(¯¯¯¯¯¯\   (¯¯¯¯¯) (¯¯¯¯¯¯¯\  /¯¯¯¯¯¯'¯)/¯¯¯¯¯¯\  ,'¯¯'-'¯)
       '-.    \   ¯)  (   ¯¯¯¯¯\  \(  ,'¯¯¯\/ ¯\   (¯ ,'  ____ /
          )    \  (    \ /¯} ___)  |  )  ____   )  | (   /   (/
         (  _   \/\\/\  \\ \/  __  (  \ (_   )  |  | |  (      2 0 1 5
        /\\/ \     )  \  \\   / /  )\  '-'  (   )  (_(   '-._____,
       /  )   \   /    )  \'./ (_,'  \____/\ ),'    / '.     ____/
      /  /     \  \    {   \                \)\,'¯¯¯    '.-'¯
     /  (_      )  \    )   \_  |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
   ,'     ;     )  /  ,'      ) | Game & Expansion FAQ/Walkthrough -by-   |
  (,'¯¯¯¯¯      \_/   (,'¯¯¯¯'  | Shotgunnova (P. Summers)                |
                                | EMAIL: shotgunnova (a+) gmail (d0t) com |
                                |_________________________________________|

   I. CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CNTR
  II. TH' BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . THBS

      Story ............................................................ STRY
      System Requirements .............................................. SSTM
      Important Terms .................................................. MPRT
      Tips N' Tricks ................................................... TPST

 III. WALKTHROUGH  . . . . . . . . . . . . . . . . . . . . . . . . . . . WLKT

      01) Innistrad .................................................... WLK1
      02) Theros ....................................................... WLK2
      03) Ravnica ...................................................... WLK3
      04) Shandalar .................................................... WLK4
      05) Zendikar ..................................................... WLK5
      06) Alara .................................... [DLC Expansion] ... WLK6

  IV. APPENDICES . . . . . . . . . . . . . . . . . . . . . . . . . . . . APPN

      Achievements ..................................................... ACHV
      Card Lists ....................................................... CRDL
      Card Overview .................................................... CRDO
      Deck List (Player) ............................................... DCKP
      Deck List (Opponent) ............................................. DCKO
      Expansion Guide .................................................. EXPN

   V. FREQUENTLY ASKED QUESTIONS . . . . . . . . . . . . . . . . . . . . FAQZ
  VI. UPDATES & CONTRIBUTIONS  . . . . . . . . . . . . . . . . . . . . . UPDT
 VII. LEGALITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . LGLT

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I. CONTROLS                                                              [CNTR]
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Here's the default controls for the game. Keyboards without numpads will have
to remap, although it's rare to ever need those functions.

Pause Menu ------------> Escape
Help ------------------> H
Up --------------------> Up
Down ------------------> Down
Left ------------------> Left
Right -----------------> Right
Select/Perform Action -> Return
Cancel Action ---------> Escape
Toggle Zoom -----------> 1
Toggle Timer ----------> Spacebar
Continue --------------> Tab
Mana Tapping ----------> Left Ctrl
View Extra Card Info --> F1
View Last Action ------> ---
Table View ------------> Numpad 2
Move View Left --------> Numpad 4
Move View Right -------> Numpad 6
Aerial View -----------> Numpad 8
Toggle Free Selection -> F
Text Chat -------------> Y
Voice Comm ------------> V

Mana tapping applies when the game prompts one to manually select -- hitting
left Ctrl will cycle through the tapping permutations. The AI used to be
awful here, until it was patched last year, and now it's fairly good. The
game will prioritize tapping lands if one can't use them, and saves special
lands (dual/tri-colors) for last, if possible.

Text chat and voice communication apply to multiplayer. Push 'V' to talk if
one has those capabilities.

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II. TH' BASICS                                                           [THBS]
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STORY                           [STRY]
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"Hone your skills as you battle your way across the planes of the Multiverse.
Beware though, Planeswalker. Your biggest danger lies ahead. Garruk
Wildspeaker, the greatest hunter known, has fallen under the curse of the
Chain Veil. He now mercilessly stalks his own kind. Find him and stop him...
before he finds you!" -- Promo info

SYSTEM REQUIREMENTS             [SSTM]
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OS: Windows 8/7/Vista (XP not supported)
Processor: 2GHz CPU (Pentium 4 or equivalent)
Memory: 1 GB RAM
DirectX: Version 9.0c
Sound Card: DirectX 9.0c compatible sound card
Graphics: 512MB DirectX 9.0c compatible video card w/ Pixelshader 3.0 support
Additional Notes: Memory: 1GB RAM (2GB for Vista and Windows 7)

IMPORTANT TERMS                 [MPRT]
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Here's a list of need-to-know terms for general gameplay, as well as some I
use in the walkthrough.

• ACTIVATED ABILITY: These are abilities that require paying a cost -- such
  as tapping, paying mana, sacrificing a fellow creature, etc. Activated
  abilities are typically found on permanents, but some can be used from the
  graveyard, such as Soul of Zendikar's ability. Creatures currently going
  through "summoning sickness" cannot activate abilities whose costs require
  tapping.

• ANNIHILATOR: Keyword ability (found only on "Kozilek, Butcher of Truth" in
  this game) in the form of "Annihilator #". When the Annihilator creature
  attacks, the opponent sacrifices permanents of their choosing equal to
  the creature's annihilator value.

• BEATSTICK: Slang term for any creature that's a good attacker. This often
  means high attack power or good abilities. For example, Terra Stomper has
  Trample and is an 8/8, ensuring that whenever it attacks, it's likely to
  do some damage (at the very least, kill some blockers).

• BLOODRUSH: Keyword ability. Paying a creature's Bloodrush cost discards
  the card and bestows its ability to another target creature. For instance,
  Wrecking Ogre's Bloodrush grants +3/+3 and double strike to a specified
  attacker. The Bloodrush cost tends to be more stringent than if one had
  played the creature normally.

• BOUNCING: This is the playful term for returning cards on the field to its
  owner's hand or library. Bouncers can be instants (Vapor Snag), creatures
  (Dinrova Horror), artifacts (Æther Bomb) and so on. Cards that are bounced
  lose all counters placed on them, and this isn't a "destroy" effect, so it
  can affect indestructible creatures.

• CASCADE: An enemy-only keyword ability. When a spell with Cascade plays
  out, its owner picks up cards from the top of their deck until they find a
  nonland permanent with a CMC lower than the Cascade's. The chosen card is
  played cost-free; the other cards picked up are put on the library's bottom.

• CMC (CONVERTED MANA COST): This is the cost of a card taken as whole. For
  instance, a Soul of Zendikar costs 4 colorless mana and 2 green mana, so
  its CMC would be 6 (4+2). Cards with a variable mana amount of "X" are
  considered "0" for CMC calculation. Example: Genesis Hydra is 2 green mana
  + "X" colorless mana, where "X" can be any applicable number. Its CMC is
  simply 2, the most basic amount that can be played to cast it.

• CONVOKE: Keyword ability. Cards with Convoke cost 1 mana less to cost for
  each creature its player taps while it enters. If a creature shares a color
  with the Convoke card, it can count as that color's mana instead of just a
  colorless mana. Example: Meditation Puzzle costs 3 + 2 white mana (CMC 5).
  It effectively costs nothing if one taps 5 white creatures; if one only has
  5 black creatures, only the 3 colorless mana could be Convoked for a lower
  cost.

• COUNTERING: This is done through instants that specify "counter target
  spell," along with perhaps other text. Basically, when an opponent tries
  get a card on the field, a counter (Negate, Dissolve, etc.) can be played
  to prevent it effect from occuring. Counters in this game tend to be blue
  cards.

• CYCLING: Keyword ability on some cards, each with their own mana cost. If
  the cost is paid, one discards that card and draws another ("cycling") or
  can search for a specific card (such as "landcycling"). Which type of
  cycling is applicable will be said on the card.

• DEATHTOUCH: Keyword ability. Creatures with deathtouch will destroy any
  creature they deal damage to. Example: Pharika's Chosen (1/1) is chosen to
  block a Nemesis of Mortals with Monstrosity (10/10). If it's a normal
  battle, the two trade blows, and instead of surviving as a 10/9, the
  beatstick is killed as well. Deathtouch is dealt only any type of damage,
  but creatures immune to certain types of damage (like Guard Gamazoa) won't
  be slain. Creatures that pay their regeneration cost aren't destroyed by
  deathtouch.

• DEFENDER: Keyword ability. Defenders can block but can't attack, which
  befits their higher toughness. Examples: Wall of Omens, Guard Gomazoa.
  Some cards (Gargoyle Sentinel, Ogre Jailbreaker) can remove Defender with
  their own abilities; others will need Warmonger's Chariot to attack. Note
  that just because they're prevented from attacking, it doesn't mean they
  don't deal combat damage!

• DESTROY: Type of ability that, well, destroys the target card type, either
  outright (Flesh to Dust) or when a condition is met (Reprisal, Assassinate).
  Cards with "indestructible," like Creepy Doll or Darksteel Ingot, are
  immune to destroy effects. Same goes for cards with protection from the
  spell's color (ex: the white Divine Verdict does nothing if used on a foe
  with protection from white).

• DEVOTION: This is used in some cards, the value of which is equal to the
  number of specified mana symbols in mana costs of all permanents one
  controls. Example: Nylea's Disciple gains life equal to one's devotion to
  green. Mana symbols in the card text (such as "pay green mana, tap: get
  X effect") don't count toward devotion.

• DEVOUR: Keyword ability. Creatures with this ability get +1/+1 counters
  for each creature one sacrifices as it enters the field. How many counters
  it gets depends on the written text's Devour cost. Example: Thorn-Thrash
  Viashino has Devour 2, so it gets +2/+2 for each sacrificed creature. Any
  creature one controls (token, opponent-owned, etc.) can be used for the
  devour cost.

• DISCARD: This term found in many cards means to "send the required amount
  of cards from hand to graveyard". Mind Rot, for one, would make a target
  player discard 2 cards. If a player has no cards in their hand, the effect
  basically does nothing. (Examples: Ostracize, Monomania, Blightening)

• DOMAIN: Keyword ability. This increases a spell's effect based off how many
  basic land types one owns. For instant, Drag Down gives -1/-1 to a target
  creature in just this manner. If one controls a Swamp, Mountain and Forest,
  Drag Down would do -3/-3. There's only 5 basic land types, meaning Domain
  abilities top out at that number. (Other examples: Matca Rioters, Spore
  Burst, Wandering Goblins).

• DOUBLE STRIKE: Keyword ability. Creatures with double strike deal both
  first strike and normal combat damage. (Examples: Wrecking Ogre, Two-Headed
  Cerberus) If a creature with double strike fights another creature with
  that ability or first strike, damage is dealt concurrently.

• ENCHANTMENT: Type of permanent that stays on the field or (as an Aura) is
  attached to a creature. These have a variety of effects -- too many to list
  here, actually -- but remain in play until destroyed. Auras are destroyed
  when the creature they attach to is destroyed, unlike Equipment.

• EVOLVE: Keyword ability. Creatures with Evolve get a +1/+1 counter each
  time an ally creature with higher power or toughness enters the field. For
  instance, the 0/1 Cloudfin Raptor has this ability. If one then plays a
  Wandering Wolf (2/1), which has higher power, Cloudfin would get a token
  and become a 1/2. If one played a Young Wolf (1/1), nothing would happen,
  since is power is equal to Cloudfin's.

• EXALTED: Keyword ability. When a creature attacks alone, it gains +1/+1
  for every controlled card with Exalted -- including its own, if able --
  until turn's end. (Examples: Akrasan Squire, Rafiq of the Many) The 1-turn
  boost applies to any ally attacker, not just those that have Exalted, note.

• EXILE: Similar to the graveyard zone, only cards placed here are generally
  removed from the game permanently. (Examples: Angelic Edict, Anger of the
  Gods) Some exiled cards may be brought back through other effects, such as
  its source leaving the field (Banisher Priest) or simply through a natural
  part of its effect (Cloudshift).

• FIELD NUKE: This is just the slang term for a card that destroys all or
  most cards currently in play (ex: Planar Cleansing and In Garruk's Wake).
  Similarly, the term "nuking the field" means damaging all creatures, often
  killing most. Minor examples in this game would be Marsh Casualties or
  Anger of the Gods.

• FIRST STRIKE: Keyword ability. Cards with first strike, when attacking or
  blocking, deal damage first instead of concurrently. To illustrate, a 1/1
  creature with first strike would kill a 100/1 creature, rather than both
  dying. (If two creatures with first strike attack, concurrent damage is
  dealt, i.e. neither gets the advantage.)

• FLASH: Keyword ability. Flash is found on noninstant cards and lets them
  be played at any time one could play an instant. A few creatures have the
  ability inherently (Breaching Hippocamp, Pestermite, etc.) while sorceries
  can be granted the ability through Quicken.

• FLASHBACK: Keyword ability. Cards with Flashback can be played from the
  graveyard for a CMC slightly higher than their normal one, getting another
  chance to use the effect. Doing this exiles the card, however. (Examples:
  Think Twice, Chill of Foreboding)

• FLICKERING: This is the term for a card that exiles a card and immediately
  brings it back, such as Cloudshift. Doing this evades any type of targeted
  spell (saving the creature), and removes all damage, auras and equipment.
  If the card had an effect that triggers when it enters the field, that
  effect triggers at that time. Flickered targets reappear untapped, although
  any effect that would tap them as they enter would apply immediately, too.

• FLYING: Keyword ability. Cards with flying ("flyers") can't be blocked
  except by creatures with flying or reach.

• GRAVEYARD: This is the pile where destroyed creatures, discarded cards and
  used instants/sorceries/artifacts end up. Some cards affect the graveyard
  from the hand or field, while effects for Unearth or Flashback can only be
  paid while their cards are in the grave. Some cards, like Dryad Militant,
  exile cards that would end up in the graveyard instead.

• HASTE: Keyword ability. Creatures with haste can attack as soon as they
  enter the field, rather than being affected by summoning sickness. Haste
  is also used in other keyword abilities, like Unearth.

• HELLBENT: Keyword ability. Creatures with Hellbent get an extra effect if
  their owner has no cards in the hand. None of the applicable cards are
  available to this game's player, however, so this isn't too important to
  remember.

• HEROIC: Keyword ability. Heroic triggers when the applicable creature is
  targeted by its owner's spell (instant, sorcery, aura, etc.), in addition
  to whatever that spell does. For instance, if your Agent of the Fates was
  about to die, using "Gods Willing" on it could save it from destruction,
  as well as trigger its Heroic ability that makes opponents sacrifice a
  creature. Heroic can be triggered any number of times per turn, but doesn't
  activate when attaching equipment like Greatsword, Darksteel Axe, etc.

• HEXPROOF: Keyword ability. Creatures with hexproof can't be targeted by
  the opponent's spells and abilities. For example, Primal Huntbeast is a
  green 3/3 with hexproof. An opponent couldn't target it with Auger Spree
  to kill it, but could use something that deals damage w/o targeting (like
  Anger of the Gods) to destroy it. Hexproof creatures can be sacrificed,
  if they're the only applicable target. The owner of the hexproof creature
  can still target it as normal, however.

• INDESTRUCTIBLE: Keyword ability. Cards with indestructible aren't destroyed
  via combat damage or "destroy target creature" effects. They can, however,
  be returned to the hand/deck, placed into the graveyard, sacrificed and
  sent to the graveyard if their toughness reaches zero.

• INSTANT: Card type. Instant spells can be cast any time, allowing one to
  respond to an enemy's actions. It's always good to have some of these in
  the deck (in some cases, a lot of 'em!).

• INTIMIDATE: Keyword ability. Cards with Intimidate (like Accursed Spirit)
  can only be blocked by cards that share a color with it. There aren't many
  cards that have this keyword in the game, so this rarely matters.

• LANDWALK: Keyword ability. Cards with landwalk can't be blocked by any
  opponent that control a particular land card. One opponent (Ocean's Might)
  takes advantage of this by enchanting opponent lands, letting otherwise
  annoying downsides to their creatures become a nonissue. Lands that count
  as two basic types (such as a Bayou being a Island Swamp) would trigger
  both islandwalking and swampwalking.

• LIBRARY: a.k.a. the 60-card deck one uses. In normal play, a single card's
  drawn from here each turn during the upkeep. When a Scry effect goes off,
  it's the library that is affected. Any effect that relates to searching
  will typically shuffle the library; some effects may shuffle (combine) the
  graveyard and library. If one attempts to draw a card from the library and
  there are no cards left, that player loses the game.

• KICKER: Term found on several cards, denoting a seconary (optional) cost to
  pay when casting it. "Kicking" a spell will give both effects, giving the
  spell more oomph. For instance, Blood Tribute makes an opponent lose half
  their life. If one pays the kicker (tapping a vampire), one gains life
  equal to the amount the opponent loses.

• LANDFALL: Keyword ability. Cards with Landfall have their effects trigger
  when its owner puts a land onto the field. (Examples: Adventuring Gear,
  Bloodghast, Grazing Gladeheart) Landfall triggers when a land is put onto
  the field through ANY method, like Elvish Pioneer or Cultivate, not just
  the once-per-turn alloted play.

• LEGENDARY: Card type specifying particularly good cards. The main thing to
  remember in this game is that only one copy of the legendary can be one's
  control. For instance, playing "Hall of Triumph" with a +1/+1 to black
  creatures. If one uses another Hall to give +1/+1 to white creatures, the
  game will force one of those to be sacrificed (player's choice).

• LIFELINK: Cards with this keyword ability, when dealing combat damage, also
  gain that much life. (Examples: Trained Caracal, Child of Night, Baneslayer
  Angel) Combat damage applies to both attackers AND blockers, remember.

• MANA STARVATION: Slang for having good cards, but not enough mana to play
  them with. One can help this somewhat by making sure the ratios in the deck
  are good (24 lands is reasonable), but luck will still factor in. Having too
  much mana is referred to as a (mana) flood.

• MILLING: This is the term for forcing an opponent to put cards from their
  library into the graveyard, such as with Tome Scour or Hedron Crab. Players
  automatically lose the game if, during their upkeep, they have no cards to
  draw, thus making speedy mill decks a fun alternative to beating a foe into
  submission. ("Milling" is derived from the "Millstone" artifact's effect,
  and it's included in this very game!) Any type of forced discard situation
  can be referred to as milling, i.e. "hand milling".

• MIRACLE: A keyword ability only available to the enemy. Cards with Miracle
  have a normal mana cost, then a "Miracle cost" -- basically, a super low
  cost applicable only after it's immediately drawn. Example: Avacyn's
  Banishing Stroke.

• MONSTROSITY: Keyword ability that allows users to pay a secondary cost to
  power up a creature. For instance, Stormbreath Dragon has Monstrosity 3,
  and will get +3/+3 when its cost is paid, in addition to its other effect.
  Monstrosity can only be done once as long as the card is on the field, but
  can be repaid if it leaves for some reason (Rescue from the Underworld,
  Cloudshift, etc.)

