it. More Elvish
  Warriors, please. That's the ticket. Easy kill.
Maraxus: Same thing as to Arcanis. It's cheap, it's quick, it's totally
  deadly.
Akroma: One more time. Elvish Warrior rush!
Multani: Elvish Warrior rush.
Mirrora: Elvish Warrior rush. The computer does not know how to react to it.
  Swat enemy creatures for fun!

 9.2.3 WHITE WALKTHROUGH
  9.2.3.1 ALBERON
Deck Contents: See section 5.1
Tenera: Get up to 5 mana, then cast 5 Hawks. Let them all attack first, then
  when they respawn, cast a new Hawk for any that died, then Warrior's Honor.
  Very quick fight. Swat the Defiant Elf, and just kill the Elvish Warrior by
  taking the first hit to hit it twice, then finish it off when it comes
  back.
Alberon: Basically, you are ripping off Mirrora's tactic here. A swarm of
  Suntail Hawks followed by Warrior's Honor. Swat his Youthful Knights.
Keroc: This strategy will get you through all of Tier 1. 4 Hawks and a
  Youthful Knight, then keep casting Warrior's Honor.
Kuldan: Boom. Youthful Knight kills all ground pounders, Suntail Hawks strike
  from above. Only Blue has a flyer in Tier 1. Use Warrior's Honor so
  everything survives the Engulfing Flames, and you'll finish him fast.
Ildavar: Just like a bad horror movie.. make the Hawks Ildavar's worst
  nightmare!
Akroma: Holy hell, this is the War of the Birds here! It looks soooo cool
  though. ;)

  9.2.3.2 EVALISA
Deck Contents: See section 5.2
Midia: the "When Birds Attack" strategy doesn't work anymore here. Demystify
  her Liability if she ever casts it. Be ready to block the Juzam Djinn on
  her fourth crystal with a Youthful Knight. Two Knights plus a whack will do
  it in. I played around here, because this is an extremely easy fight. Just
  keep blocking the Juzam Djinns with a Venerable Monk, then a Youthful
  Knight. Keep attacking Midia with Venerable Monks in between Djinns. I cast
  Test of Endurance to win this fight. ;)
Entorin: Use Youthful Knights with Guided Strike to kill the Elvish Warriors.
  Start off by waiting for the third crystal, then summoning three Hawks near
  the back of the arena. Hopefully you'll grab the next crystal before they
  get to the other side and be able to give them Warrior's Honor right quick.
  Next, regenerate mana again. Get up to the point to cast two Youthful
  Knights in quick succession. After that, ride Hawks and the Knights to a
  win by giving them Warrior's Honor repeatedly. Cast new Hawks as they die
  to the Giant Spiders. The Spider can only block one flyer at a time.
Evalisa: This is a fun one. At four mana, cast two Hawks and Warrior's Honor.
  At 6 mana, cast 4 Hawks and a Warrior's Honor. Go up to the line and beat
  the living ether out of Evalisa when she is messing with your Hawks. Easy
  to get in 4-8 or more hits during this match! ;)
Zayel: Screw around with her until you hit 7 mana. Cast a few Hawks, a few
  Youthful Knights, etc. When you hit 7 mana, back up to the corner, cast 5
  Hawks and Warrior's Honor. Warrior's Honor over and over.
Volita: This one is going to require more mana. Keep the pressure on with one
  Youthful Knight and a steady stream of Hawks with Warrior's Honor. Try not
  to spend too much mana thugh so you can quickly reach the max when you have
  about eight crystals or so. Then you can cast a full army of Hawks as she
  blows mana Engulfing the front line, and then Warrior's Honor the remaining
  ones when you hit 2 mana left.
Multani: Same strategy. You will be whacking a steady stream of Defiant Elves
  and Raging Goblins, but keep throwing up Hawks with Warrior's Honor. Quick
  victory.