• MORBID: Keyword ability. When an opponent is dealt damage during a turn,
  any creature with Morbid entering that turn triggers that ability, often
  in the form of extra +1/+1 counters. One doesn't get any cards with this
  keyword inherently, although they can be used temporarily when playing as
  Garruk in the expansion.

• MULLIGAN: If one draws a poor opening hand, one can 'mulligan' to redo that
  draw for another seven. One can do mulligans after that as well, though the
  returns diminish immediately: after the first one gets 6, then 5, etc.

• PERMANENT: These are cards that stay on the battlefield, and typically mean
  creatures, enchantments and artifacts. Instants and sorceries are used up
  when cast and go to the graveyard.

• POPULATE: Keyword ability. When an effect with Populate occurs, its owner
  selects a token they control and creates a duplicate of it.

• PROTECTION: Keyword ability, often in the form "protection from _____". The
  blank portion is typically a color or card type. For instance, Stormbreath
  Dragon has protection from white -- meaning it incurs no combat damage from
  white sources, nor do abilities from white source affect it. Baneslayer
  Angel has protection from demons and dragons, and follows a similar format
  of what doesn't affect it.

• REACH: Keyword ability. Reach-capable creatures can block creatures with
  flying. That's...pretty much all it does, but it's quite useful if one
  doesn't have any flyers to combat the foe's.

• REBOUND: Keyword ability. Cards with Rebound, once cast, are cast a second
  time for free during its owner's next upkeep ability. Only one enemy has a
  card of this nature, so remembering the specifics ain't too important.

• REGENERATE: Creature keyword ability with its own cost. Paying a creature's
  regeneration cost will save it from being destroyed, by removing any damage
  counters it had prior to regeneration and tapping it. (Damage dealt after
  regeneration isn't removed, however.) Regeneration won't prevent sacrifing
  or bouncing, and if the regenerated creature's toughness becomes 0 somehow,
  it's still sent to the graveyard (this is a state-based action). Examples
  of regeneratable creatures: Asphodel Wanderer, Drudge Skeletons.

• SACRIFICE: Type of removal effect in which cards are sent to the graveyard
  as a cost (Corpse Blockade) or through an effect (Tribute to Hunger). This
  isn't the same as a "destroy" effect, note. Often shortened to "sac".

• SCRY: Keyword ability. Cards with Scry allow it owners to look at the top
  of their library, up to the text's specified number (like "Scry 2"), and
  then put them back in a preferred order.

• SHROUD: Keyword ability. Cards with shroud can't be targeted by spells or
  abilities, even by their owners. That's what separates them from the more
  flexible Hexproof keyword.

• SORCERY: Card type. These can only be cast during one's own main phase,
  making them a slower -- but no less powerful -- version of instants. Some
  sorceries may have instants that give similar effects. Example: Vapor Snag
  is a CMC 1 bouncer, and the target's owner loses 1 life. Void Snare has the
  same cost but can bounce most permanents, not just creatures, which balances
  out its slower use.

• SOULSHIFT: Enemy-only keyword ability. Creatures with Soulshift, when they
  die, can add a Spirit card from their graveyard to the hand, equal or less
  than the Soulshift's value. Example: Nightsoil Kami has Soulshift 5, so it
  can fetch a Spirit with a CMC of 5 or less. Its own CMC is 6, so it can't
  fetch itself. Only one deck in the game deals with Soulshift, and it's an
  expansion-only one, so learning about this is of middling importance.

• STACK: When players use abilities or cast spells, they don't immediately
  work -- they're placed on the "stack". Doing so gives players the ability
  to respond to them; if they do, those responses go on the stack as well.
  When no more spells or abilities are on the stack, the topmost (most recent)
  ability resolves first, and this continues on until all have resolved. Make
  good use of the stack to save grief!

• SUMMONING SICKNESS: Creatures who haven't been continuously controlled
  since the beginning of the most recent turn have "summoning sickness" --
  it prevents them from attacking or using activated abilities with costs
  that require tapping. Creatures with the Haste keyword don't enter the
  field with summoning sickness.

• THINNING: Term for cards used for putting cards quickly out of the library
  in order to raise the chances of drawing into something better. Squadron
  Hawk can fetch 3 other Squadron Hawks when it enters the field, and is a
  good example of thinning. Many mill cards can target their owner to help
  on this end, too.

• TOKEN: Some generated creatures are represented as tokens, and treated the
  same as them. Tokens are not considered "cards" in the same way others are
  found in the library, however. If one is killed, it goes to the graveyard
  long enough to trigger any applicable abilities that may care, and promptly
  disappears from the game. If a token is bounced to the hand or exiled, it
  also disappears.

• TRAMPLE: Keyword ability. Normally, blocked attackers won't deal any damage
  except to the blocker. However, creatures with tramper, providing their
  power is higher than the blocker's toughness, deal the difference to the
  player. Example: if Terra Stomper (8/8) is blocked by a Wall of Omens (0/4),
  it would deal 4 damage to Wall of Omens' owner.

• TRIBUTE: The card entering the field will having something like "Tribute 3".
  The card owner's opponent will have to choose: have that card enter the
  field with +1/+1 counters (equal to Tribute number) or, if tribute isn't
  paid, deal with the secondary effect that activates.

• TUTOR: Tutoring is the ability to search one's library for any card, then
  put it into one's hand. Basically, it's the best searchability available in
  the game. The name is derived from "Demonic Tutor," a cheap card that had
  that exact function, and lives on through the term. (This isn't a keyword
  ability, note.)

• UNBLOCKABILITY: Cards that say "X can't be blocked" -- like the 1/1 Triton
  Shorestalker -- can't be assigned blockers when they attack.

• UNEARTH: Keyword ability. Similar to Flashback, this applies to cards in
  the graveyard. Paying the unearth cost brings the creature into battle once
  more, gives it haste and exiles it at turn's end (or if it would leave the
  field before then). This grants decks extra oomph during the attack phase
  or reuses a creature's effect. Make sure to time it right!

• UNDYING: A keyword ability. Cards with Undying, when they leave the field
  without a +1/+1 counter, immediately return to the field with a +1/+1
  counter. Examples of cards with Undying: Howlgeist, Young Wolf, Butcher
  Ghoul. If an Undying creature perishes with a counter received from another
  source (like Timberland Guide), it won't trigger.

• UNLEASH: Enemy-only keyword ability. Creatures with Unleash can be chosen
  to enter the battlefield with a +1/+1 counter, but can't block as long as
  they have a +1/+1 counter. (Even if the counter comes from another source,
  like Timberland Guide, they still can't block.)

• VANISHING: Keyword ability. Permanents with Vanishing enter the field with
  a certain amount of time counters on it. During the upkeep, if the creature
  has a time counter on it, one is removed -- a process that repeats until it
  has no counters left. When that happens, the permanent is sacrificed. No
  card available to the player has this, however.

• VIGILANCE: Keyword ability. Cards with this keyword don't tap as they
  attack, meaning they'll be available in the next turn to act as a blocker.
  They can, however, be tapped through other methods (Crippling Chill, etc.)

• WEENIE: Any creature with low power and toughness. These cards are often
  easy to get out (many tokens spawn as 1/1s) and may have abilities to pump
  up themselves up, such as Cruel Sadist giving itself a +1/+1 counter.

TIPS N' TRICKS                  [TPST]
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As usual, anyone who has good tips can send 'em to me and get credited here.
Here's a few of my own for rookies.

• Remember when cards can be used. Instants can be played most any time, but
  sorceries can only be played (by default) during one's own main phases.
  Creatures with Flash, and sorceries following Quicken, can be played any
  time instants can, making for surprise combos.

• Make sure created decks have a fighting chance. A basic formula is having
  about 20 creatures, 20-24 lands, and the rest as instants/sorceries/extra
  creatures. A deck with too many creatures, too few lands, or no utility
  given by sorceries/instants tends to flat-out suck, often in many ways.

• Learn good mana conversation. For instance, let's say one has 3 mana and
  a Millstone on the field. When's the best time to use Millstone? Right as
  the turn begins? Generally, no. Millstone isn't likely to be essential, so
  it can probably be put off until the end of the foe's turn. This allows
  mana to be devoted to necessities. (Example: if one wastes two mana using
  Millstone, one might lose the chance to kill an annoying creature or block
  a particular spell.) Mana is lost in-between turns, so feel free to expend
  any remaining before then -- the opponent will use the same wait-and-see
  tactics!

• Try different decks. Maybe one starts with a green deck and finds that it's
  too slow for a situation. Maybe one's white deck is great for life gain but
  can't cope with the foe's instant win condition. Maybe one's black deck is
  powerful, but the opponent's control cards constantly foul things up. Don't
  hesitate to make a new deck and try it out, or even adopt strategies and
  cards the opponent's using, when possible.

• Explore! When a new plane is unlocked, try doing some of the exploration
  duels to earn new booster packs. Whether it's Theros or Zendikar, there'll
  be great cards to find -- some mainstays, some seemingly worthless. Later,
  maybe one'll want one of those "worthless" cards for a particular combo or
  build.
                                                   _________________________
___________________________________________________/ III. WALKTHROUGH [WLKT] |_
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INNISTRAD                                                                [WLK1]
_______________________________________________________________________________
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Pre-walkthrough notation guide! Here's things I judge opponents' decks on.

CONTROL -: How good the deck is at forcing inopportune situations on the
           foe via abilities and noncreature cards. Things like bouncing,
           mandatory sacrifices, hand destruction, creature theft, etc. Doing
           noncombat damage affects this rating, too, though not as much as
           the listed acts.

DRAWPOWER: How good the deck is at maintaining a sizeable hand. The more
           creatures/instants/sorceries that give card draws, the higher this
           rating is.

SPEED ---: How fast the deck is at filling the field and putting the opponent
           on the ropes. This doesn't factor in how easy it is to kill them,
           only how quick they can get in position to take advantage of a foe
           who can't deal with 'em properly.

STAYPOWER: How well the foe's monsters stay on the field. Abilities like
           Undying and Regeneration will typically improve this rating.

STRENGTH : How tough the creatures are in general. This is mostly based off
           creatures' power rating.

SYNERGY -: How well the deck's thematic unity is -- whether its parts work
           together or it's just thrown-together dreck.

RETRIEVAL: How well the deck can fetch cards from the graveyard and library.
           Decks that lack cards for either have a "none" rating.

P.CHANGES: Planeswalker difficulty changes. Some decks change their lineup a
           bit on the highest difficulty and will be listed here (if any).

============================================================================

When first accessing the game, one:

• receives booster packs for pre-purchasing and/or owning Magic 2014
• receives a "Soul of Zendikar" promo code
• can set the difficulty (walkthrough is for default "Mage" difficulty)
• select a persona (profile icon) that best represents you!

Some of these can be checked or changed in the Help & Options tab, and it's
recommended to visit there to make sure one's got all the preferences set
just so. For instance, changing window size, dialing down the LOUD volume,
turning on/off abilities (like whether the game does positive card effects
automatically, although I dunno why anyone would do this), etc.

First-time players will automatically be brought to the Tutorial screen when
accessing single-player mode. Those unfamiliar with Magic will want to go
through in order (it's very intelligible for a guide), though old hands can
skip to the final battle. There's a Steam achievement for going all the way
through.

Next, one picks a color of one's favorite affinity. This will narrow down the
options for the premade deck one chooses.

• Blazing Intellect [Blue/Red]
• Chaos & Slaughter [Black/Red]
• Cruel Denial [Black/Blue]
• Echoing Roar [Blue/Green]
• Freezing Winds [Blue/White]
• Heed the Call [Green/White]
• Heroic Charge [Red/White]
• Life and Death [Black/White]
• Natural Order [Black/Green]
• Smash and Burn [Green/Red]

** NOTE **
The walkthrough was created before the free Master of Monsters and Riddles
of Steel add-ons. They will be able to add extra oomph to most strategies
listed within, especially recyclers like "Sheoldred, Whispered One"; the 6/6
token-spawning "Utvara Hellkite"; "Felidar Sovereign" with its instant win
condition; and a helpin' of extraartifact support.

___________________________________
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FINAL TUTORIAL DUEL: POLIS CRUSHER |===========================================
___________________________________|                        DIFFICULTY: 1 of 5
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Creatures [15]                         Instants [2]

[×2] Foundry Street Denizen            [×2] Shock
[×2] Kiln Fiend
[×2] Marauding Maulhorn                Sorceries [4]
[×2] Primal Huntbeast
[×2] Regathan Firecat                  [×2] Krenko's Command
[×2] Spire Tracer                      [×2] Hunt the Weak
[×1] Stomper Cub
[×2] Timberland Guide                  Lands [38]

Enchantments [1]                       [21] Forest
                                       [17] Mountain
[×1] Lightning Talons

CONTROL -: terrible (Hunt the Weak, Shock)
DRAWPOWER: none
SPEED ---: terrible
STAYPOWER: terrible
STRENGTH : average (Stomper Cub, Marauding Maulhorn)
SYNERGY -: terrible
RETRIEVAL: none
P.CHANGES: [+2] Titanic Growth         [-1] Stomper Cub
           [+2] Siege Wurm             [-7] lands
           [+2] Wandering Wolf

This is one of the worst matches in the game, fitting for a first stab on a
prefab deck. For one, almost two-thirds of the deck is lands; the precious
few creatures to be found are mostly weenies with 3 toughness or less. That
said, Spire Tracer is unblockable by normal creatures, and the two beatsticks
(Stomper Cub, Marauding Maulhorn) do have decent mana costs for their high
power. However, their toughness is garbage, making them easy to dispose of --
especially Maulhorn, which must attack each turn.

In theory, any deck should be able to deal with these clowns. However, should
one end up losing, consider reselecting deck colors. In addition to starting
the deck-building tutorial, one also earns a rare deck-dependant card.

• Blazing Intellect -> Siege Dragon
• Chaos & Slaughter -> Indulgent Tormentor
• Cruel Denial ------> Indulgent Tormentor
• Echoing Roar ------> Mercurial Pretender
• Freezing Winds ----> Mercurial Pretender
• Heed the Call -----> Resolute Archangel
• Heroic Charge -----> Siege Dragon
• Life and Death ----> Resolute Archangel
• Natural Order -----> Phytotitan
• Smash and Burn ----> Phytotitan

Technically, the deck is now open for editing, but without any no other cards
to swap in, its usefulness is slim.

The true campaign begins, like its predecessor, in Innistrad. One must clear
all four battles to unlock custom deck creation and redeem any booster packs
received.
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|¯¯__| [] |_] |_|__¯¯| DUEL 1-1: LIVING DEATH |================================
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Creatures [32]                         Lands [28]

[×4] Carrion Crow                      [28] Swamp
[×2] Ghoulraiser
[×2] Maalfeld Twins
[×4] Mass of Ghouls
[×4] Polluted Dead
[×4] Rotting Fensnake
[×4] Scathe Zombies
[×4] Walking Corpse
[×4] Warpath Ghoul

CONTROL -: poor (Polluted Dead)
DRAWPOWER: none
SPEED ---: poor (Ghoulraiser)
STAYPOWER: poor (Maalfeld Twins)
STRENGTH : average
SYNERGY -: poor
RETRIEVAL: poor (Ghoulraiser)
P.CHANGES: none

This is a simple zombie-themed beatdown deck -- no instants/sorceries, no
trickery, no fuss. Most creatures are ability-less with toughness and power
between 1-3, except Rotting Fensnake (5/1) and Maalfeld Twins (4/4). Polluted
Dead will destroy a land when it's killed, though, and Ghoulraiser randomly
returns a zombie to the hand, so there's a few stall tactics to wade through.

BLAZING INTELLECT: Simple beatdown tactics should work. Marauding Maulhorn
with a Lightning Talons (or two) should force blockers quite easily, although
Siege Dragon can kill most creatures with its incidental effect.

CHAOS & SLAUGHTER: With Flesh to Dust, Shock, and an Act of Treason/Bloodflow
Connoisseur combo, there shouldn't be much trouble here. Hopefully one draws
into Quest of the Gravelord or Rockslide Elemental early, easily building up
some beatsticks and capitalizing on the opponent's lack of instants/sorceries.

CRUEL DENIAL: This deck is a bit slower, but its removal methods (Void Snare,
Surrakar Banisher, Flesh to Dust, Nullify) can pick up the slack. Plentiful
flyers in the ranks can be the main attackers -- the foe only has the 2/2
Carrion Crow to block, after all. Guard Gamazoa can block anything and
survive, making it a great card to get out early.

ECHOING ROAR: This is a beatdown deck with Advocate of the Beast and many
targets for its +1/+1 counters, with a couple eliminators like Hunt the Weak
thrown in. Since both decks are beatdown-oriented, things may get congested
after awhile, so use blue control (Frost Lynx, Void Snare) to turn the tides.

FREEZING WINDS: Most creatures here are pretty wimpy, so trading kills will
often happen if one doesn't drawn into removal quickly. Attended Knight with
Nimbus Wings (3/3) makes for a good defensive play, and Angelic Edict can
exile Maalfeld Twins before it splits in half. Good use of Banisher Priest
and Void Snare can hopefully clear the skies to let the plentiful flyers get
in some damage; without boosts, Carrion Crow can kill any of 'em. Eliminating
those Crows tends to make the best of use of Military Intelligence.

HEED THE CALL: This may be the easiest one to win here with, since it has
green beatsticks, white removal, plus Seraph of the Masses and Resolute
Archangel to act as flyers.

HEROIC CHARGE: Marauding Maulhorn + Nimbus Wings = 6 damage each turn without
blockers, except Carrion Crows, which will sacrifice themself in the process.
Attaching auras to Brood Keeper can work too, as its 2/2 flyer tokens have an
ability to expend red mana for +1/+0 each, until end of turn. Otherwise, it's
a fairly basic slogfest.

LIFE AND DEATH: Pretty decent deck, with black and white removal (Flesh to
Dust, Angelic Edict), Nimbus Wings for flying and several life-gain sources
to power up Ajani's Pridemate. In fact, Ajani's Pridemate + Nimbus Wings can
be a very fruitful combo, even beating Resolute Archangel's power/toughness.

NATURAL ORDER: This has very little drawpower itself, but several green
beatsticks (Advocate of the Beast to make 'em stronger), plus Rescue from the
Underworld and Spider Spawning for grave-fueld hijinx. The 7/2 Phytotitan can
kill anything in the deck, and resummons itself during one's next upkeep, to
level the playing field a bit. Don't forget that Wandering Wolf can't be
blocked by creatures with less power than it, making it a great target for
Titanic Growth-inspired coups de grace.

SMASH AND BURN: Another extremely hearty deck, with the common Advocate of
the Beast token combos, plus some red removal (Shock, Volcanic Geyser) and
a couple Lightning Talons. Put those auras on the 7/7 Pelakka Wurm and the
match is pretty much over! Remember that if a foe marshals many blockers for
one's beatstick, removing just one of them may make the whole attempt fall
apart, so destroy wisely!