  9.2.3.3 AKROMA
Deck Contents: See section 5.3
Arcanis: Remember, this guy simply cannot handle multiple creatures at once.
  So do just that: Give him an army to worry about. Bunch of Hawks with
  Warrior's Honor will delay him. When you get to 5 mana, get ready to cast a
  Warrior Angel at the same time he casts Air Elemental. Cast it slightly
  back from the line though, so you can give her Guided Strike before she
  fights the Elemental. Then just regen mana until you have 5 again, and try
  to time it to get another one on the board. It's the Hawk swarm at the
  beginning that lets this work, by limiting Arcanis's actions.
Multani: Use Youthful Knights with Guided Strike to kill Elvish Warriors in
  one shot. Get to 5 mana, then cast a Warrior Angel about the middle of your
  part of the arena. Give her Guided Strike everytime she spawns so she kills
  the Giant Spider. Don't even worry about killing Multani, just keep that
  Angel with Guided Strike, and you'll break 50 life. Remember to use Knights
  with Guided Strike to guard your ground front. Cast Test of Endurance when
  you hit 50 life.
Maraxus: Play a bit more defensively here. When you cast creatures, cast them
  in the back of your area. This is so you can stand in front of them and
  shield when Maraxus casts Engulfing Flames. Very useful. Cast a Warrior's
  Honor right before she passes you going over the middle so she'll absorb
  one shot of Flames without losing any base defense. Use Guided Strike if he
  casts a Volcanic Dragon or Goblin Sky Raider. I was at 46 life when my
  Angel finally killed him. I almost got to use Test of Endurance again!
Akroma: You're going to have to outcast her, really. When you get to 5 mana,
  both of you should be throwing a Warrior Angel. Try and get yours out
  before hers, so you can give yours Guided Strike and make it kill hers in
  one hit.
  After that, go for nothing but Thunder Spirits. When you have three Spirits
  flying around, use Warrior's Honor every now and then. But get more mana
  than you are spending, so you when you max out, you can cast 3 Youthful
  Knights and two Hawks, then Warriors Honor twice. Just keep casting
  anything followed up with Warrior's Honor, and you'll win.. :)
Ihsan's Shade: Okay, don't Demystify when he casts Liability. It hurts him
  more than you. When you get 5 mana, cast a Warrior Angel at the back of the
  arena. Give it Guided Strike asap so it kills his Sengir Vampire in one
  stroke. After that, give it Guided Strike or Warrior's Honor (depends if he
  casts a creature or Vicious Hunger). When you get to full mana, cast
  another Angel. Then try and keep them with Warrior's Honor so they don't
  die to Infest, or Vicious Hunger. :)
Mirrora: The main thing is to hold out until 9 or 10 crystals. It's not that
  hard. Use Youthful Knights with Guided Strike to kill 3/3 Goblin Heroes,
  and a simple Suntail Hawk prevents aerial damage. When you have 9+
  crystals, summon 3 Thunder Spirits on the line and regenerate mana. She'll
  spend all of hers fighting them. You may even get to grab a crystal of hers
  during this because she'll be in a corner fighting the Spirits off. Use
  Warrior's Honor every once in a while when you are sitting back there
  replenishing your mana. Cast more Thunder Spirits on the line until you max
  out creatures and just keep using Warrior's Honor. Be ready with Youthful
  Knights to stop the ground charges she does though. Even though she is
  taking a massive beating in the corner, she still finds time to launch an
  attack against you! Go figure. Anyway, it's her attempts to fight back with
  creatures that kills her, because your Spirits hurt her good when she's
  casting spells.