                     ____________________________
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|¯¯__| [] |_] |_|__¯¯| DUEL 1-2: CURSED EXISTENCE |============================
|____|____|_____|____|____________________________|       DIFFICULTY: 2~3 of 5
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Creatures [12]                         Instants [4]

[×4] Bitterheart Witch                 [×4] Crippling Chill
[×4] Fortress Crab
[×4] Selhoff Occultist                 Lands [26]

Enchantments [19]                      [×4] Evolving Wilds
                                       [×8] Island
[×2] Curse of Bloodletting             [×5] Mountain
[×4] Curse of the Bloody Tome          [×9] Swamp
[×1] Curse of Death's Hold
[×1] Curse of Echoes
[×2] Curse of the Nightly Hunt
[×4] Curse of the Pierced Heart
[×4] Curse of the Stalked Prey
[×1] Curse of Thirst

CONTROL -: great (Crippling Chill, most curses)
DRAWPOWER: none
SPEED ---: poor
STAYPOWER: poor
STRENGTH : poor
SYNERGY -: average (Bitterheart Witch toolboxes for curses when destroyed)
RETRIEVAL: poor (Bitterheart Witch)
P.CHANGES: none
NOTES ---: AI starts with a "Curse of the Bloody Tome" on the field and just
           [×4] Evolving Wilds in hand. 61-card deck. The opponent always
           goes second. Later, when one gets a Burning Inquiry, Turn 1 use
           can help mana-starve the foe.

This terribly annoying deck is built around curses, special enchantments that
target the player. They run the gamut of effects, from doubling damage intake
(Bloodletting), forcing attacks each turn (Nightly Hunt), noncombat damage
(Thirst, Pierced Heart) and copying spells for free (Echoes). This is a deck
that only grows more powerful as time passes, supposing it's left to its own
devices, anyway.

The good news is that there's only twelve monsters to contend with, so the
basic win strategy remains intact. Additionally, some curses become pointless
if one has preventative measures. For instance, Curse of Stalked Prey gives a
+1/+1 counter to creatures that combat-damage a player. If one gets a defense
out to stop that from happening, that's fairly worthless. (Echoes is always
the first one sought out, if possible.)

Regardless of one's starting deck, there's a weakness to exploit: flyers. The
enemy can't block 'em and only Curse of Death's Hold can affect their output.
Each starting deck has flyers, though some (like Heed the Call) may have an
easier time than others. Other cards that help here:

• Void Snare (blue) bounces curses.
• Nimbus Wings (white) gives creatures Flying.
• Advocate of the Beast (green) raises beatsticks.
• Angelic Edict (white) exiles, and won't trigger, Bitterheart Witch's effect

                     __________________________
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|¯¯__| [] |_] |_|__¯¯| DUEL 1-3: FEAST OF FLESH |==============================
|____|____|_____|____|__________________________|
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Creatures [26]                         Instants [2]

[×4] Barony Vampire                    [×2] Rush of Blood
[×4] Bloodcrazed Neonate
[×4] Bloodflow Connoisseur             Sorceries [4]
[×4] Child of Night
[×2] Falkenrath Noble                  [×2] Sign in Blood
[×2] Rakish Heir                       [×2] Vampiric Feast
[×4] Stromkirk Patrol
[×2] Vampire Interloper                Lands [24]

Enchantments [4]                       [12] Mountain
                                       [12] Swamp
[×4] Feast on the Fallen

CONTROL -: poor (Vampiric Feast)
DRAWPOWER: poor (Sign in Blood)
SPEED ---: average
STAYPOWER: average
STRENGTH : average
SYNERGY -: poor
RETRIEVAL: none
P.CHANGES: none

This is a black vampire deck with a loose "feasting" theme, which manifests
in the form of +1/+1 counters (Feast on the Fallen, Stromkirk Patrol, Rakish
Heir, Bloodcrazed Neonate). Falkenrath Noble and Child of Night can both gain
life; the former also damages the player. Other than the fact they're black
and vampires, there really isn't much synergy to speak of. There is a healthy
mix of low-cost and higher-cost monsters, though, so it can still be somewhat
of a challenge.

The important thing to remember is that inborn creature counter abilities
only activate when they deal combat damage to players -- literally "going
for the throat"! If that opportunity's a no-go, that leaves Feast on the
Fallen as the main method, and that can be triggered through any life loss,
such as Falkenrath Noble's effect or a sorcery.

BLAZING INTELLECT: Yet another deck where Marauding Maulhorns + Lightning
Talons becomes the foe's worst nightmare -- they won't be able to do anything
besides chump blocks, and have no recourse besides Vampiric Feast (which is
quite expensive). Guttersnipe can provide covering fire and Switcheroo can
steal the foe's best beatstick, often Stromkirk Patrol.

CHAOS & SLAUGHTER: This one also has the Maulhorn/Lightning Talons combo,
the easiest way to force the foe into a corner. Cards like Pitchburn Devils
and Regathan Firecat can make good LT targets as well; the former can also
deal extra damage in general, which may make the AI think hard about what's
going to block it.

CRUEL DENIAL: This blue-black deck can be a bit slower, since it can't use
Accursed Spirit for easy jabs and the opponent has flyers to neutralize one's
own. The latter method can still work, though, with one's copious amount of
bouncers (Surrakar Banisher, Void Snare) and general control (Flesh to Dust,
Frost Lynx). Make good use of Shadowcloak Vampire as well, hopefully before
the opponent can build up its own powerful flyers or foul up the situation
with Rush of Blood.

ECHOING ROAR: With Advocate of the Beast in pole position, this deck can go
toe to toe with the opponent, plus gets extra control (Frost Lynx, Void Snare,
Hunt the Weak) to pave the way for the beatsticks. Don't forget that Surrakar
Banisher can target any tapped creature! This can lead to recycling combos,
such as: Quickling -> bounce Timberland Guide -> attack -> Surrakar Banisher
bounces Quickling -> Timberland back on field -> repeat.

FREEZING WINDS: Not a great deck, but there is several flyers, Nimbus Wings
to make more flyers, plus general white-blue control (Angelic Edict, Void
Snare, Nullify, Frost Lynx, etc). The deck's best asset is its draw power:</pre><pre id="faqspan-2">
two Inspirations and Military Intelligence, the latter of which can be taken
advantage of with all its token creation. Play smartly, and remember that
creatures with counters lose all of 'em when temporarily exiled or bounced.

HEED THE CALL: Pretty good if one can abuse Advocate of the Beast and Primal
Huntbeast, though with white token spam, it's probably simpler to get out a
convoked Siege Wurm/Seraph of the Masses and slap on Nimbus Wings. The fun
Wandering Wolf + Titanic Growth combo can carve a path, too.

HEROIC CHARGE: As one's probably noticed, decks get extra utility from their
auras, and this one's no different -- it has the Maulhorn/Regathan Firecat +
Lightning Talons combo, plus Nimbus Wings and an Ordeal of Heliod. It's even
better because if one can whittle the field presence with a Talons'd combo,
swooping in with Act of Treason will blow the field wide open.

LIFE AND DEATH: The deck has several growing beatsticks -- Ajani's Pridemate
feeds off life gain, Cruel Sadist is inherently (though slow), and Bloodflow
Connoisseur can munch on wimpy tokens to become a behemoth. All three can be
augmented with Nimbus Wings, too. Angelic Edict can deal with big offenders
while Flesh to Dust can save beatsticks that may die due to Rush of Blood's
effects.

NATURAL ORDER: Though it has Bloodflow Connoisseur, it's best as an Advocate
of the Beast deck, due to how many targets it had (Primal Huntbeast, Stomper
Cub). There's no flyers in this deck outside of Shadowcloak Vampire, so it's
open season on any enemy creature that can -- use Hunt the Weak and Flesh to
Dust for those purposes. If one goes on the offensive early, any flyers will
end up being killed as forced blockers anyway!

SMASH AND BURN: Similar to Natural Order, there's 7 targets for Advocate of
the Beast to buff -- including Kiln Fiend, which has an inherent boost -- so
it tends to lean toward the strategy. With Lightning Talons turning most
creatures into major threats, and spot removal (Shock, Volcanic Geyser, Hunt
the Weak) doing the rest, the deck's so violent that the foe can't help but
be railroaded.

                     ____________________________
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|¯¯__| [] |_] |_|__¯¯| DUEL 1-4: REPORT TO AVACYN |============================
|____|____|_____|____|____________________________|
                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Creatures [17]                         Artifacts [4]

[×2] Archangel                         [×4] Staff of the Sun Magus
[×3] Cathedral Sanctifier
[×4] Emancipation Angel                Sorceries [2]
[×2] Holy Justicar
[×4] Thraben Valiant                   [×1] Defy Death
[×2] Selfless Cathar                   [×1] Entreat the Angels

Instants [12]                          Lands [25]

[×4] Angel's Mercy                     [23] Plains
[×2] Banishing Stroke                  [×2] Seraph Sanctuary
[×2] Cloudshift
[×2] Rebuke
[×2] Zealous Strike

CONTROL -: average (Banishing Stroke, Cloudshift, Rebuke, Zealous Strike)
DRAWPOWER: none
SPEED ---: poor
STAYPOWER: average
STRENGTH : average
SYNERGY -: average
RETRIEVAL: poor (Defy Death)
P.CHANGES: none

This is a white human/angel life gain deck. Some cards heal when cards are
played (Staff of the Sun Magus, Seraph Sanctuary) while some healing applies
when others hit the field (Cathedral Sanctifier, Angel's Mercy). Emancipation
Angel has an effect that bounces an allied creature upon entry; besides that,
the others are ability-less. The most powerful attacker it usually attains is
a 7/7 Archangel fetched through Defy Death.

Other than that, beware the numerous instants that can quickly turn battles
awry. Rebuke flat-out kills attacking creatures, while Zealous Strike gives
+2/+2 and first strike to a chosen target. Cloudshift exiles and returns a
target to the field, basically letting it dodge single-target spells. And
finally, Banishing Stroke returns an artifact, enchantment or creature to
the library's bottom. The worst part: Avacyn can cast it for its one-mana
Miracle cost! [Miracle costs only apply the moment they're drawn. Naturally,
there's no point using said cost unless there's an applicable target to rid
oneself of.]

BLAZING INTELLECT: A red/blue deck is a good match since it can do noncombat
damage to even out the life gain via Angel's Mercy, Staff of the Sun Magus
and Cathedral Sanctifier. The deck can outpace the foe with its drawpower,
hopefully opening up the usual Maulhorn/Lightning Talons combo or indirect
damage with Guttersnipe. Best-case scenario would be stealing the opponent's
Death Defy'd 7/7 Archangel with Switcheroo. Try to finish before Entreat the
Angels can hit the field.

CHAOS & SLAUGHTER: Finally, a deck that can make use of Accursed Spirit's
Intimidate effect! They, as well as the Maulhorn/Lightning Talons combo, can
be easily smooth over the opponent's life gains, which plays right into the
hands of Rockslide Elemental and Quest for the Gravelord. Bloodflow Sacrifice
can scavenge +1/+1s off any ally that would die as an attacker/blocker, and
may eat its allies when attacking itself, which may bait the opponent into
wasting a crucial creature. (For instance, if Archangel blocks, one could eat
5 allies to be a 6/6, turning things around immediately. Be careful about
wasting field advantage, though.)

CRUEL DENIAL: Accursed Spirit and the rest of the weenie flyers can dodge
the main bulk of the foe's deck, and can eliminate its angels with instants
(Tribute to Hunger, Inspiration, Nullify), bouncing (Surrakar Banisher, Void
Snare) or field control (Frost Lynx). Guard Gamazoa can survive any combat
it blocks in, and with Mind Rot, one may even be able to force the foe to
discard its two high-cost aces (Entreat the Angels, Defy Death). Remember
that bounced tokens disappear when they leave the field, and bounced creatures
lose all counters that were placed on 'em -- i.e. turning Archangel back into
a 5/5.

ECHOING ROAR: Advocate of the Beast can grow Primal Huntbeast or Stomper Cub
quickly out of any angel's destruction range, letting one pick off potential
defenders with Hunt the Weak or Void Snare. The rest of the control-oriented
cards (Frost Lynx, Surrakar Banisher) pave the way for cleaner attacks. Make
sure to save Quickling, too! It can bounce whatever Banishing Stroke targets,
turning a major setback into a minor one.

FREEZING WINDS: A glut of flyers means one can both ignore weenies, trigger
Military Intelligence easier and provide defenders for whatever angel shows
its perfectly chiseled face. Angelic Edict can exile target angels, too,
which makes Defy Death a semi-dead draw and makes for high irony! Void Snare,
Nullify, Surrakar Banisher and Banisher Priest round out the other control
tactics.

HEED THE CALL: Jade Mage, Triplicate Spirits and Raise the Alarm make tokens
to power up Seraph of the Masses, while Advocate of the Beast empowers Primal
Huntbeast and Stomper Cub. Nothing here can sidestep Banishing Stroke, but
it can make beatsticks fast enough that removing one may not matter. (Plus,
BS can't target Primal Huntbeast since it's hexproof.) In the meantime, kill
baited blockers with Titanic Growth and exile particular annoyances with
Angelic Edict. Hit hard and swiftly enough, and there won't be any Entreat
the Angels to deal with.

HEROIC CHARGE: Maulhorns/Firecat/Attended Knight + Lightning Talons helps to
clear the weaker chaff, while Angelic Edict and Act of Treason both maintain
control. Alternatively, Brood Keeper can create 2/2 tokens, giving another
route: attackers that the weenies can't block.

LIFE AND DEATH: Plenty of options here -- the unblockable Accursed Spirit,
the growing attacker Ajani's Pridemate, and Bloodflow Connoisseur can eat any
ally that would perish in some other way, wasting an opponent's Zealous Strike
or Banishing Stroke. Nimbus Wings gives extra flyers to block Angels or just
attack normally. Flesh to Dust and Angelic Edict can be both eliminate major
targets.

NATURAL ORDER: Accursed Spirit, Ajani's Pridemate, Advocate of the Beast,
Primal Huntbeast, Stomper Cub... There's no shortage of easy damage here.
Shadowcloak Vampire can become a flyer for offense or defense, making it an
all-arounder. Rescue from the Underworld can reverse a situation screwed up
by Banishing Stroke/Zealous Strike, particularly if crucial cards were killed
or dumped via Necromancer's Assistant. (Spider Spawning's tokens have reach,
remember, making for great surprise plays if Entreat the Angels makes things
grim.)

SMASH AND BURN: Perhaps the most aggressive deck, this shouldn't have much
difficulty with Avacyn's flock. Lightning Talons plus any beatstick is great
from the outset, particularly Primal Huntbeast, which can't be targeted by
Banishing Stroke. Once a beatstick is out, Hunt the Weak can pick off angels
and generic fodder, Act of Treason steals their best for additional attacking
power, and Volcanic Geyser can kill anything...once it has enough mana. Be
sure to use Titanic Growth tactically as well, particularly to slay bigger
blockers (best it can manage is a 7/7).

============================================================================

Beating Avacyn unlocks Innistrad exploration, opening the first floodgate to
custom decking. The cards available are:

Creatures [88]                     Artifacts [7]

[×4] Blind Phantasm                [×4] Cobbled Wings
[×4] Bloodcrazed Neonate           [×3] Elixir of Immortality
[×4] Bloodflow Connoisseur
[×2] Charmbreaker Devils           Enchantments [15]
[×2] Creepy Doll
[×2] Elder of Laurels              [×4] Dead Weight
[×3] Gargoyle Sentinel             [×4] Furor of the Bitten
[×4] Grave Bramble                 [×2] Sanguine Bond
[×1] Griselbrand                   [×2] Séance
[×3] Howlgeist                     [×3] Triumph of Ferocity
[×3] Maalfeld Twins
[×3] Mausoleum Guard               Instants [29]
[×2] Mentor of the Meek
[×4] Moon Heron                    [×2] Counterlash
[×4] Necromancer's Assistant       [×4] Fleeting Distraction
[×3] Niblis of the Breath          [×4] Fling
[×2] Nightmare                     [×4] Hysterical Blindness
[×4] Pitchburn Devils              [×4] Naturalize
[×3] Rakish Heir                   [×4] Righteous Blow
[×2] Resolute Archangel            [×3] Tribute to Hunger
[×4] Russet Wolves                 [×4] Undying Evil
[×1] Selfless Cathar
[×3] Seraph of the Masses          Sorceries [17]
[×4] Standing Troops
[×4] Thraben Purebloods            [×4] Artful Dodge
[×4] Timberland Guide              [×3] Blood Feud
[×1] Vengevine                     [×3] Chill of Foreboding
[×4] Walking Corpse                [×4] Prey Upon
[×4] Wandering Wolf                [×3] Spider Spawning

Innistrad unlocks many duplicates from the starting decks, plus debuts some
other good ones.

BLACK: More Bloodflow Connoisseurs, Necromancer's Assistants and Walking
Corpses, plus the Swamp-fueled Nightmare and token-creating Maalfeld Twins.
Of course, the major addition is Griselbrand, the 7/7 flying demon, which
has lifelink and can expend 7 life to draw 7 cards. Though it has one of the
most expensive costs in the game, there's a reason most black decks throw it
in anyway. Tribute to Hunger and Undying Evil have their uses, too.

BLUE: Outside of some general muscle (Moon Heron, Blind Phantasm), one also
gets Niblis of the Breath, which can tap creatures on command. The rest of
the blue additions are in the noncreature department: Counterlash, Fleeting
Distraction (cheap drawpower), Hysterical Blindness; Chill of Foreboding is
one of the first mill-oriented additions; Artful Dodge gives unblockability.

GREEN: Grave Bramble is a good all-around card, a 3/4 defender protected from
zombies, and Vengevine can see use in Bloodflow Connoisseur decks, thanks to
its return-to-field effect. Elder of Laurels is great for beatdown decks, as
it can give its counters to creatures that aren't blocked. Howlgeist/Wandering
Wolf both can't be blocked by creatures weaker than 'em, a theme one can build
decks around. Triumph of Ferocity gives extra drawpower, Naturalize destroys
enchantments/artifacts; Prey Upon is a cheaper "Hunt the Weak" that forces a
battle. Spider Spawning duplicates are also available, for those making
grave-dumping decks.

RED: Bloodcrazed Neonate and Rakish Heir see common use in vampire decks, and
often together (they play off each other); Russet Wolves is an ability-less
3/3 of little note. However, Charmbreaker Devils, which randomly recycles an
instant or sorcery from the graveyard during its upkeep, is amazing, even
without its attack boost from instant/sorcery usage. Furor of the Bitten and
Fling are both good in blitz decks, while Blood Feud, though expensive, can
eliminate an opponent's creature(s) without a scratch to one's own!

WHITE: Mentor of the Meek gives drawpower when weenies enter the field, a
great card for token-creator decks. Resolute Archangel and Seraph of the
Masses -- both available as tutorial boss rewards, in some decks -- reappear
here, letting one make a full-fledged token spam deck. Séance allows one to
make spirit tokens during the upkeep, and it works great with red decks,
which can give those tokens haste (Ogre Battledriver, Goblin Bushwhacker) or
use 'em as Fling spam. Righteous Blow is Shock-like damage, except it only
works on attackers/blockers.