 9.2.4 BLACK WALKTHROUGH
  9.2.4.1 KEROC
Deck Contents: See section 5.1
Tenera: Use Death's-Head Buzzards to begin with. She'll let them keep hitting
  her until she is down to 10 health, then she'll swat them everytime. Just
  bide your with Vicious Hunger and a swat to kill the Elvish Warriors until
  you have 10 crystals and cast 5 Carnophages on the line.
Keroc: Definitely the wierdest fight I ever had.. summon a Death's-Head
  Buzzard on three mana. Shield his Carnophage so it respawns, don't hit it.
  You both should be taking 1 from the Carnophage. Let it hit your shield,
  then respawn - thas 1 damage apiece. Your bird well help bring him down to
  10 faster. Like Tenera, once he's at 10 life or less, he'll kill the
  Buzzard. But the damage is done. You can do three things: keep shielding
  the Carnophage until he dies, cast a Death's-Head Buzzard and smack it
  yourself so the Carnophage is a 1/1, which you can shield and take NO
  damage from (lol, I was bored..), or summon an army of Carnophages on the
  line to finish him off.
Kuldan: Like the previous duelists, he will keep taking the damage from a
  Buzzard until he hits 10 life. So cast one and let it poke away at him.
  When you have 8 or more crystals, summon all Carnophages on the line and
  keep summoning more. Win.
Alberon: This one can be quicker. Use a Death's-Head Buzzard to bring him
  down to 10 life as well, then cast straight Carnophages to finish him off.
  Swat his Youthful Knights so they don't murder your Carnophages!
Ildavar: Use the Buzzards to get him to 10 health like usual, then get ready
  to swarm him. But first, kill his current Turtle, then cast a Buzzard and
  swat it yourself when he casts another one. This will make his Turtle a
  0/3. THEN cast an army of Carnophages on the line. One will kill the Turtle
  without taking damage and respawn, and the rest will go through to hit him.
  Keep summoning Carnophages to finish him off.
Akroma: This was kinda fun! I summoned two things the whole fight. Know what
  that was? Two Death's-Head Buzzards! Use Buzzards to bring her down to half
  life. She likes to taunt ALOT, so run over and smack her while she is
  taunting you. I did about 6 damage total over all her taunting. :P
  Anyway, kill her creatures on the center line, and she'll run up for the
  shards. Hit her! Just keep hitting her. When she is down to 3 or so life,
  chase her to her side and finish her off. Raawwwrr!

  9.2.4.2 MIDIA
Deck Contents: See section 5.2
NOTE: Midia is one hot chick. ;)

Tenera: Get two Liabilities into play, then keep killing his Defiant Elves.
  Use Vicious Hunger on Elvish Warriors to weaken them before killing them.
  Very easy round.
Midia: Fun round here. Get a Liability in play as soon as you can. She casts
  Juzam Djinn, and THEN Liability. So Block the Djinn with a Carnophage, then
  another one if you do NOT have the mana for Vicious Hunger. Swat it then.
  If you have the mana, you should block Juzam's with 1 Carnophage, then hit
  it with Vicious Hunger and swat it. This will give you enough mana to
  repeat it on the next Juzam. Do so until she dies.
Volita: She won't cast many creatures once you get Liability in play. She'll
  focus on using two Goblin Heroes at a time, and Scorching Missile. Use
  Infest to kill the Goblins so Liability really hurts her. Use Vicious Touch
  twice when you have eight full mana to make up for some of the Scorching
  Missiles. Just keep killing her Goblins, and she'll die to Liability.
Evalisa: Keep casting Liability right before you kill creatures. She will
  Demystify it every time, but the damage is already done. When she has a lot
  of mana, let her get 3 or 4 Hawks on the board, then cast Liability
  followed by Infest. This is how you will do most of the damage to her. When
  she is low, she'll switch to just Venerable Monks. So get a Liability out,
  and use Vicious Hunger. Then throw a Juzam Djinn to attack her. This will
  eventually kill her.
Zayel: A tough fight, get two Liabilities in play as soon as possible. Don't
  summon anything, because she'll Unsummon the pain creatures, and just whack
  the Buzzard. Use Infest alot to kill her Turtles and Fighting Drake. You
  may want to send in a Juzam just to force her to throw out more Turtles. If
  so, use Vicious Hunger to get some life back.
Multani: Get two Liabilities in play, and Multani will quickly kill himself
  by steadily throwing creatures at you. When he gets to three green, he will
  start casting Giant Growth on everything he casts, so be ready to kill it
  fast with a Vicious Hunger when he summons them.