Note that with a good Innistrad deck, one can probably win a few multiplayer
matches as well, getting extra cards only available through that method. Just
remember that one can also win boosters from currently accessible planes, so
get 100% on those to narrow down the prizes. (If an foe quits a multiplayer
game, defeating the AI that takes over will still grant a prize.)

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THEROS                                                                   [WLK2]
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Theros is open for exploration immediately, a trend all subsequent planes'll
share. Here's the newer cards available:

Creatures [76]                     Artifacts [8]

[×4] Accursed Spirit               [×2] Avarice Amulet
[×2] Agent of the Fates            [×2] Pyxis of Pandemonium
[×3] Ajani's Pridemate             [×4] Traveler's Amulet
[×2] Arbor Colossus
[×4] Asphodel Wanderer             Instants [35]
[×4] Breaching Hippocamp
[×1] Brimaz, King of Oreskos       [×3] Coordinated Assault
[×2] Hero of Iroas                 [×3] Cutthroat Maneuver
[×3] Horizon Scholar               [×3] Dissolve
[×3] Kraken of the Straits         [×4] Divine Verdict
[×4] Leonin Snarecaster            [×4] Gods Willing
[×4] Loyal Pegasus                 [×4] Nullify
[×2] Mercurial Pretender           [×3] Reprisal
[×3] Nemesis of Mortals            [×3] Rescue from the Underworld
[×4] Nessian Asp                   [×4] Titanic Growth
[×4] Nylea's Disciple              [×4] Voyage's End
[×3] Rockslide Elemental
[×4] Rotted Hulk                   Sorceries [35]
[×4] Satyr Hoplite
[×4] Satyr Wayfinder               [×2] Anger of the Gods
[×1] Stormbreath Dragon            [×4] Bolt of Keranos
[×3] Tormented Hero                [×4] Cultivate
[×4] Triton Shorestalker           [×4] Demolish
[×4] Two-Headed Cerberus           [×2] Hunter's Prowess
                                   [×4] Mind Rot
Enchantments [5]                   [×3] Mischief and Mayhem
                                   [×4] Portent of Betrayal
[×2] Bident of Thassa              [×4] Solemn Offering
[×3] Ordeal of Heliod              [×4] Thassa's Bounty

BLACK: Accursed Spirit is a 3/2 with intimidate, making it often unblockable
by entire decks (a good situation when aura-boosted). One of a handful of
creature-saving cards, Rescue from the Underworld sacrifices a creature,
then brings it and another back during the next upkeep. As an instant, this
means one can sacrifice a crucial card from destruction/exile, only to get
it and its buddy back soon after, reusing their enter-field effects. Mind
Rot is often crucial in milling decks, while Tormented Hero and Agent of the
Fates can see use for their control aspects.

BLUE: Some good blue cards this time. Kraken of the Straits (6/6) can't be
blocked by creatures whose power is less than the total Islands one controls.
Dissolve, Nullify and Voyage's End are control-related and fairly cheap.
Thassa's Bounty is the first "draw 3 cards" available, until Inspiration in
the next plane. Triton Shorestalker is an unblockable 1/1; Mercurial Pretender
is the only shapeshifter card one gets, copying a creature one controls. And
finally, perhaps the most useful: Bident of Thassa. It's both a source of
draw power and can force the foe to attack, dashing their ranks against one's
own field of beatsticks...which clears the way for more draw power next turn!

GREEN: This plane adds some beatsticks with the Monstrosity keyword: Arbor
Colossus, Nessian Asp, Nemesis of Mortals. The latter is the easiest to use,
thanks to fuller graveyards lowering its costs. Cultivate, one of the most
useful land-grabbing cards, and Hunter's Prowess, one of the best card-drawing
sorceries, debut here as well. Satyr Wayfinder also land-grabs from the top 4
cards of its library, and is notable for getting nonbasic lands. Nylea's
Disciple is one of the few green cards geared around life gain.

RED: Stormbreath Dragon (4/4 flyer) appears here, and has protection from
white, making it good against several opponents who can't do anything to it.
Satyr Hoplite and Two-Headed Cerberus are weenies whose strengths are best
amplified with auras. Coordinated Assault is a cheap instant that gives two
creatures +1/+0 and first strike, squeaking out victory when needed. Portent
of Betrayal temporarily steals a foe's creature; Demolish destroys a land or
artifact; Bolt of Keranos deals 3 damage and has scry 1. Finally, perhaps the
most useful red card: Anger of the Gods. It deals 3 damage to all creatures
and exiles those that die that turn. This is one of the few "field nuke" type
cards available to the player, and for 3 mana, can see much use, especially
when recycled by Charmbreaker Devils or Archaeologist.

WHITE: The most notable cards here are Reprisal (destroy target with power 4
or greater) and Gods Willing (give target protection from chosen color until
end of turn) -- great effects for cheap costs. The latter is the only card
that gives protection from colors that one chooses, making it good outside
of monocolor decks. Divine Verdict destroys an attacker or blocker, cheaper
than Flesh to Dust (from the next plane) but without the "can't regenerate"
effect. Creature-wise, Brimaz and Ajani's Pridemate are both great; the former
is a low-cost 3/4 that spawns 1/1 tokens, while AP gets +1/+1 each time its
owner gains life.
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|¯¯__| [] |_] |_|__¯¯| DUEL 2-1: HYDRA ATTACK! |===============================
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Creatures [16]                         Sorcery [12]

[×4] Feral Hydra                       [×4] Boundless Realms
[×4] Heroes' Bane                      [×4] Lay of the Land
[×4] Protean Hydra                     [×4] Peregrination
[×4] Scourge of Skola Vale

Lands [32]

[32] Forest

CONTROL -: none
DRAWPOWER: none
SPEED ---: slow
STAYPOWER: average (Heroes' Bane)
STRENGTH : great
SYNERGY -: average
RETRIEVAL: average (Boundless Realms, Lay of the Land, Peregrination)
P.CHANGES: [+4] Cultivate              [-4] Feral Hydra
           [+4] Doubling Season        [-4] Forest
           [+4] Nature's Lore          [-4] Lay of the Land
           [+4] Primordial Hydra       [-4] Peregrination

This is a green land-grab deck built around hydras, powerful creatures that
have variable ("X") costs -- basically, the more lands around, the more can
be spent to power them up. And that's even without factoring in their normal
abilities, which increase their power. It's a straight-up beatdown deck.

Each hydra, though potentially powerful, have different ways of levelling up.
Feral Hydra spends 3 mana for each counter; Scourge sacrifices other creatures
and gets counters equal to their toughness; Protean loses counters when it's
damaged, then gets double the amount during the end phase; Heroes' Bane pays
a flat cost to double its counters. Heroes' Bane often becomes the greatest
threat for sheer attack power, while Scourge can bide its time and deal pain
with trample.

Planeswalker difficulty shakes things up a bit. The expensive Peregrination
is switched for Cultivate, which does the same thing (minus Scry 1) for less.
Lay of the Land is upgraded to Nature's Lore, which fetches a land and puts
it on the field untapped, rather than just added to the hand. The unneeded
amount of lands is pared to fit in Doubling Seasons, which grants double the
tokens whenever a source would spawn them. This development leads to a huge
annoyance in Primordial Hydra, which inherently doubles its counters without
paying any costs, plus it gets trample (as long as it's a 10/10 or bigger).

Needless to say, this deck can be annoying on normal difficulty, and more so
on Planeswalker. However, it has crucial weaknesses: it's slow and contains
precious few monsters. However, if left alone, the sheer land-grabby nature
of its sorceries naturally thin the deck, raising the chances it draws into
hydras. Of the many options available, here's two:

1) Theft deck: Steal the opponent's creatures with Portent of Betrayal and
   sacrifice them with Bloodflow Connoisseur, or use them as ammo against
   other hydras with Fling. In the meantime, get rid of other (lone) targets
   with Tribute to Hunger.

2) Blue control deck. Use Dissolve and Nullify to prevent crucial hydras from
   ever hitting the field, and those that do can be tapped on command with
   Niblis of the Breath, ensuring they never get to attack. Voyage's End and
   Vapor Snag can bounce targets who get through the wall of defense. Splice
   in white cards (Divine Verdict, Reprisal, Arrest) for thematic unity.

Unfortunately, there's not a lot of mill options to capitalize on the deck's
slow nature -- later, when Hedron Crab, Monomania and Tome Scour show, a real
party can get started. Until then, those who want to just wing it may want to
concentrate on flyers, since the opponent has none itself, nor does it have
creatures with reach.

General overview of currently available cards that may help:

• Bident of Thassa (can force opponent to attack on their turn)
• Creepy Doll (indestructible; coin flip may kill whatever it blocks)
• Divine Verdict (destroy attacking/blocking creature)
• Gods Willing (give protection from green to creature)
• Niblis of the Breath (small cost taps target creature during any turn)
• Nullify (counter target creature spell; CMC 2)
• Portent of Betrayal (steal target creature)
• Resolute Archangel (makes life total 20 when it enters the field)
• Reprisal (destroys target with 4 power or greater)
• Tribute to Hunger (force foe to sacrifice creature, then gain life from it)
• Voyage's End (bounce target to hand, then Scry 1)

Cards available from multiplayer battle boosters that may help:

• Arrest (target enchanted to not attack, block or use activated abilities)
• Dead Reckoning (put creature on top of library + damage creature on field)
• Paragon of Open Graves (can temp. give another black creature deathtouch)
• Pestermite (flash; can tap or untap target creature when entering field)
• Pharika's Chosen (1/1, 1 CMC, deathtouch)
• Seismic Strike (deal damage to target equal to Mountains one controls)
• Talrand, Sky Summoner (can spawn 2/2 flying tokens for attacks, spam, etc.)
• Vapor Snag (bounce target to hand and its owner loses 1 life)

Other notes that come to mind:

• Creatures lose all counters when bounced to the hand, which is great since
  all hydras are counter-based attackers.

• Deathtouch doesn't work correctly on Protean Hydra since, instead of
  being damaged normally, a counter equal to that damage is removed. That
  is to say, the damage is removed in the same act as the counter's removal,
  thus little changes. (For all I know, this is how the game is supposed to
  work, but nevertheless, it's another annoyance to deal with.)

• Scourge of Skola Vale may start out as a wimp, but its "sacrifice an ally
  to absorb its counters" ability is useful. If a card would destroy it or
  switch control of an ally, it'll save itself the hassle and just consume
  it on the spot. In fact, I've seen the game sacrifice a 20/20+ Protean
  Hydra instead of a 4/4 Scourge, technically the weakest of the bunch. It
  has trample though, so that may figure...

• This deck has the highest attack potential in the game, with Heroes' Bane
  constantly doubling its attack; or, on Planeswalker difficulty, just about
  any creature benefiting from Doubling Season, plus its own counter-making
  skills. This is the only deck that can hit the game's maximum toughness &
  power (9999/9999). I was lucky enough to eat one with Tribute to Hunger on
  normal difficulty...delicious, delicious victory was had.

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|¯¯__| [] |_] |_|__¯¯| DUEL 2-2: MINOTAUR STAMPEDE |===========================
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Creatures [28]                         Sorceries [4]

[×4] Borderland Minotaur               [×4] Demolish
[×4] Deathbellow Raider
[×2] Fanatic of Mogis                  Lands [28]
[×4] Felhide Brawler
[×4] Felhide Minotaur                  [16] Mountain
[×2] Kragma Warcaller                  [×8] Swamp
[×4] Minotaur Skullcleaver             [×4] Temple of Malice
[×4] Pensive Minotaur

CONTROL -: poor (Demolish)
DRAWPOWER: none
SPEED ---: average
STAYPOWER: average
STRENGTH : above-average (Borderland Minotaur, Kragma Warcaller)
SYNERGY -: average
RETRIEVAL: none
P.CHANGES: [+2] Kragma Warcaller       [-2] Fanatic of Mogis
           [+4] Rageblood Shaman       [-4] Borderland Minotaur

This is a fairly unimpressive R/B beatdown deck starring minotaurs, which
are slightly beefier than some monsters of similar CMC. Borderland Minotaur
(4/3) is the toughest of the bunch, with the others generally being 2/3s or
similar. Skullcleaver's effect makes it a 4/2 as it enters the field.

Planeswalker difficulty is fairly similar, ditching Borderland Minotaur for
Rageblood Shamans, which give +1/+1 and trample to other minotaurs. Similarly,
Fanatic of Mogis -- the only source of noncombat damage in the deck -- is
swapped for more Kragma Warcallers, which give all minotaurs haste and +2/+0
when attacking.

Basic strategies involve getting bigger beatsticks, stalling the opponent's
advance entirely. The opponent has no flyers either, so the sky's always free
and clear.

• Ajani's Pridemate (2/2, gets +1/+1 each time one gains life)
• Anger of the Gods (3 damage to all creatures; most minotaurs have 3 tghness)
• Bident of Thassa (drawpower, force opponent to kill monsters)
• Grave Bramble (3/4 defender, can kill most minotaurs in deck)
• Griselbrand (7/7, lifelink, drawpower)
• Nemesis of Mortals (5/5, Monstrosity 5, lowers its own mana cost)
• Prey Upon (kill opponent's creature by smashing it into your beatstick)
• Seraph of the Masses (toughness/power equal to # of creatures one controls)

Other notes:

• Deathbellow Raider has a 3-mana regeneration cost and must attack each turn.
  If its only option is dying against one's beatstick, it'll regenerate, which
  eats mana and wastes its owner's options on that turn. Exploit this fact by
  having a creature with lifelink block it each turn.

• The Theros plane introduces several creatures with Monstrosity, a keyword
  that makes beatsticks (Nemesis of Mortals, Nessian Asp, Arbor Colossus)
  even beatstickier. NOM is the strongest and easiest to use, its mana and
  monstrosity costs lowering by 1 colorless for each creature in the grave.

• Remember that Demolish can destroy artifacts, too, not just lands! Try the
  Deathbellow bait method above to ensure the foe doesn't have enough extra
  mana to do so in the early going.

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|¯¯__| [] |_] |_|__¯¯| DUEL 2-3: OCEAN'S MIGHT |===============================
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Creatures [19]                         Enchantments [4]

[×4] Godhunter Octopus                 [×4] Spreading Seas
[×4] Kraken Hatchling
[×1] Lorthos, the Tidemaker            Instants [7]
[×4] Man-o'-War
[×4] Serpent of the Endless Sea        [×4] Downpour
[×2] Water Servant                     [×3] Living Destiny

Lands [24]                             Sorceries [6]

[×5] Forest                            [×4] Peregrination
[15] Island                            [×2] Urban Evolution
[×4] Tropical Island

CONTROL -: good (Downpour, Man-o'-War, Lorthos, Spreading Seas)
DRAWPOWER: average (Urban Evolution)
SPEED ---: average
STAYPOWER: average
STRENGTH : good (Lorthos, Serpent of the Endless Sea)
SYNERGY -: average
RETRIEVAL: none
P.CHANGES: [+4] Cultivate              [-4] Peregrination
           [+4] Simic Sky Swallower    [-4] Godhunter Octopus

This is a blue ocean-themed deck with green land-grabbers (Peregrination,
Urban Evolution) thrown in. Godhunter Octopus (5/5) and Serpent of the
Endless Sea (*/*) can't attack unless one controls an Island...a problem
soon remedied by Spreading Seas, which changes an opponent's land into an
island -- overwriting its original type(s) in the process. Man-o'-War acts
as a creature bouncer, Water Servant can spend mana to raise its power or
toughness, and Lorthos can spend 8 mana to tap 8 permanents.

On Planeswalker difficulty, Peregrination is changed to Cultivate, which does
roughly the same land-grabbing for less (and without scrying). The Godhunter
Octopi are removed for Simic Sky Swallower, a huge upgrade: SSS is a 6/6 with
flying, trample and shroud. Anything with shroud is a huge nuisance, and this
is no different.

Normally, this would be a good deck to just mill the hell out of, but it can
be hard to put one of those decks together in the early going. It's not a bad
idea to have a blue-themed deck here, given the readily available control
cards one's given. Some examples:

• Bident of Thassa (forcing foe's creatures to suicide, especially SSS)
• Dissolve (general counter)
• Niblis of the Breath (tap Serpent, SSS and Lorthos to prevent damage)
• Nullify (counter target creature spell or Spreading Seas)
• Reprisal (destroy Lorthos and Serpent)
• Tribute to Hunger (consume massive beatsticks for life gain)
• Voyage's End (bounce target to hand, scry 1)

Cards available from multiplayer battle boosters:

• Arrest (enchanted target can't attack, block or use activated abilities)
• Burning Inquiry (randomly mills 3 cards from target's hand)
• Pestermite (flash; tap or untap target creature)
• Pharika's Chosen (general deathtouch-capable weenie)
• Warstorm Surge (free noncombat damage to help eliminate creatures or win)

Niblis of the Breath is especially good, since it can preempt Lorthos' tech
and prevent it from tapping anything. On Planeswalker, Tribute to Hunger's
good for getting rid of Simic Sky Swallower, since it doesn't target and'll
get around shroud abilities.

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|¯¯__| [] |_] |_|__¯¯| DUEL 2-4: ARMY OF THE RETURNED |========================
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Creatures [18]                         Enchantments [4]

[×4] Fleshmad Steed                    [×4] Scourgemark
[×4] Forsaken Drifters
[×2] Gray Merchant of Asphodel         Instants [5]
[×4] Returned Centaur
[×4] Returned Reveler                  [×3] Lightning Strike
                                       [×2] Rescue from the Underworld
Lands [25]
                                       Sorceries [8]
[×6] Mountain
[15] Swamp                             [×4] Asphyxiate
[×4] Temple of Malice                  [×4] March of the Returned

CONTROL -: average (Asphixiate, Lightning Strike)
DRAWPOWER: poor (Scougemark)
SPEED ---: average
STAYPOWER: average
STRENGTH : average
SYNERGY -: average
RETRIEVAL: average (Rescue from the Underworld, March of the Returned)
P.CHANGES: [+2] Grey Merchant of Aphodel  [-4] Asphixiate
           [+4] Silence the Believers     [-2] Scourgemark
           [+2] Underworld Cerberus       [-2] Rescue from the Underworld

Black graveyard-themed zombie deck. Forsaken Drifters (4/2), Returned Reveler
(1/3) and Returned Centaur (2/4) have library-milling aspects, allowing them
to use Rescue from the Underworld & March of the Returned to reclaim 'em. Grey
Merchant of Asphodel damages opponents and heals oneself with black devotion-
-based values. In the meantime, Lightning Strike and Asphixiate are used to
eliminate threats, doing 3 damage and nixing untapped creatures, respectively.

Planeswalker difficulty is much harder. There's two more Grey Merchants, so
the foe has an easier time keeping its health up, plus often putting one in
a defensive position early. Silence the Believers exiles its target(s), a
huge step up from the less-wieldy Asphixiate. Finally, Underworld Cerberus,
a 6/6 that can only be blocked by 3+ creatures, returns all creatures in the
graveyard to their owners' hands when it dies. This means it fetches more
annoyances (particularly Grey Merchant), including mislaid copies of itself.
Luckily, UC exiles itself when it dies.