  9.2.4.3 IHSAN'S SHADE
Deck Contents: See section 5.3
Multani: Use a Carnophage to block the first Elvish Warrior, then cast a
  Liability and kill it. Cast a Harbinger of Night at 3 mana and let it
  weaken everything. Kill the Elves and take their 1 point of damage. Get a
  2nd Liability into play, and use Infest, Vicious Hunger, and Dark Banishing
  as needed. He WILL cast Giant Growth on a Rushwood, so Dark Banish them if
  he does. The Harbinger will turn the Spiders into 0/2 creatures, so run up
  and hit them and kill them for free. :)
Arcanis: What I thought would be a very difficult fight... wasn't. Just get a
  Liability in play asap. At three mana, cast a Death's-Head Buzzard. It will
  die on his Wind Drake, but it turns the Horned Turtle into a 0/3. Run up
  and hit it twice to make it respawn as a 1/2. Use Infest when his Air
  Elemental comes at you, then take the damage from its hit, but hit it twice
  so it dies and deals Arcanis damage. Keep saving up mana, and using Infest
  as needed.
  Take the hits from a 2/2 Air Elemental so you can kill it, and use Vicious
  Hunger on a Turtle to get the life back. Cast a Harbinger of Night if he
  gets three Turtles in play, and shield the attack from the Air Elemental,
  then hit it once. It should die the next time on your side. When the
  Turtles are down to 0/1 creatures, run up and whack each one once. Keep
  saving mana, and Arcanis will cast Mana Short. Hit him with Soul Feast
  then. Not as hard of a fight as I expected.
Ihsan's Shade: This was a trippy fight! Cast Liability on the 4th mana, then
  save mana for Vicious Hungers and Infests. He's going to cast Sengir
  Vampires next, so use Vicious Hunger or Infest to bring them down to 2
  toughness. Either way, you're going to take two damage. If you use Infest,
  you gain nothing and take 2 when you hit it twice to kill it. If you use
  Vicious Hunger, you gain 2, but take 4 when you hit it twice to kill it.
  So, anyway.. hold out doing this to his Vampires (he will cast three in a
  row) and try to get a 2nd Liability of your own in play (totalling 3 in
  play). When he casts Soul Feast, you cast Soul Feast. Eventually he'll go
  to two Juzam Djinns. This is perfect. Wait for the second one, then Infest
  twice, making them both 1/1 creatures. Swat both to deal 6 damage to your
  opponent. :)  Keep killing his creatures without summoning one of your own,
  and if he is at 4 life, use Soul Feast to polish him off.
Akroma: Again, you'll have to get used to casting Liability right before
  killing creatures because she is going to Demystify it quickly. When you
  kill off two of her Warrior Angel's, she'll resort to a Thunder Spirit and
  a bunch of Hawks. Throw up Liability when blows all her mana, and Infest.
  Then swat the 1/1 Spirit and you'll have dealt a nice four damage. She'll
  Demystify when she gets four mana, giving you a mana Advantage on her. Get
  to full mana, and cast Liability. Get back to max, and cast it again.
  You'll notice that you are reaching full mana faster than she is reaching
  four each time, so you are gaining an even bigger mana advantage. Cast a
  Sengir Vampire followed by a Liability. Run over and swat her first few
  Hawks that she tries to pump up with Guided Strikes and such. After that,
  let Sengir go to work on her. Use Soul Feast as you get the mana available.
  Keep trying to swat her Hawks too, so Sengir hits HER.
Maraxus: A difficult fight. Get two Liabilities in play as soon as possible.
  Use the mana shards from the first Volcanic Dragon to do it. After you cast
  the first Liability, get max mana again. Cast Dark Banishing on the Dragon
  when it it summoned and grab those shards to quickly cast Liability. Also
  watch out, because at four mana, Maraxus will cast Scorching Missile. Now,
  keep killing his Dragons so he is taking damage. When you get to 8 mana,
  use two Vicious Hungers on a Dragon instead. When you get to 10 mana, he is
  going to cast TWO Dragons in a row. Go to the bottom corner of the arena
  and start an Infest so it will hit BOTH Dragons. Infest again quickly so
  both die (you may still take the 2 damage hit from the first Dragon - it's
  okay).
  Watch out though: Maraxus casts Engulfing Flames every time a Dragon dies
  if you have no creatures out (which you shouldn't).
Mirrora: Once again, another White deck with Demystify. Computer opponents
  use this spell WAY too often. Anyway, hold out until you hit 8 mana. Just
  keep casting Infest to kill things, or make them 1/1 so you can swat them.
  Shield her Engulfing Flames or Scorching Missiles. When you get to 8 mana,
  let her cast everything she can, then cast Liability and Infest. She'll
  Demystify when she gets the 3 white mana back, giving you more time to get
  full mana back. Use a Carnophage to block any Goblin Heroes. Watch out for
  her using Guiding Strike on the Heroes after you cast Carnophages, so try
  and cast them right before it's too late. She is going to throw a LOT of
  Scorching Missiles at you. She regenerates mana insanely fast compared to
  you. When you are both at 12 crystals, hit her with a Soul Feast right
  after she casts Scorching Missile so you take 2, gain 4, she takes 4,
  gains.. NOTHING! :D
  Anyway, I had a somewhat difficult fight.. We were both down to 9 at the
  same time, so it wasn't easy to beat her until I started using Soul Feast.