Since most damage is done through Grey Merchant, any tactic that reduces the
foe's devotion to black will work: forced blockers, forced sacrifices, etc.
The foe has no flyers to tussle with, either. Additions that may help here:

• Agent of the Fates (when targeted by friendly spell, forces a sacrifice)
• Anger of the Gods (3 damage to all creatures, exiles those it kills)
• Arbor Colossus (6/6, Monstrosity 3)
• Brimaz, King of Oreskos (3/4, vigilance, spawns vigilance-capable tokens)
• Elixir of Immortality (life gain, puts graveyard back into library)
• Fling (sacrifice any creature targeted by Lightning Strike to kill a foe)
• Grave Bramble (3/4, defender, immune to all zombies)
• Griselbrand (7/7, lifelink, drawpower)
• Mentor of the Meek (2/2, draw power, good in conjunction with Brimaz)
• Nemesis of Mortals (5/5, Monstrosity 5)
• Nessian Asp (4/5, Monstrosity 4)
• Spider Spawning (spawn spider tokens equal to creatures in graveyard)
• Standing Troops (1/4, vigilance)

Multiplayer boosters that may help:

• Cloudshift (flickers creature targeted by Lightning Strike or Asphixiate)
• Dead Reckoning (put beatstick on top of library and kill foe's creature!)
• Skullcrack (deal 3 damage, prevents life gain through Grey Merchant)
• Talrand, Sky Summoner (spawns 2/2 flyer tokens)
• Wall of Omens (0/4 defender, draw a card as it enters field)

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RAVNICA                                                                  [WLK3]
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Ravnica is the city of guilds, each which focuses on two colors, so it's no
surprise some of the creatures offered do as well. Dual-color cards count
as cards of both colors, note. For instance, Goblin Electromancer is a U/R
dual type. If one played a card that gave red cards +1/+1, it would affect
GE; the same would apply if that card gave blue cards +1/+1. Remember this
when making decks that offer blanket benefits.

Creatures [94]                     Artifacts [5]

[×4] Assault Griffin               [×3] Greatsword
[×4] Battering Krasis              [×2] Illusionist's Bracers
[×4] Cloudfin Raptor
[×4] Corpse Blockade               Instants [30]
[×3] Dinrova Horror
[×4] Doorkeeper                    [×4] Auger Spree
[×4] Foundry Street Denizen        [×4] Chorus of Might
[×4] Goblin Electromancer          [×4] Explosive Impact
[×2] Goblin Rabblemaster           [×4] Flesh to Dust
[×3] Guttersnipe                   [×4] Inspiration
[×1] Inferno Titan                 [×4] Inspired Charge
[×2] Mahamoti Djinn                [×2] Quicken
[×4] Ogre Jailbreaker              [×4] Swift Justice
[×2] Palisade Giant
[×3] Phantom General               Sorceries [20]
[×4] Saruli Gatekeepers
[×2] Scion of the Wild             [×4] Act of Treason
[×4] Scroll Thief                  [×4] Angelic Edict
[×3] Selesnya Evangel              [×3] Ground Assault
[×4] Shadowcloak Vampire           [×4] Krenko's Command
[×2] Siege Dragon                  [×2] Monomania
[×4] Siege Wurm                    [×3] Treasured Find
[×3] Skymark Roc
[×1] Soul of Ravnica               Lands [40]
[×3] Species Gorger
[×4] Spire Tracer                  [×4] Azorius Guildgate
[×4] Trained Carical               [×4] Boros Guildgate
[×3] Truefire Paladin              [×4] Dimir Guildgate
[×3] Vizkopa Guildmage             [×4] Golgari Guildgate
[×2] Wrecking Ogre                 [×4] Gruul Guildgate
                                   [×4] Izzet Guildgate
Enchantments/Auras [11]            [×4] Orzhov Guildgate
                                   [×4] Rakdos Guildgate
[×4] Deviant Glee                  [×4] Selesnya Guildgate
[×4] Lightning Talons              [×4] Simic Guildgate
[×3] Military Intelligence

BLACK: Shadowcloak Vampire aside, there's a couple new black defenders:
Corpse Blockade (1/4) which can grant itself deathtouch, and Ogre Jailbreaker,
a 4/4 that can attack normally if one controls a Gate. Flesh to Dust is old
hat, but Deviant Glee (+2/+1 aura) and Monomania's hand-decimating skills
can each find use in the right hands.

BLUE: Many new blues here: Cloudfin Raptor (evolving 0/1 flyer), Doorkeeper
(0/4 defender mill), Mahamoti Djinn (5/6 flyer), Scroll Thief (1/3 + draw
power) and Soul of Ravnica (6/6 flyer with drawpower). Military Intelligence
and Inspiration -- available in some tutorial decks -- are draw-oriented,
leaving Quicken (next sorcery in current turn has flash) for creative plays.

GREEN: A few decent repeats (Spire Tracer, Siege Wurm) give way for better
arrivals: Battering Krasis is an evolving 2/1, Saruli Gatekeepers restores 7
life if one controls 2 Gates, and Scion of the Wild gets its power/toughness
from one's Forests. Chorus of Might, the only monogreen noncreature within
Ravnica's plane, boosts attack and gives trample to boot.

RED: Outside of a couple (Foundry Street Denizen, Siege Dragon), most
creatures here are newcomers. Goblin Rabblemaster is great for goblin decks,
while Inferno Titan is just flat-out good: it deals 3 damage when attacking
or entering the field, making it very splashable. Wrecking Ogre has double
strike and is one of the few creatures with Bloodrush, letting one bestow its
abilities by discarding it and paying that cost. Act of Treason, Lightning
Talons, Explosive Impact (5 damage to target) and Krenko's Command (spawn two
1/1 goblin tokens) round out the rest.

WHITE: Some old friends (Assault Griffin, Trained Caracal) reappear here,
plus Palisade Giant, which redirects all damage to itself; Phantom General
empowers allied tokens. Swift Justice and Inspired Charge boost attackers,
while Angelic Edict can exile its targets.

MULTI: Dinrova Horror (U/B) bounces and forces a discard; Goblin Electromancer
(U/R) lowers instant and sorcery costs; Selesnya Evangel (G/W) creates tokens;
Skymark Roc (U/W) bounces low-toughness creatures; Species Gorger (U/G) must
bounce its allies, potentially making good combos if they had reusable skills;
Truefire Paladin (R/W) has vigilance and can grant itself extra power and
first strike; Vizkopa Guildmage (B/W) grants lifelink and can damage foes
equal to the life one gains. Meanwhile, Auger Spree (B/R) can kill critters
with 4 toughness or less, while Ground Toughness (G/R) and its land-based
damage is an amazing source of spot removal. Finally, Treasured Find (B/G)
lets one add any card from the grave to the hand, exiling TF in the process.
Guttersnipe (U/R) -- a source of easy burn damage to all opponents -- shows
as well, though one was available in Blazing Intellect earlier.

Of course, one of the best things is the inclusion of dual lands, lands that
can give two colors of mana (player's choice) in exchange for entering the
field tapped. There's one for each color pairing and up to four can be used.

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|¯¯__| [] |_] |_|__¯¯| DUEL 3-1: SEARCH THE CITY |=============================
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Creatures [24]                         Sorceries [3]

[×4] Gatecreeper Vine                  [×3] Urban Evolution
[×4] Opal Lake Gatekeepers
[×4] Saruli Gatekeepers                Lands [25]
[×4] Smelt-Ward Gatekeepers
[×4] Sunspire Gatekeepers              [×1] Azorius Guildgate
[×4] Ubul Sar Gatekeepers              [×1] Boros Guildgate
                                       [×1] Dimir Guildgate
Enchantments [3]                       [×3] Golgari Guildgate
                                       [×3] Gruul Guildgate
[×3] Way of the Thief                  [×1] Izzet Guildgate
                                       [×1] Maze's End
Artifacts [5]                          [×1] Orzhov Guildgate
                                       [×1] Rakdos Guildgate
[×1] Charcoal Diamond                  [×4] Selesnya Guildgate
[×1] Fire Diamond                      [×4] Simic Guildgate
[×1] Marble Diamond                    [×4] Transguild Promenade
[×1] Moss Diamond
[×1] Sky Diamond

CONTROL -: average (Smelt-Ward Gatekeepers, Ubul Sar Gatekeepers)
DRAWPOWER: average (Opal Lake Gatekeepers, Urban Evolution, Way of the Thief)
SPEED ---: below-average
STAYPOWER: average
STRENGTH : poor
SYNERGY -: average
RETRIEVAL: average (Gatecreeper Vine, Maze's End)
NOTES ---: Foe always begins with a Maze's End in hand
P.CHANGES: [+3] Hold the Gates, [-3] Way of the Thief

Here's a fun Ravnica-themed multicolor deck. Most of its lands are guildgates,
dual-color lands that lend it versatility at the price of speed (all lands in
this deck enter the battlefield tapped). The main goal is to use Maze's End's
instant win condition -- control 10 gates of different names during upkeep --
and it'll fill the field with 2/4 gatekeepers as a stall tactic. The most
annoying of those to face is undoubtedly Smelt-Ward, which hijacks a creature,
untaps it, gives it haste and makes it fight its allies.

Planeswalker difficulty switches out the Way of the Thief enchantments for
"Hold the Gates," enchantments that give creatures +0/+1 for each gate they
control. With a few out and the deck thinned of lands, expect each target to
have over 30 toughness! It's not impossible to deal with -- their god-awful
power ratings still remain -- but it certainly makes it more annoying to deal
with.

A basic combo for this battle is using Bident of Thassa to force the foe to
attack with its 2/4 munchkin, then killing them with a 5/5 or greater. (Or,
use something with deathtouch that can survive 2 damage.) If one can kill all
gatekeepers, then one can simply use Bident's card-drawing ability on the next
turn -- a win-win!

Ravnica is open for exploration, too, and it adds some heavy-hitters and
much-loved mainstays to help. Don't forget to throw in some dual lands like
this deck has! Helpful cards:

• Auger Spree (+4/-4 to target, can kill any gatekeeper w/o Way of the Thief)
• Demolish (destroy artifacts and lands)
• Dinrova Horror (bounce any permanent and force foe to discard 1)
• Ground Assault (deals damage equal to lands controlled, CMC 2)
• Inferno Titan (6/6, deals 3 damage when entering field or attacking)
• Lightning Talons (enchanted creature has +3/+0 and first strike)
• Monomania (force opponent to discard all cards but 1 of their choice)
• Palisade Giant (2/7, all damage one incurs redirected to PG instead)
• Tribute to Hunger (often 10-30 life on Planeswalker difficulty)

Multiplayer battle booster cards that may help:

• Mold Shambler (kicker can destroy noncreature permaments)
• Skullcrack (can prevent life gain from Saruli Gatekeepers)

Other notes:

• After enough mana's built up, the foe will start using Maze's End's search
  function to add guildgates to the hand, which returns ME to the hand also.
  This is often the best turn to destroy ME, since it enters the field tapped
  and can't bounce itself again. Alternatively, as long as one has milled the
  singular copies of some guildgates -- Azorius, Boros, Dimir, Izzet, Orzhov,
  Rakdos -- it can never fulfill the instant win condition. (Laughably, it's
  possible to mill Maze's End on turn 1 via Burning Inquiry, a battle booster
  card.)

• The opponent has no flyers, so simply ignoring the defensive-minded foes
  can work here. Just make sure it can survive 2 damage from Ubul Sar and
  isn't beefy enough that a Smelt-Ward hijacking isn't life-threatening.

• On Planeswalker, the toughness boosts can be quite a huge hurdle. Consider
  investing in creatures that can't be blocked normally (Triton Shorestalker)
  or those that can't be blocked by low-power creatures (Wandering Wolf,
  Howlgeist, Kraken of the Straits).

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|¯¯__| [] |_] |_|__¯¯| DUEL 3-2: ORZHOV'S DEMAND |=============================
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Creatures [22]                         Sorcery [6]

[×4] Basilica Screecher                [×2] Debt to the Deathless
[×4] Dutiful Thrull                    [×4] Purge the Profane
[×4] Kingpin's Pet
[×4] Syndic of Tithes                  Lands [24]
[×4] Tithe Drinker
[×2] Vizkopa Confessor                 [×4] Godless Shrine
                                       [×4] Orzhov Guildgate
Artifacts [8]                          [×8] Plains
                                       [×8] Swamp
[×4] Staff of the Death Magus
[×4] Staff of the Sun Magus

CONTROL -: average (Purge the Profane, anything with Extort)
DRAWPOWER: none
SPEED ---: average
STAYPOWER: average
STRENGTH : below-average
SYNERGY -: good
RETRIEVAL: none
P.CHANGES: [+2] Basilica Guards        [-4] Basilica Screecher
           [+2] Knight of Obligation   [-2] Staff of the Death Magus
           [+4] Vizkopa Guildmage      [-2] Staff of the Sun Magus

Teysa's cards are mostly weenies with a battle-avoiding effect: Extort. When
she plays a spell, any card with Extort can play 1 black or white mana; if
they do, they gain 1 life and the opponent loses 1 life. With artifact Staffs
helping with healing, slower decks can quickly find themselves at 10 life or
less in the early going, while their opponent is in the 30s. Only a couple
creatures are of note: Dutiful Thrull is a cheap card with a 1-mana regen
cost, ensuring it stays around often. (It doesn't have Extort, luckily.) On
the other end, the expensive Vizkopa Confessor can pay life to search one's
hand and exile a card.

Planeswalker difficulty is a minor shake-up. Some of the static life gain
methods, and all Basilica Screechers, are dispatched for better creatures.
Basilica Guards (1/4) and Knight of Obligation (2/4) both have Extort, and
the latter gets Vigilance, too. Vizkopa Guildmage can grant creatures lifelink
or make opponents lose life when its owner gains life. An important thing to
remember about the last effect: it stacks. If one gains 5 life and the last
effect is paid twice, the opponent loses 10 life.

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|¯¯__| [] |_] |_|__¯¯| DUEL 3-3: SELESNYA'S POWER |============================
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Creatures [19]                         Instants [11]

[×3] Armored Wolf-Rider                [×3] Avenging Arrow
[×4] Centaur's Herald                  [×2] Chorus of Might
[×3] Dryad Militant                    [×4] Eyes in the Skies
[×4] Risen Sanctuary                   [×2] Giant Growth
[×4] Seller of Songbirds
[×1] Trostani's Summoner               Lands [24]

Sorceries [6]                          [12] Forest
                                       [×8] Plains
[×3] Coursers' Accord                  [×4] Selesnya Guildgate
[×3] Wake the Reflections

CONTROL -: average (Avenging Arrow, Giant Growth, Dryad Militant)
DRAWPOWER: none
SPEED ---: fast
STAYPOWER: average</pre><pre id="faqspan-3">
STRENGTH : above-average (Risen Sanctuary, Armored Wolf-Rider)
SYNERGY -: average
RETRIEVAL: none
P.CHANGES: [+4] Call of the Conclave   [-3] Avenging Arrow
           [+3] Trostani's Judgment    [-4] Centaur's Herald
           [+4] Wayfaring Temple       [-4] Risen Sanctuary

Oh joy, a G/W weenie token deck. The foe has many sources that inherently
create tokens (Seller of Songbirds, Coursers' Accord, Eyes in the Skies,
Trostani's Summoner, Centaur's Herald) as well as cards with the Populate
keyword, which means it picks a token and gets a free copy of it. Of all the
creatures available, only Armored Wolf-Rider (4/6) and Risen Sanctuary (8/8)
are major threats. Everything else is a 3/3 or worse, though with all the
token breeding occuring, things can still spiral out of control.

Planeswalker difficulty sharpens the deck's edges. Risen Sanctuary is ditched
in favor of Wayfaring Temple, a cheaper alternative (CMC 3) whose toughness
and power are equal to the creatures its owner has. The potential for huge
damage is there, though it also means it can enter as a 1/1. Avenging Arrow's
destruction is switched for Trostani's Judgment's exiling, which carries an
additional populate effect (plus double the mana cost). Finally, Centaur's
Herald, inarguably the worst creature in the base deck, becomes Call of the
Conclave, a 3/3 token-spawner for CMC 2.

With flyers and nonflyers in abundance, noncombat damage isn't a bad way to
go. Remember that tokens aren't considered cards themselves -- if they're
returned to the hand or destroyed, they simply cease to exist. Low-cost
instants like Vapor Snag and Voyage's End, or creatures like Skymark Roc, can
eliminate 'em in fine fashion. Even better served if they're bounced when the
foe uses a Populate effect, which may end up wasting it entirely.

• Auger Spree (target creature gets +4/-4)
• Bident of Thassa (force flyer tokens, etc. to suicide into a beatstick)
• Ground Assault (deals damage equal to the lands one controls)
• Inferno Titan (6/6, 3 damage when it enters field or attacks)
• Lightning Talons (equipped creature has +3/+0 and first strike)
• Skymark Roc (3/3 flyer, can bounce tokens and creatures with sub-2 power)
• Stormbreath Dragon (4/4 flyer, haste, Monstrosity 3, protection from white)
• Swift Justice (target gets +1/+0, lifelink and first strike)
• Voyage's End (bounce target, scry 1)

Multiplayer battle booster additions one may like:

• Arrest (equip to a beatstick to make them a nonissue)
• Pharika's Chosen (1/1 with deathtouch; makes beatsticks hesitant to attack)
• Squadron Hawk (1/1 flyer, can add up to 3 SHs to hand when it hits field)
• Vapor Snag (bounce target, its owner loses 1 life)
• Vicious Hunger (deals 2 damage, heals self 2 life)

Surprisingly, this is a green deck that DOESN'T have massive land-grabbing
tendencies, so red noncombat damage decks can throw in a Demolish or two and
go to town with Charmbreaker Devils' recycling.

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|¯¯__| [] |_] |_|__¯¯| DUEL 3-4: JACE'S TEST |=================================
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Creatures [26]                         Artifacts [1]

[×3] Æther Figment                     [×1] Staff of the Mind Magus
[×4] Blind Phantasm
[×4] Chronozoa                         Enchantments [2]
[×3] Gossamer Phantasm
[×1] Hover Barrier                     [×2] Claustrophobia
[×3] Illusionary Servant
[×1] Jace's Mindseeker                 Instants [6]
[×4] Phantasmal Bear
[×3] Phantom Beast                     [×2] Counterspell
                                       [×4] Unsummon
Lands [25]

[25] Island

CONTROL -: good (Claustrophobia, Counterspell, Unsummon)
DRAWPOWER: none
SPEED ---: above-average
STAYPOWER: average
STRENGTH : average
SYNERGY -: good
RETRIEVAL: none
P.CHANGES: [+3] Krovikan Mist          [-3] Æther Figment
           [+3] Phantasmal Dragon      [-3] Phantom Beast

Like last year's Planeswalker game, Jace runs an illusion-themed blue control
deck. The gist is that he can use lower-cost beatsticks like Illusionary
Servant and Phantom Beast, but they come with a downside: they sacrifice
themselves when targeted by abilities or spells. And this applies to any
ability or spell, regardless of source. For instance, a simple Shock spell
would kill a Phantom Beast; if Jace targeted his own Phantom Beast somehow,
it would destroy itself, too.

Planeswalker difficulty replaces the 4/5 Phantom Beast with Phantasmal Dragon,
a 5/5 flyer with the same drawbacks. The unblockable Æther Figment is changed
to Krovikan Mists, whose power and toughness are equal to the illusions one
controls. The deck already can pack a punch without much trouble, so these
changes can become disconcerting, especially the Mists.

Since most creatures self-sacrifice when targeted, playing off that common
element is the shortcut to victory. This means cards that may be unwieldy or
otherwise lame can now be used, simply because of how low-cost they are and
whether they target more than once! (The freer, the better!) The slower the
tempo becomes, the easier the fight is, since Jace lacks draw power. Various
examples that may work here:

• Agent of the Fates (when targeted by owner, opponent sacrifices a creature)
• Auger Spree (target gets +4/-4; general removal)
• Artful Dodge (targets once for CMC 1; has flashback cost for same)
• Blood Feud (target fights other target; targets twice; good for Chronozoas)
• Bolt of Keranos (deals 3 damage, scry 1)
• Coordinated Assault (targets twice for CMC 1)
• Fleeting Distraction (targets for CMC 1 + a card draw)
• Goblin Arsonist (targets creature for 1 damage when killed)
• Goblin Electromancer (lowers sorcery/instant costs by 1 colorless mana)
• Gods Willing (CMC 1, use to avoid being Unsummoned or dealt battle damage)
• Ground Assault (deal damage equal to total lands one controls)
• Inferno Titan (deals 3 damage when attacking or entering; can be split x3)
• Monomania (target discards all their cards except 1)
• Reprisal (destroys target with power 4 or higher)
• Voyage's End (bounces target creature, scry 1)

Multiplayer battle boosters that may help:

• Cloudshift (flickers to avoid Unsummon/Claustrophobia)
• Phantasmal Dragon (epic irony)
• Talrand, Sky Summoner (spawns 2/2 drake tokens)
• Warstorm Surge (when creature enters field, deals damage to target creature)
• Vapor Snag (CMC 1 bouncer, creature's owner takes 1 damage)
• Vicious Hunger (CMC 2, deals 2 damage to target and heals 2 life)

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SHANDALAR                                                                [WLK4]
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Ah, the fourth plane. Exploration can add another 158 cards into one's pool.

Creatures [89]                     Artifacts [6]

[×4] Advocate of the Beast         [×3] Hot Soup
[×2] Aegis Angel                   [×3] Meteorite
[×4] Archaeologist
[×4] Attended Knight               Enchantments/Auras [11]
[×1] Baneslayer Angel
[×3] Brood Keeper                  [×3] Angelic Accord
[×2] Chasm Skulker                 [×4] Inferno Fist
[×4] Child of Night                [×4] Marked by Honor
[×2] Cruel Sadist
[×4] Drudge Skeletons              Instants [26]
[×3] Elite Vanguard
[×4] Elvish Visionary              [×4] Fog
[×4] Frost Lynx                    [×4] Meditation Puzzle
[×2] Genesis Hydra                 [×4] Raise the Alarm
[×4] Gravedigger                   [×4] Safe Passage
[×3] Jade Mage                     [×4] Trumpet Blast
[×2] Jalira, Master Polymorphist   [×3] Ulcerate
[×4] Maritime Guard                [×3] Volcanic Geyser
[×4] Marauding Maulhorn
[×2] Ogre Battledriver             Sorceries [22]
[×2] Phytotitan
[×4] Primal Huntbeast              [×4] Assassinate
[×3] Quickling                     [×3] Enlarge
[×3] Reclamation Sage              [×4] Hunt the Weak
[×4] Regathan Firecat              [×3] Switcheroo
[×2] Rhox Faithmender              [×4] Tome Scour
[×4] Rotfeaster Maggot             [×4] Void Snare
[×2] Rune-Scarred Demon
[×1] Shadowborn Demon
[×2] Shivan Dragon

Lands [4]

[×4] Radiant Fountain

A general per-color overview, for the interested:

BLACK: The most important here is Rune-Scarred Demon, the only card one gets
capable of "tutoring" -- that is, searching the library for any card. It's
also a 6/6 flyer, making it great in general, not to mention anything that
can quickly reuse its effects (Rescue from the Underworld, Cloudshift).
Shadowborn Demon destroys a card when it enters, making it a decent choice,
provided the typical demonic drawback. On the lower spectrum, Child of Night
(2/1, lifelink) and Drudge Skeletons (1/1, regeneration) can be of use, too.

BLUE: A bouncer (Void Snare), cheap miller (Tome Scour) and spell-fetcher
(Archaeologist) are added here. Quickling (2/2, flash) is a fun card that
can create a loop with other copies of itself. Assign it as a blocker, put in
a 2nd Quickling, return the first to the hand, and voila! Whatever attacker
was assigned a blocker doesn't get to attack that turn. Jalira can sacrifice
a creature, then put the next one in the library on the field without paying
its mana cost -- great for surprise beatsticks!

GREEN: Some decent cards this time. Elvish Visionary (1/1) is a common source
of draw power, while Advocate of the Beast (2/3) puts a counter on a target
beast during the end step -- great for Primal Huntbeasts (3/3, hexproof) that
debut here, too. Genesis Hydra enters with X counters, then can put a
permanent with CMC X from the top X amount of cards onto the field for free.
Phytotitan (7/2) will resummon itself in the owner's upkeep after it's been
killed, making it a fun, lingering threat.

RED: Ogre Battledriver (3/3) give +2/+0 and haste to creatures entering the
field, and Shivan Dragon (5/5) can expend red mana to get +1/+0 per. A common
damage-dealing instant, Volcanic Geyser, is here as well.

WHITE: Baneslayer Angel, a 5/5 with a bevy of advantages (lifelink, first
strike, flying, protection from dragons and emons) appears here. Aegis Angel,
which grants indestructibility to a target, can see usage. Angelic Accord is
a 4/4 angel token spawner, provided its owner gained 4 life in the last turn.
Several white instants also appear here: Raise the Alarm spawns 1/1 tokens;
Meditation Puzzle heals 7 life and has convoke; Safe Passage prevents all
damage during that turn.

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|¯¯__| [] |_] |_|__¯¯| DUEL 4-1: STORM THE CASTLE |============================
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Creatures [24]                         Instants [12]

[×2] Armored Warhorse                  [×4] Divine Verdict
[×2] Captain of the Watch              [×4] Glorious Charge
[×4] Elite Vanguard                    [×4] Raise the Alarm
[×4] Infantry Veteran
[×4] Palace Guard                      Lands [24]
[×4] Veteran Armorsmith
[×4] Veteran Swordsmith                [24] Plains

CONTROL -: poor (Divine Verdict)
DRAWPOWER: poor
SPEED ---: average
STAYPOWER: average
STRENGTH : average
SYNERGY -: good
RETRIEVAL: none
P.CHANGES: [+2] Captain of the Watch   [-2] Armored Warhorse
           [+4] Honor of the Pure      [-4] Glorious Charge

White weenie deck focusing on stat-improving abilities -- Armorsmith gives
+0/+1 to all creatures, Swordsmith gives +1/+0 in the same way, and Captain
of the Watch gives +1/+1 and vigilance. Armored Warhorse, Elite Vanguard,
Infantry Veteran and Palace Guard make up the easy-to-get-out ranks, though
they aren't that tough until stat-boosted.

Planeswalker difficulty switches out the temporary +1/+1 from Glorious Charge
to a permanent (enchantment) that does the same, quickly soldiers to grow
into mini-beatsticks. Throwing in more Captains of the Watch allows better
field spam abilities (they do spawn three 1/1 tokens).

This is just an average deck to steamroll with beatsticks, although on high
difficulty, it'll be best to pack additional enchantment-destroying cards
like Naturalize or (*shudder*) Reclamation Sage. Anything with first strike
is great here, especially effects happening through instants, which may bait
creature-boosting cards into blocking and subsequently dying. As per usual,
precise noncombat damage mops up the rest. Examples:

• Auger Spree (+4/-4 to target creature)
• Coordinated Assault (two creatures get +1/+0 and first strike temporarily)
• Ground Assault (deal damage equal to lands one controls)
• Inferno Titan (deals 3 damage when attacking; good for killing Captains)
• Lightning Talons (enchanted creature gets +3/+0 and first strike)
• Reprisal (destroy any creature with 4+ power)
• Siege Dragon (when attacking, deals 2 damage to all nonflyers foe controls)
• Skymark Roc (3/3 flyer, bounces creatures & tokens with 2 power or less)
• Stormbreath Dragon (4/4 flyer, Monstrosity 3, protection from white)

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|¯¯__| [] |_] |_|__¯¯| DUEL 4-2: SLIVER HIVE |=================================
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Creatures [32]                         Sorceries [4]

[×3] Belligerent Sliver                [×4] Hive Stirrings
[×4] Blur Sliver
[×1] Constricting Sliver               Lands [24]
[×4] Groundshaker Sliver
[×2] Megantic Sliver                   [×4] Evolving Wilds
[×4] Predatory Sliver                  [×7] Forest
[×4] Sentinel Sliver                   [×7] Mountain
[×4] Steelform Sliver                  [×6] Plains
[×4] Striking Sliver
[×2] Venom Sliver

CONTROL -: average (Constricting Sliver)
DRAWPOWER: none
SPEED ---: above-average
STAYPOWER: average
STRENGTH : average
SYNERGY -: great
RETRIEVAL: none
P.CHANGES: [+2] Battle Sliver          [-4] Groundshaker Sliver
           [+2] Bonescythe Sliver      [-2] Megantic Sliver
           [+4] Galerider Sliver       [-1] Plains
           [+1] Island                 [-2] Striking Sliver

This is a multi-color sliver deck. Its creatures, though often weak on their
own, have effects that share amongst all slivers: Belligerent gives +2/+0,
Venom gives deathtouch, Blur gives haste, etc. This means, if left alone for
a few turns, even a few of these creatures can start forming a supremely
annoying threat. The most powerful here is Megantic Sliver, a 3/3 that gives
all slivers (including itself) +3/+3. Runner-up is Groundshaker Sliver, a 5/5
that gives all slivers trample. Constricting's temporary exile effect may be
the most hair-pulling of them all, though.

Planeswalker difficulty switches things up a bit. The Groundshaker/Megantic
beatsticks are gone entirely, replaced by Battle and Bonescythe, which grant
all slivers +2/+0 and double strike, respectively. These alternatives are
cheaper than their forebears, and set the stage for one the least-desirable
outcome: having Bonescythe and Belligerent on the field. Belligerent gives
all slivers "can't be blocked except by 2 or more creatures," which opens the
combat damage floodgates. Galerider Sliver is a 1/1 that gives all slivers
flying, and though it can be annoying, the fact that there's only one Island
in the whole deck may have it be a dead draw.

Slivers have minor costs and compound one's troubles quickly, leaving two
main choices: have beatsticks out to dissuade attackers or use noncombat
damage to kill key targets (Belligerent, Bonescythe, Constricting, etc). In
normal difficulties, the foe has no flyers, so that angle can work well, too.
Good examples to use:

• Agent of the Fates (when targeted by friendly spell, foe has to sacrifice)
• Auger Spree (target gets +4/-4)
• Anger of the Gods (3 damage to all creatures in play)
• Ground Assault (land-based damage; good for killing Megantic/Groundshaker)
• Inferno Titan (can inflict and split 3 damage when attacking/entering field)
• Prey Upon (target creature you control fights target you don't)
• Skymark Roc (bounce low-power slivers to hand)
• Siege Dragon (5/5 flyer, deals 2 damage to enemy creatures when attacking)
• Spider Spawning (spawns 1/2 tokens with reach; has flashback cost)
• Undying Evil (good for kamikaze attacks or defensive plays)

Multiplayer boosters that may help here:

• Coral Barrier (1/3, spawns a 1/1 islandwalk token)
• Phantasmal Dragon (5/5 flyer)
• Pharika's Chosen (1/1, deathtouch)

Prey Upon can be great in this fight, because the targets deal damage equal
to their power to each other, ignoring other nasty effects like deathtouch,
double strike, etc. Hunt the Weak, which is more expensive, can be used here
also.

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|¯¯__| [] |_] |_|__¯¯| DUEL 4-3: CRUEL REFLECTION |============================
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Riku of Two Reflections challenges one to...a mirror match! Basically,
whatever deck one enters the duel with is the same one that's faced. This
means it can be as good or bad as one wants, so there's no strategy to give
here.

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|¯¯__| [] |_] |_|__¯¯| DUEL 4-4: ONAKKE GUARDIANS |============================
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Creatures [22]                         Sorceries [3]

[×4] Blood Ogre                        [×3] Tectonic Rift
[×3] Bonebreaker Giant
[×4] Duskhunter Bat                    Instants [4]
[×3] Gorehorn Minotaurs
[×4] Reckless Brute                    [×4] Shock
[×4] Tormented Soul
                                       Lands [24]
Enchantments [7]
                                       [×4] Dragonskull Summit
[×3] Aggressive Mining                 [12] Mountain
[×4] Crippling Blight                  [×8] Swamp

CONTROL -: poor (Crippling Blight, Tectonic Rift, Shock)
DRAWPOWER: poor (Aggressive Mining)
SPEED ---: average
STAYPOWER: average
STRENGTH : average
SYNERGY -: average
RETRIEVAL: none
P.CHANGES: [+4] Searing Spear          [-3] Bonebreaker Giant
           [+3] Shadowborn Demon       [-4] Crippling Blight
           [+4] Stormblood Berserker   [-4] Blood Ogre

B/R Bloodthirst deck. Bloodthirst is a keyword where creatures can enter the
field with extra +1/+1 counters, supposing their opponent was damaged that
turn. To this end, the foe uses flyers (Duskhunter Bat), unblockable weenies
(Tormented Soul), haste- and first-strike-driven beaters (Reckless Brute,
Blood Ogre). Crippling Blight and the land-destroying Tectonic Rift also pave
the way for open attacks. Gorehorn Minotaurs, its most powerful creature,
can enter the field as a +5/+5 for CMC 4, thanks to Bloodthirst.

Planeswalker difficulty helps the theme out more. Stormblood Berserker is a
1/1 with Bloodthirst 2 and can only be blocked by 2+ creatures, ensuring it
can get hits in early. Shadowborn Demon kills a nondemon creature when it
enters the field, making for quicker removal than any Shock or Searing Spear.
The deck now gets Bloodthirst triggers faster and easier, so no one will miss
Blood Ogre and Bonebreaker Giant's presence.

There is, however, a problem -- Aggressive Mining. Normally, this card would
make a good source of lategame draw power, sacrificing huge numbers of lands
to maintain hand advantage. Instead, the foe will often play this card early,
cutting through its few lands and ending up with a full hand and no mana to
play 'em. That AI hiccup basically hands the player the match, and it happens
on any difficulty. (On a smaller note, the opponent occasionally uses Shocks
on itself for no apparent reason...)

Those who don't want to wait for the inevitable Aggressive Mining screwups
can try the noncombat damage route, getting rid of weenie attackers before
Bloodthirsty brutes enter empowered. The same tactics for the past couple
fights work here, since the foe opens many avenues to deal damage. Examples:

• Agent of the Fates (when targeted by friendly spell, foe has to sacrifice)
• Auger Spree (target gets +4/-4)
• Anger of the Gods (3 damage to all creatures in play)
• Ground Assault (land-based damage; good for killing Megantic/Groundshaker)
• Inferno Titan (can inflict and split 3 damage when attacking/entering field)
• Prey Upon (can get rid of flying weenies)
• Skymark Roc (bounce low-power slivers to hand)
• Siege Dragon (5/5 flyer, deals 2 damage to enemy creatures when attacking)
• Spider Spawning (spawns 1/2 tokens with reach; has flashback cost)
• Undying Evil (good for kamikaze attacks or defensive plays)

Multiplayer boosters that may help here:

• Phantasmal Dragon (5/5 flyer)
• Pharika's Chosen (1/1, deathtouch)
• Vapor Snag (bounce creature to make it lose Bloodthirst counters)
• Vicious Hunger (deal 2 damage and heal 2 life)

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ZENDIKAR                                                                 [WLK5]
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Here's the Zendikar-specific cards available:

Creatures [87]                     Enchantments [29]

[×3] Banisher Priest               [×3] Armored Ascension
[×2] Bloodghast                    [×2] Beastmaster Ascension
[×3] Cunning Sparkmage             [×2] Burning Anger
[×4] Death Cultist                 [×4] Demonic Appetite
[×4] Devouring Swarm               [×4] Ior Ruins Expedition
[×4] Elvish Pioneer                [×4] Nimbus Wings
[×4] Giant Scorpion                [×3] Quest for the Goblin Lord
[×4] Glory Seeker                  [×3] Quest for the Gravelord
[×4] Goblin Arsonist               [×4] Raid Bombardment
[×4] Grazing Gladehart
[×3] Guard Gomazoa                 Instants [18]
[×3] Hedron Crab
[×2] Indulgent Tormentor           [×4] Living Destiny
[×4] Kiln Fiend                    [×4] Negate
[×4] Kor Cartographer              [×3] Primal Bellow
[×4] Kraken Hatchling              [×4] Shock
[×4] Lone Missionary               [×3] Suffer the Past
[×3] Pelakka Wurm
[×2] Roil Elemental                Sorceries [16]
[×3] Skeletal Wurm
[×1] Soul of Zendikar              [×2] Blood Tribute
[×4] Stomper Cub                   [×4] Covenant of Blood
[×4] Surrakar Banisher             [×2] Planar Cleansing
[×2] Terra Stomper                 [×3] Tectonic Rift
[×4] Vent Sentinel                 [×1] Time Warp
[×4] Wind Drake                    [×4] Triplicate Spirits

Artifacts [9]

[×4] Adventuring Gear
[×2] Sphinx-Bone Wand
[×3] Warmonger's Chariot

Small overview:

BLACK: Zendikar has some common blacks that can fit into many builds. The
foe-favorite Bloodghast can now used, while Indulgent Tormentor acts as a
torture device (opponent must let their foe draw a card or pay annoying costs
to avoid it that turn). Skeletal Wurm is a 7/6 with regeneration, making for
a useful beatstick. Demonic Appetite gives a huge boost, but requires some
sacrifices each turn, making it of little use (unless it can be slapped onto
an opponent's creature). Covenant of Blood and Blood Tribute both allow one
to damage the foe while healing oneself. It's worth noting that Blood Tribute
has a nasty combo with Sanguine Bond. For instance, if the foe has 20 life
and Sanguine Bond is active, kicking Blood Tribute takes 10 to heal oneself,
which then triggers SB to take the foe's other half! (The opponent can foul
this up by using a life-gain method after BT but before SB kicks in, however.)