 9.2.5 BLUE WALKTHROUGH
  9.2.5.1 ILDAVAR
Deck Contents: See section 5.1
Keroc: Easy. Unsummon his Carnophage repeatedly to kill him.
Kuldan: Get a Turtle out to block, then just swarm him with Wind Drakes.
Alberon: Same strategy.
Tenera: Again, same strategy.
Ildavar: Once more.. Turtles to block, then swarm with Wind Drakes.
Akroma: Same strategy will beat her as well.

  9.2.5.2 ZAYEL
Deck Contents: See section 5.2
Volita: Use Turtles to block Goblin Heroes, but get two Pendrell Mists into
  play as soon as you can to lock the game down. Unsummon anything she casts
  to drain her mana and eventually kill the creature. Then just use Fighting
  Drakes to attack her repeatedly.
Entorin: Gonna lock him down with 2 Pendrell Mists as well. A funny thing:
Get two Pendrell Mists in play, then simply stand on the line and shield
  his Defiant Elf as it attacks you to force it to use up all his mana and
  die. Feel free to speed up the process with Unsummons. :)
Zayel: Make an army of Fighting Drakes. I had 5 of them on the board by the
  time she died.
Midia: Basically going to do the same as you did against Black in Tier 1.
  Just keep Unsummoning the self-pain creature she casts (Juzam Djinn).
  She'll also cast Liability and a few Death's-Head Buzzards. Swat the
  Buzzards to do some extra free damage. :)
Evalisa: Gonna have to keep swatting everything she summons, and Unsummoning
  anything affected by Warrior's Honor. Then swarm with Fighting Drakes.
Multani: Just keep killing everything and cast a Fighting Drake. He'll
  eventually get around to casting a Goblin Sky Raider. Keep Unsummoning it
  because he's going to give it Reckless Charge and Giant Growth over and
  over again. Ride the Drakes to victory.