BLUE: Several great blues appear here. Guard Gomazoa is a flying defender
that takes no combat damage, acting as a hurdle for speedy decks. Hedron Crab
mills the opponent's library with its Landfall ability, and with three on
the field, that's almost one-sixth of their cards getting dumped! Though Roil
Elemental's stats are crappy, its creature-stealing ability is still amazing.
Ior Ruins Expedition adds draw power for a low cost, while Time Warp focuses
on control (take an extra turn!).

GREEN: Plenty of useful creatures here -- Elvish Pioneer's land-grabbing,
Soul of Zendikar's token-making, Terra Stomper's low-cost beatdowns (better
than Stomper Cub), Pelakka Wurm's drawpower. Grazing Gladeheart, Pelakka,
and Living Destiny all help with life gain, while Beastmaster Ascension and
Primal Bellow focus on turning everything into a huge beatstick.

RED: Kiln Fiend and Vent Sentinel are great in many spell- and defender-based
decks, respectively. Burning Anger turns any creature into a source of burn
damage; Quest for the Goblin Lord fits in with goblin decks, unsurprisingly.
Shock, a two-damage instant, appears here and can see lots of play. Tectonic
Rift is a land-destroyer, although it may be worth choosing Demolish instead.

WHITE: Banisher Priest temporarily exiles target creatures, paving the way
for easier attacks, while Kor Cartographer searches Plains; Lone Missionary
gives 4 life when entering the field, making it good in life-gain decks.
Armored Ascension gives flying and Plains-based +1/+1 boosts; Triplicate
Spirits creates 3 Spirit tokens flyers. Finally, Planar Cleansing destroys
all nonland permanents, making it great when fighting overwhelming numbers.

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|¯¯__| [] |_] |_|__¯¯| DUEL 5-1: STRENGTH IN NUMBERS |=========================
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Creatures [22]                         Lands [24]

[×2] Graypelt Hunter                   [×4] Evolving Wilds
[×3] Highland Berserker                [×6] Forest
[×4] Joraga Bard                       [×5] Mountain
[×3] Murasa Pyromancer                 [×5] Plains
[×4] Oran-Rief Survivalist             [×4] Terramorphic Expanse
[×4] Stonework Puma
[×2] Tajuru Archer

Instants [14]

[×4] Bold Defense
[×4] Join the Ranks
[×2] Repel the Darkness
[×2] Slaughter Cry
[×2] Veteran's Reflexes

CONTROL -: average (Bold Defense, Repel the Darkness)
DRAWPOWER: poor (Repel the Darkness)
SPEED ---: average
STAYPOWER: average
STRENGTH : average
SYNERGY -: good
RETRIEVAL: poor (Evolving Wilds, Terramorphic Expanse)
P.CHANGES: [+2] Ondu Cleric            [-4] Joraga Bard
           [+4] Tuktuk Grunts          [-2] Stonework Puma

SIN uses a multi-color Ally deck, who get their effects when other allies
enter the field. (Ring familiar? It's almost the same concept as the Slivers.)
Oran-Rief and Greypelt get +1/+1, Berserker gives first strike, Joraga Bard
gives vigilance, Tajuru Archer and Pyromancer deal damage (flying creature
and any creature, respectively).

Planeswalker difficulty ditches the bards for Tuktuk Grunts, which gets +1/+1
counters in the same vein as Oran-Rief and Greypelt Hunter. Half the mediocre
Pumas are removed for Ondu Clerics, a low-cost Ally that replenishes life as
its friends join the fray.

Since this battle is so similar to the Sliver Hive duel -- minus the ability
to deal noncombat damage -- the same strategy applies: noncombat damage to
pick these survivalists off, a beatstick to stall their burgeoning advances.
Examples:

• Agent of the Fates (when targeted by friendly spell, foe has to sacrifice)
• Auger Spree (target gets +4/-4)
• Anger of the Gods (3 damage to all creatures in play)
• Banisher Priest (exile target until BP leaves field)
• Ground Assault (land-based damage; good for killing Megantic/Groundshaker)
• Guard Gomazoa (1/3 defender, incurs no combat damage)
• Inferno Titan (can inflict and split 3 damage when attacking/entering field)
• Planar Cleansing (destroy all permanents on field)
• Skymark Roc (bounce low-power slivers to hand)
• Soul of Zendikar (6/6, spawns 3/3 tokens)
• Siege Dragon (5/5 flyer, deals 2 damage to enemy creatures when attacking)
• Spider Spawning (spawns 1/2 tokens with reach; has flashback cost)
• Terra Stomper (8/8 for CMC 6, trample)
• Undying Evil (good for kamikaze attacks or defensive plays)

Multiplayer boosters that may help here:

• Paragon of Open Graves (2/2, can bestow deathtouch)
• Pharika's Chosen (1/1, deathtouch)
• Wall of Omens (0/4 defender, draw a card as it enters field)
• Warstorm Surge (when friendly creature cast, deal damage = to its power)

Just remember that Bold Defense and Slaughter Cry all bestow first strike, so
be wary of any sudden "stupid" attacks -- it's often just bait for one's best
blocker. Don't forget that counter-accumulators like Greypelt, Oran-Rief and
Tuktuk Grunts lose counters when bounced. Cheapo spells like Vapor Snag and
Voyage's End can reset their progress, letting one kill them as they reenter
the field (Oran-Rief always enters as a 2/2; Greypelt and Tuktuk as 3/3s).

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|¯¯__| [] |_] |_|__¯¯| DUEL 5-2: KOR CANYONS |=================================
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Creatures [25]                         Artifacts [7]

[×2] Cliff Threader                    [×4] Adventuring Gear
[×3] Kitesail Apprentice               [×1] Grappling Hook
[×4] Kor Cartographer                  [×2] Kitesail
[×4] Kor Hookmaster
[×2] Kor Line-Slinger                  Sorceries [2]
[×4] Kor Outfitter
[×2] Kor Sanctifiers                   [×2] Windborne Charge
[×2] Lone Missionary
[×2] Marsh Threader                    Lands [23]

Instants [3]                           [23] Plains

[×3] Narrow Escape

CONTROL -: poor (Grappling Hook, Narrow Escape)
DRAWPOWER: none
SPEED ---: average
STAYPOWER: average
STRENGTH : below-average
SYNERGY -: average
RETRIEVAL: poor (Kor Cartographer)
P.CHANGES: [+2] Armament Master        [-4] Adventuring Gear
           [+2] Stoneforge Mystic      [-2] Kor Line-Slinger
           [+4] Trusty Machete         [-2] Lone Missionary

White Kor-themed weenie deck. Kor creatures are often related to equipment
usage, and this one's no different: Apprentice gets +1/+1 when equipped,
Outfitter automatically attaches equipment, Sanctifiers destroy opponents'
artifacts, etc.

Planeswalker difficulty ditches the average Adventuring Gear for the useful
Trusty Machete (+2/+1), which can make Kitesail Apprentices +4/+3 with little
effort. Stoneforge Mystic fetches equipment from the library, and can even
put them onto the battlefield with her ability (useful to know in case they
may be discarded). Finally, for each equipment on Armament Master, other Kor
creatures get +2/+2, making it the only thing resembling a beatstick here.

An average deck can probably beat this blindfolded, but it's still a good
idea to pack some methods of destroying artifacts: Naturalize, Reclamation
Sage, Demolish, Mold Shambler, etc. In lieu of that, simply pack any sources
of noncombat damage. Kor creatures tend to max out at 2/2 inherently, so they
fall to a stiff breeze. For giggles, kill them with instants after they've
already paid the equipment attach costs, but before it resolves!

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|¯¯__| [] |_] |_|__¯¯| DUEL 5-3: ROILING PLANE |===============================
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Creatures [16]                         Instants [12]

[×4] Bladetusk Boar                    [×4] Burst Lightning
[×4] Cosi's Ravager                    [×4] Seismic Shudder
[×4] Kiln Fiend                        [×4] Unstable Footing
[×4] Vent Sentinel
                                       Lands [24]
Sorceries [8]
                                       [23] Mountain
[×4] Magma Rift                        [×1] Valakut, the Molten Pinnacle
[×4] Roiling Terrain

CONTROL -: good (Burst Lighting, Seismic Shudder, Roiling Terrain)
DRAWPOWER: none
SPEED ---: poor
STAYPOWER: poor
STRENGTH : average
SYNERGY -: average
RETRIEVAL: none
P.CHANGES: [+4] Flame Slash, [-4] Magma Rift

This is primarily a red noncombat damage deck with a handful of like-minded
creatures thrown in. Bladetusk Boar has intimidate and can only be blocked
by red creatures; Cosi's Ravager deals 1 damage with its Landfall; Kiln Fiend
grows in power when red instants are used; Vent Sentinel deals damage equal
to the defenders one controls.

For noncombat damage, the deck is stacked. Magma Rift deals 2 damage and
exiles whatever it kills (or dies later that turn); Roiling Terrain destroys
a land and damages based on lands in the foe's hand; Seismic Shudder hits all
nonflyers for 1 damage; Burst Lightning and Unstable Footing each have kickers
that turn them into 4- and 5-damage annoyances, respectively. Finally, we
have Valakut, which deals 3 damage each time a Mountain enters the field (as
long as one control 5 of more of 'em).

Planeswalker difficulty switches out the 2-damage Magma Rift for the 4-damage
Flame Slash (CMC 1), which doesn't exile. This ramps up its damage potential
early on, but otherwise, the same survival strategies apply.

There's several ways to operate here:

- Flyers: None of the foe's creatures have reach, so this method can work.
  It'll be like cruising through a thunderstorm, though...one filled with all
  sorts of nasty damage sources. Major flyers that can work: Seraph of the
  Masses, Aegis Angel, Baneslayer Angel, Griselbrand, Rune-Scarred Demon.

- Milling takes advantage of the foe's poor drawpower, and even one Tome
  Scour is likely to get rid of a noncombat damage source, often more. Hand
  destruction works the same way, especially early, when the foe can't pay
  kickers in lieu of discarding (see: Monomania, Mind Rot, Liliana's Specter)
  The downside is milling can quickly reduce one's hand and mill-related
  creatures can be OHKO'd by most damage sources here.

- Life gain: if the foe is going to be focused on indirect damage, boosting
  one's life is a direct counter. Any card with lifelink is useful, though
  beatsticks with lifelink (Baneslayer Angel, Griselbrand) are better, since
  they can survive most single sources of damage, and act as lightning rods
  for damage -- the foe will want them gone as quickly as possible. A bonus
  to this method is that a high life total attracts most Valakut damage, even
  if one controls weenies.

- Redirect damage: This isn't so much a major strategy as a fun combo. Since
  the foe focuses only on damage, it's possible to take advantage of that by
  using Palisade Giant's damage-redirection ability. Of course, the foe can
  do 7 damage without breaking a sweat generally, but it's still possible to
  use Aegis Angel to give it indestructibility. From then on, all damage is
  redirected, none of it destroys Palisade! Aegis is still a target though,
  so use cheap white cards (Gods Willing, Cloudshift, Safe Passage) or blue
  counters to keep it safe. Bulking it up with auras can work, too, though
  that's an extra investment -- Hall of Triumph or Beastmaster Ascension may
  be easier.

- Recycling: use creatures with Undying to keep the ranks up, bestow Undying
  when possible (Undying Evil), recycle cards from the graveyard (Rescue from
  the Underworld) and use one's slain creatures as ammo (Dead Reckoning). If
  one has several Elixirs of Immortality, which act as recyclers and sources
  of life gain, it's possible to reuse beatsticks a bit more frequently. Of
  course, those doing any type of red/black recycling'll have Charmbreaker
  Devils on hand.

Honestly, no matter which way one goes here, life gain is paramount. It's not
a bad idea to have some drawpower and land-grab sources either. Destroying
Valakut (Demolish, Tectonic Rift, Mold Shambler) can save an extra headache,
too. Overall, some examples of what can work here:

• Arbor Colossus (6/6, Monstrosity 3)
• Archaeologist (recycles instants/sorcerie needed for one's strategy)
• Charmbreaker Devils (recycle instants/sorceries needed for one's strategy)
• Creepy Doll (1/1, CMC 5, indestructible, may kill what it blocks)
• Genesis Hydra (potentially massive beatstick, good in land-grab decks)
• Nemesis of Mortals (5/5, Monstrosity 5)
• Nessian Asp (4/5, Monstrosity 4)
• Phytotitan (7/2 beatstick, resummons itself, good for making foe waste mana)
• Primal Huntbeast (3/3; can't be targeted by foe thanks to Hexproof)
• Quickling (flash; save target that would die by noncombat damage)
• Rescue from the Underworld (returns field and graveyard target to battle)
• Rhox Faithmender (1/5, lifelink, doubles all life gains)
• Rune-Scarred Demon (6/6, tutors)
• Soul of Zendikar (6/6, spawns 3/3 tokens)
• Terra Stomper (8/8, CMC 6, Trample)
• Vent Sentinel (2/4, can deal damage, can block and kill Bladetusk Boar)

Multiplayer boosters that can help:

• Cloudshift (flickers target to avoid fatal damage)
• Mold Shambler (when kicked, can destroy any noncreature target, even lands)
• Stoneforge Mystic (searches equipment; good if one chooses the buff route)
• Warstorm Surge (when friendly enters field, deal damage equal to its power)

Other things of note:

• Indestructible cards won't be destroyed if their toughness reaches zero,
  but this isn't true for those that regenerate. They'll be sent to the grave
  like any other, if targeted once they've regenerated. For that reason, fun
  cards like Skeletal Wurm and Drudge Skeletons may not work out quite that
  well, especially with cards like Valakut, Cosi's Ravager and Vent Sentinel
  potentially forcing one to regenerate in the first main phase.

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|¯¯__| [] |_] |_|__¯¯| DUEL 5-4: SCORN OF OB NIXILIS |=========================
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Creatures [23]                         Sorceries [9]

[×2] Corpse Hauler                     [×3] Covenant of Blood
[×3] Demon of Death's Gate             [×2] Marsh Casualties
[×4] Death Cultist                     [×4] Sign in Blood
[×2] Indulgent Tormentor
[×3] Renegade Demon                    Lands [24]
[×4] Soulcage Fiend
[×3] Tenacious Dead                    [24] Swamp
[×2] Zof Shade

Instants [4]

[×4] Wring Flesh

CONTROL -: average (Wring Flesh, Marsh Casualties, Indulgent Tormentor)
DRAWPOWER: average (Sign in Blood)
SPEED ---: average
STAYPOWER: average (Tenacious Dead)
STRENGTH : good (Demon of Death's Gate, Renegade Demon)
SYNERGY -: average
RETRIEVAL: poor (Corpse Hauler)
P.CHANGES: [+3] Halo Hunter, [-3] Renegade Demon

Ob Nixilis uses a demonic (black) life loss deck. Cards like Death Cultist
and Tenacious Dead are easy to get out, and if they would die, can sacrifice
for life loss or regenerate, respectively. This buys time to get out slightly
better demons (Renegade Demon, Soulcage Fiend) or Demon of Death's Gate, which
has an alternate summoning requirement (6 life and 3 black sacrifices). Zof
Shade can expend 3 mana to give itself +2/+2, making it big damage source in
the lategame. Meanwhile, Covenant of Blood, Wring Flesh (target gets -3/-1)
and Marsh Casualties (all creatures player controls get -1/-1 or -2/-2) help
maintain order.

Planeswalker difficulty switches out the 5/3 Renegade Demon for the 6/3
Halo Hunter, which can destroy an Angel when it enters play. If one could
easily destroy Renegades earlier, this change isn't that amazing, and its
main upside is easily avoided. Halo has the same CMC as Renegade, though, so
it's not working against Ob Nixilis either.

Demon of Death's Gate is a 9/9, but everyone else's toughness maxes out at 3,
so noncombat damage is just fine here. The life loss can quickly catch up if
one's slow to act, though, having some way to rectify that'll help. Examples
to consider:

• Agent of the Fates (when targeted by friendly spell, foe has to sacrifice)
• Auger Spree (target gets +4/-4; good for killing DODG with weaker flyers)
• Anger of the Gods (3 damage to all creatures in play)
• Blood Tribute (halves opponent's life; tap a vampire to heal that amount)
• Covenant of Blood (convoke; deals 4 damage and heals 4 life)
• Ground Assault (land-based damage; good for killing Demon of Death's Gate)
• Inferno Titan (can inflict and split 3 damage when attacking/entering field)
• Prey Upon (eliminate weenies and some demons with ease)
• Skymark Roc (bounces Soulcage Fiend, Corpse Hauler, Tenacious Dead, Zof...)
• Siege Dragon (5/5 flyer, deals 2 damage to enemy creatures when attacking)
• Young Wolf (with Undying, survives )

Multiplayer boosters that may help here:

• Vapor Snag (bounce creature to make it lose Bloodthirst counters)
• Vicious Hunger (deal 2 damage and heal 2 life)

                     ___________________
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|¯¯__| [] |_] |_|__¯¯| DUEL 5-5a: GARRUK |=====================================
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Creatures [21]                         Enchantments [4]

[×4] Garruk's Companion                [×4] Triumph of Ferocity
[×3] Garruk's Packleader
[×4] Hollowhenge Beast                 Instants [2]
[×2] Rampaging Baloths
[×4] Runeclaw Bear                     [×2] Beast Within
[×4] Slaughterhorn
                                       Sorceries [7]
Lands [26]
                                       [×3] Harmonize
[×4] Bayou                             [×4] Nature's Lore
[13] Forest
[×4] Golgari Guildgate
[×5] Swamp

CONTROL -: poor (Beast Within)
DRAWPOWER: good (Harmonize, Triumph of Ferocity, Garruk's Packleader)
SPEED ---: average
STAYPOWER: average
STRENGTH : good
SYNERGY -: average
RETRIEVAL: average (Nature's Lore)
P.CHANGES: [+4] Cultivate              [-4] Nature's Lore
           [+2] Thragtusk              [-2] Rampaging Baloths

As in previous games, Garruk uses a green beast beatdown deck. Armed with
useful spells like Harmonize (draw 3 cards) and Nature's Lore to land-grab
often, he'll use smaller low-cost creatures (Runeclaw, Companion) as fodder
for their big brothers. Garruk's Packleader (4/4) has its owner draw a card
when a creature of 3+ power enters its field, and Rampaging Baloths (6/6)
spawns 4/4 tokens as its Landfall ability. Although lands are rarely worth
mentioning, Garruk uses Bayous which are green/blacks that enter untapped,
speeding things up slightly.

Planeswalker difficulty adds a bit more speed with Cultivate, a firm upgrade
from Nature's Lore for a nigh-negligible cost increase. Exchanging Rampaging
Baloths, which creates annoying amounts of tokens, for Thragtusk, which only
creates one on death (and it's a 3/3!) is more puzzling. Although Thragtusk
costs less, it robs the deck of capitalizing on Cultivate.