  9.2.5.3 ARCANIS
Deck Contents: See section 5.3
Maraxus: A very annoying fight. Survive long enough to get 7 or 8 mana. Then
  cast Air Elemental and give it Mage's Guile, then Counterspell the Sky
  Raider he casts. Stay at the FAR BACK of the arena though. You need to be
  able to counter the Scorching Missiles, and the bigger the distance between
  you and him, the more time you have to counter it (see section 6, Counter-
  spell). Keep summoning Air Elementals to win.
Ihsan's Shade: Counterspell his Liabilities just to annoy him. He'll keep
  trying to cast Liability, Sengir Vampire, Liability, Sengir Vampire... etc.
  Keep them countered until you get an Air Elemental on the board, then just
  Counterspell the Infests to win. You'll have to cast a new Elemental every
  now and then. :)
Multani: Here you are going to have to Counterspell Overruns and Giant
  Spiders. Other than that, use Horned Turtles to block. Save up for Air
  Elementals. In the meantime, get two Pendrell Mists into play and Unsummon
  everything he has to kill it all.
Arcanis: This is going to come down to a match of "King of Counters". Start
  by summoning a Horned Turtle over the line so it fights his first Turtle,
  then match his second one with one of your own. Get these Turtles fighting
  each other! Grab the shards from the Turtles dieing to cast a Fighting
  Drake asap on the 4th crystal, then grab the shards from the others dieing
  to Counterspell anything your enemy tries to cast. Save up mana then. He'll
  try to cast either a Wind Drake or Fighting Drake, so Counterspell them!
  When your Drake dies, just keep Counterspelling and save up some mana. When
  you have 7+ mana, Counterspell followed by an Air Elemental. Get mana again
  quickly so you can Counterspell the Drakes he's going to want to block
  with. Just keep doing that until you win (you will probably need one more
  Elemental to finish him off).
Akroma: This fight is difficult. You're going to have to pummel the crap out
  of a bunch of Hawks to get through to her. Remember that every time she
  gets down to 2 mana when casting creatures, she's going to cast Warrior's
  Honor. Start a Counterspell right before she starts Warrior's Honor, and
  you can stop it, then whack all her 1/1 Hawks easily. Counterspell the
  Warrior Angel as well. Save up mana, then cast a series of Fighting Drakes
  after countering one of her five-hawk Warrior Honor rushes (so she's
  drained of mana). Just keep trying to overwhelm her.
Mirrora: Gonna have to unsummon a lot of stuff here. Go ahead and get two
  Pendrell Mists into play. You won't even be throwing an aggressive creature
  until you have 10+ mana. Keep Counterspelling her Demystify's. She will try
  a few times, then give up and start casting creatures. But watch out for
  when she replenishes three white mana, she may try to sneak a Demystify in
  on you. Just Unsummon her creatures at the lost moment to waste her mana.
  Try to keep ONE alive, don't kill it with an Unsummon yet. Unsummon it
  instead right when she crosses having two full mana. This will eat both of
  those, and you can do this until you have a full 12 crystals. If you mess
  up even the slightest, she will roast you with Scorching Missiles and
  steady Demystifys. This is definitely the toughest fight in the entire
  Arcade. Anyway, once you reach 12 mana, summon four Horned Turtles on the
  line. Then let her ground creatures die to them/kill them. You're only
  going to really hurt her by making her come up for the mana shards and eat
  a Turtle bite or two. Just keep doing that. Counterspell the Warrior's
  Honor as you see them coming. If she is doing the Goblin Hero, Warrior's
  Honor, Guided Strike, Reckless Charge over and over again after you
  Unsummon them (by now, she has destroyed both enchantments - that's okay,
  not needed anymore), cast a flying creature with 4 defense (Air Elemental
  or Fighting Drake, either one is fine). This will stop her long enough to
  let your Turtles actually hurt the damn Goblins. Anyway.. have fun poking
  her to death with the Turtles.
  Let them kill her creatures, and die. That is how you will win.

 9.2.6 CUSTOM DECK WALKTHROUGH
Sorry, there is no Custom Walkthrough. Use this instead to practice decks, make
and test your own. You need to think and try stuff! Otherwise.. just use decks
that are listed (or will be listed) in the Decks section. Good luck with it!

10. CREDITS
I'd like to give credit to.. myself, for starters. Thanks to people at the
GameFAQs forums, and the official forums hosted by Atari. Major credit goes
to Atari and Secret Level. Naturally Microsoft gets it's fair share,
otherwise there would no console to play this game on, or it'd be just another
PC game! :)

A lot of information was taken from the manual (for
those who don't get a manual, such as in a rental) before I
expounded on it with my own information.


11. LEGALITIES
All trademarks and copyrights contained in this document are owned by
their respective trademark and copyright holders. No part of this material
may be copied without obtaining the author's consent. The author is in
no way affiliated with Secret Level, Wizards of the Coast, nor Atari.