Garruk doesn't use any noncombat damage, instead concentrating on the hunt
itself -- beatdowns all day, e'ery day. Its main form of control is "Beast
Within," which destroys a permanent and gives its owner a 3/3 token. He can
use this to kill his foe's beatstick and save himself trouble, or destroy his
own creature (like one facing imminent death via an instant) to salvage the
situation. However, Garruk's spear is too blunt: he doesn't have foes capable
of first/double strike, deathtouch, etc. Getting creatures that can, maybe
building up with a few auras, creates a highly competitive wall Garruk has a
hard time mantling. Examples of what may work:

• Agent of the Fates (3/2, forces sacrifice when targeted by friendly spells)
• Asha's Favor (enchanted creature has flying, vigilance, first strike)
• Auger Spree (creature gets +4/-4)
• Baneslayer Angel (5/5 flyer, first strike, lifelink)
• Banisher Priest (2/2, exiles target creature until BP leaves the field)
• Beastmaster Ascension (with 7 counters, all creatures owned get +5/+5)
• Blood Tribute (halves opponent's life; tap a vampire to heal that amount)
• Dinrova Horror (4/4, bounces permanent when entering, then forces a discard)
• Drudge Skeletons (1/1, regenerate; mostly useful for maintaining blockers)
• Griselbrand (7/7 flyer, lifelink, draw power)
• Ground Assault (deals damage equal to lands one controls)
• Guard Gomazoa (1/3 defender, incurs no combat damage)
• Inferno Titan (6/6, deals 3 damage when attacking or entering field)
• Lightning Talons (equipped creature has +3/+0 and first strike)
• Phytotitan (7/2; when destroyed, resummons itself during next upkeep)
• Shadowborn Demon (5/6, destroys nondemon creature upon entry)
• Terra Stomper (8/8, CMC 6, trample)
• Ulcerate (pay 3 life to deal 3 damage)
• Undying Evil (gives Undying, parlaying Beast Within into a +1 situation)

Multiplayer booster cards that may aid here:

• Dead Reckoning (recycle creature from graveyard + damage creature on field)
• Hall of Triumph (give +1/+1 to all creatures you control of chosen color)
• Wall of Omens (0/4 defender, draw card as it enters field)

                     ____________________________________
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|¯¯__| [] |_] |_|__¯¯| DUEL 5-5b: GARRUK, THE WORLDSLAYER |====================
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Creatures [18]                         Sorceries [11]

[×3] Child of Night                    [×4] Cultivate
[×2] Dark Hatchling                    [×3] In Garruk's Wake
[×3] Garruk's Packleader               [×4] Rampant Growth
[×3] Obstinate Baloth
[×4] Putrid Leech                      Lands [24]
[×3] Spiritmonger
                                       [×4] Bayou
Instants [7]                           [12] Forest
                                       [×4] Golgari Guildgate
[×3] Consume Strength                  [×4] Swamp
[×4] Putrefy

CONTROL -: good (Putrefy, Consume Strength, In Garruk's Wake, Dark Hatchling)
DRAWPOWER: average (Garruk's Packleader)
SPEED ---: average
STAYPOWER: good (Spiritmonger)
STRENGTH : good (Spiritmonger, Putrid Leech)
SYNERGY -: average
RETRIEVAL: good (Cultivate, Rampant Growth, Obstinate Baloth)
P.CHANGES: [+4] Thragtusk, [-4] Forest

The final boss! This is a mix of Garruk's previous deck with darker forces
having creeped in. Consume Strength gives +2/+2 to a creature and -2/-2 to
another, while Putrefy outright kills its target, preventing regeneration in
the meantime. Dark Hatchling destroys a nonblack creature when it enters the
field; In Garruk's Wake destroys all creatures its opponent controls. (Other
cards, like artifacts and enchantments, remain.)

On Planeswalker difficulty, Garruk gets four Thragtusks, which were found in
the previous fight as well. Naturally, its token-creation ability gives more
annoyances to destroy.

Some things to remember about this fight:

• Garruk doesn't use any noncombat damage
• Garruk doesn't have any creatures with first strike
• Garruk can't retrieve any cards from the graveyard
• Whatever deck one started with in the first Garruk fight is used here
• If one loses or restarts the fight, it defaults to the first Garruk fight
• Putrefy can destroy creatures and artifacts, but not enchantments!
• Regenerated creatures still "die" when their toughness hits zero

With such an aggressive deck, adapting many of its pluses helps: easy land
grabbing, plentiful destruction, beatsticks. This could even be called
Garruk's holy trinity of fighting. Putrefy prevents regeneration, but cards
with that keyword can still work here as nigh-irremovable fodder. (Those who
want to go that route should use Drudge Skeletons and Skeletal Wurm; Asphodel
Wanderer is pretty crappy in the early turns.)

Anyway, aggressive and highly useful cards that may be good here:

• Auger Spree (+4/-4 to target)
• Aegis Angel (5/5 flyer, gives ally indestructibility)
• Angelic Edict (exile Spiritmonger to prevent regeneration)
• Archaeologist (fetch needed cards from graveyard)
• Assassinate (destroys target tapped creature; doesn't get around regen.)
• Banisher Priest (exiles Spiritmonger; it loses all counters if it returns)
• Creepy Doll (1/1, destruction effect, indestructible; gets around IGW)
• Cultivate (CMC 3, land-grabber)
• Flesh to Dust (destroys target + prevents regeneration)
• Gods Willing (protection from black makes one immune to all Garruk's cards)
• Ground Assault (deals damage equal to total lands one controls)
• Inferno Titan (6/6, deals 3 damage when attacking or entering field)
• Planar Cleansing (destroys all nonland permanents)
• Quickling (flash; use to save target from Putrefy or Consume Strength)
• Rescue from the Underworld (save creature + get it and another back later)
• Rune-Scarred Demon (6/6 flyer, tutors; can't be killed by Dark Hatchling)</pre><pre id="faqspan-4">
• Satyr Wayfinder (1/1, land-grabber; can get nonbasic lands too)
• Shadowborn Demon (5/6 flyer, destroys nondemon creature upon entry)
• Siege Dragon (5/5 flyer, deals 2 damage to foe's creatures when attacking)
• Switcheroo (steal Spiritmonger; may foe to use Putrefy)
• Tribute to Hunger (prey upon lone creatures with a forced sacrifice)
• Undying Evil (returns creature to play, gets around Putrefy's no-regen part)

Multiplayer booster cards that may work:

• Arrest (prevents Spiritmonger from regenerating, attacking or blocking)
• Cloudshift (flickers target to avoid Putrefy or Consume Strength)
• Dead Reckoning (put beatstick atop library + deal damage to field creature)

Personally, I like to have a bit of a milling aspect as well, which can get
rid of annoyances like Dark Hatchling and Spiritmonger, but also quasi-nukes
like In Garruk's Wake, which immediately resets most progress one's strived
to make. Monomania is a great card to pull since Garruk deck-thins with his
sorceries, often resulting in many nonlands being discarded. (This leaves
whatever he's kept to be discarded through other methods, like Mind Rot,
Liliana's Reaver, possibly Dinrova Horror, etc.) Just remember that Obstinate
Baloth gets put on the field when discarded! That may be a risk worth taking.

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ALARA                                                                    [WLK6]
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Alara is unlocked by purchasing the Garruk's Revenge expansion for $4.99 in
the Steam store. After the game's poorly reviewed release, it was given out
free to those who purchase booster packs or acquired booster packs free in
other means (such as the free one from owning Magic 2014 on Steam). Not sure
if this offer still stands for latecomers.

Anyway, the shattered plane of Alara plays host to the expansion, giving four
battles, an explorable node for new cards and even the option to play as our
favorite twisted psycho-planeswalker Garruk! One MUST play as him through the
campaign's first go, though any deck'll work afterwards. (The option to keep
playing as him in the story battles remains though.)

GARRUK WILDSPEAKER'S DECK
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Creatures [22]                         Sorceries [11]

[×3] Dreg Mangler                      [×3] Harmonize
[×3] Festerhide Boar                   [×4] Prey Upon
[×4] Garruk's Companion                [×4] Rampant Growth
[×3] Garruk's Packleader
[×2] Gravetiller Wurm                  Lands [24]
[×3] Hollowhenge Beast
[×4] Runeclaw Bear                     [×4] Bayou
                                       [12] Forest
Instants [3]                           [×4] Golgari Guildgate
                                       [×4] Swamp
[×3] Consume Strength

This is Garruk's playable deck, a cross between his speedy beatdown deck in
his first encounter and his second battle's twisted U/G Worldslayer deck.
Oddly enough, there's only 6 cards that use black mana; luckily, this Bayous
don't slow down the hand, so it's not that big a deal. Either way, it's a fun
little deck, with Harmonize providing drawpower, Rampant Growth's land-grabby
speed and Dreg Mangler providing some oomph via Scavenge. Some cards have the
Morbid keyword, allowing them to come into battle with extra +1/+1 counters
if creatures died that turn (even one's own). This makes Gravetiller Wurm a
8/8 powerhouse, while Festerhide Boar becomes a low-cost 5/5.

Playing the final duel on Planeswalker difficulty lets one use Garruk's evil
Worldspeaker deck, same as in the main campaign. This means more destructive
power (Dark Hatchling, Putrefy, In Garruk's Wake) and creatures (Putrid Leech,
Spiritmonger) in exchange for less drawpower (bye Harmonize!). Child of Night
provides the deck's only life-gain method, although I've noticed its lifelink
not working correctly. The expansion boss will put Garruk through his paces
though, and Putrefy will especially come in handy.

EXPANSION DUEL 1: THE HUNT BEGINS
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Creatures [27]
                                       [×3] Fog
[×3] Child of Thorns                   [×3] Unchecked Growth
[×3] Gnarled Mass
[×2] Kodama of the North Tree          Sorceries [3]
[×3] Kodama of the South Tree
[×4] Nightsoil Kami                    [×3] Bountiful Harvest
[×3] Orchard Spirit
[×3] Phantom Tiger                     Lands [24]
[×4] Strangleroot Geist
[×2] Yew Spirit                        [24] Forest

CONTROL -: poor (Fog)
DRAWPOWER: none
SPEED ---: average
STAYPOWER: mediocre (Phantom Tiger, Strangleroot Geist)
STRENGTH : good
SYNERGY -: great
RETRIEVAL: mediocre (Nightsoil Kami)
P.CHANGES: [+3] Kodama's Reach            [-2] Nightsoil Kami
           [+2] Jugan, the Rising Star    [-3] Orchard Spirit
           [+3] Kami of the Hunt          [-3] Fog

Kento the Spiritcrafter uses a green tree spirit deck, which means a couple
low-cost beatsticks (Gnarled Mass, Phantom Tiger); a regular annoyance with
Undying & Haste (Strangleroot Geist); and two higher-cost beatsticks, one
that has trample and shroud (Kodama of the North Tree), the other giving a
+1/+1 and trample to its allies when a Spirit/Arcane spell is played (Kodama
of the South Tree).

On Planeswalker difficulty, needless cards and two Nightsoil Kamis are lost
to gain a Cultivate-ish land-grabber (Kodama's Reach), a low-cost attacker
that can get a little stronger when Spirit/Arcane spells are played (Kami of
the Hunt) and a flying beatstick that lets one distribute 5 +1/+1 counters on
its death (Jugan, the Rising Star).

The deck itself has great synergy and decent speed, but can be stonewalled
with just one gigantic beatstick. Only cards like Unchecked Growth will give
the needed oomph to overcome those obstacles, letting one eliminate the chaff
normally or by forcing blockers. Worst case scenario would be Kodama of the
North Tree getting all Jugan's counters and then extra ones from the South
Tree -- but this is unlikely to happen as long as one is diligent in the
early rounds.

EXPANSION DUEL 2: PICK UP THE TRAIL
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Creatures [19]                         Sorceries [14]

[×4] Bog Raiders                       [×4] Corrupt
[×3] Cadaver Imp                       [×3] Mutilate
[×4] Crypt Ripper                      [×4] Sign in Blood
[×3] Festering Goblin                  [×3] Vicious Hunger
[×3] Howling Banshee
[×2] Nightmare                         Lands [24]

Enchantments [3]                       [24] Swamp

[×3] Quag Sickness

CONTROL -: good (Corrupt, Mutilate, Vicious Hunger)
DRAWPOWER: poor (Sign in Blood)
SPEED ---: mediocre
STAYPOWER: poor
STRENGTH : good (Nightmare, Crypt Ripper)
SYNERGY -: good
RETRIEVAL: poor (Cadaver Imp)
P.CHANGES: [+3] Tendrils of Corruption, [-3] Quag Sickness

Boragor, Hermit of Xathrid uses a black noncombat damage deck with a subtheme
of swamp-based abilities. This means the more lands he gets, the easier he
can nuke the field (Mutilate), the more damage he deals and heals (Corrupt),
and the harder his monsters can hit, either inherently (Nightmare) or just
having mana for +1/+1 fuel (Crypt Ripper). Cadaver Imp will fetch from the
graveyard, making milling somewhat less useful; Howling Banshee and Festering
Goblin damage the opponent upon entering the field and on death, respectively.

On Planeswalker difficulty, the Swamp-fueled Quag Sickness is thrown out for
Tendrils of Corruption (CMC 4), which is identical to Corrupt, except that it
can't target players. This gives the somewhat slow deck a bit more damage in
the early turns, and can easily kill most creatures with toughness 4~5.

Hand destruction is a double-edged sword, but one of those edges is duller
than the other -- while providing discard targets for Cadaver Imp, the sheer
number of noncombat damage (and often life-gain) cards makes it worthwhile.
Of the creatures, only Nightmare and Crypt Ripper are major issues, and the
latter is a 2/2 weenie if its controller has no mana to spend powering it up.
The deck's ability to maintain its hand is based entirely on Sign in Blood &
Cadaver Imp; without them, it tends to be very slow. (However, since it has
Swamp-based cards, it can still end up murdering with Mutilate, which it may
use even if it has monsters out.) Monomania, anyone?

Those who don't want to bother with destroying the hand can simply counter
the deck with life gain methods and quickie destruction (Reprisal, Divine
Verdict, Flesh to Dust). Noncombat damage works as well, given how wimpy
creatures besides Nightmare are.

EXPANSION DUEL 3: MIND OF A HUNTER
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Creatures [10]                         Instants [16]

[×2] Adamaro, First to Desire          [×4] Magma Spray
[×4] Pilgrim's Eye                     [×4] Runeflare Trap
[×4] Runed Servitor                    [×4] Searing Spear
                                       [×4] Sudden Impact
Artifacts [10]
                                       Lands [24]
[×4] Font of Mythos
[×4] Howling Mine                      [24] Mountain
[×2] Temple Bell

CONTROL -: poor (Runeflare Trap)
DRAWPOWER: great (Font of Mythos, Howling Mine, Temple Bell, Runed Servitor)
SPEED ---: average
STAYPOWER: poor
STRENGTH : poor (Adamaro, First to Desire)
SYNERGY -: good
RETRIEVAL: none
P.CHANGES: [+4] Anger of the Gods, [-4] Magma Spray

Grinth wages war on two fronts: milling one's library via artifacts (Font
of Mythos, Howling Mine, Temple Bell, Runed Servitor) that force mandatory
draws, and hand-determined noncombat damage instants (Runeflare Trap, Sudden
Impact). A few general damage cards are included as well (Magma Spray,
Searing Spear) to pick off weakened critters. Pilgrim's Eye will search for
lands, ensuring Grinth never gets mana-starved.

The biggest threat in the deck is Adamaro, whose power and toughness are
based off the opponent ("you"!) with the most cards in hand. Even two Fonts
of Mythos will add +4/+4 each turn, and with a CMC of 3, it's a low-cost
beatstick that can be gotten out very early. Of course, the less cards one
has, the less powerful it is -- though it's hard, thanks to all the forced
draws it gives. Additionally, Temple Bell can be used to give it a quick +1/+1
when it's in danger of dying, or when it needs slightly more attack power to
get by. There's only two in the deck, however, so once they're gone, that
usually marks the end of any combat-related wins.

Planeswalker difficulty replaces the single-target, two-damage Magma Sprays
with field-nuking, three-damage Anger of the Gods. Both cards will exile
cards they kill, so important weenies one has are often out of the running
one way or another (Searing Spear also says hello!).

There aren't too many counter-milling strategies around, save for Elixir of
Immortality, which shuffles the graveyard into the deck. This also grants +5
life, which meshes with the other aid: life gain. (Remember, each time one's
forced to draw, that adds +1 damage to Sudden Impact and Runeflare Trap, the
latter often triggering for its miniscule 1 CMC trap cost.) Throwing in some
easy life gain cards -- like Lone Missionary -- in conjunction with Rhox
Faithmender's gain-doubling ability ain't a bad way to go about winning.

Another way -- for those who don't want to just force their way through in
the normal fashion -- is milling. Since the artifacts' card-drawing boosts
apply to both players, there's a simple synergy in decimating Grinth's
library first. Low-cost cards like Tome Scour, Hedron Crab and Chill of
Forboding can quickly turn the foe on his head.

Finally, it's possible to destroy the artifacts themselves with cards like
Reclamation Sage or Solemn Offering; Runed Servitor and Pilgrim's Eye are
applicable targets as well. A much easier method is using Planar Cleansing to
field-wipe the nasty artifacts, though. Just remember that hand destruction
is entirely pointless as long as Howling Mine, Font of Mythos, etc. are in
play, even when running Monomania. (The opponent will just save a crucial
card, like Anger of the Gods or Sudden Impact, then immediately draw into a
bunch more cards in his upkeep. Pointless, I say!)

EXPANSION DUEL 4: PREDATOR AND PREY
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Artifact Creatures [29]                Noncreature Artifacts [6]

[×4] Arcbound Worker                   [×3] Æther Spellbomb
[×4] Court Homunculus                  [×3] Cranial Plating
[×3] Esperzoa
[×4] Etherium Sculptor                 Lands [24]
[×4] Frogmite
[×2] Myr Enforcer                      [×4] Ancient Den
[×4] Sanctum Gargoyle                  [×4] Arcane Sanctum
[×2] Sharuum the Hegemon               [×4] Esper Panorama
[×2] Tower Gargoyle                    [×2] Island
                                       [×5] Plains
Enchantments [3]                       [×4] Seat of the Synod
                                       [×1] Swamp
[×3] Oblivion Ring

CONTROL -: average (Æther Spellbomb, Oblivion Ring)
DRAWPOWER: poor (Æther Spellbomb...it almost never uses this function though)
SPEED ---: fast
STAYPOWER: poor
STRENGTH : good (Sharuum the Hegemon, Cranial Plating)
SYNERGY -: fantastic
RETRIEVAL: good (Sanctum Gargoyle, Sharuum the Hegemon)
P.CHANGES: [+4] Esper Stormblade       [-4] Etherium Sculptor
           [+3] Master of Etherium     [-3] Esperzoa
           [+2] Mox Opal               [-2] Tower Gargoyle

Captain Vronos runs an artifact deck, and just about every card outside the
basic lands fit that description. This wonderful synergy quickly empowers
the low-cost Cranial Plating (equipped has +1/+0 for each artifact) and
drops the mana requirements for Frogmite and Myr Enforcer, which can be cost
free after awhile. Sanctum Gargoyle and Sharuum the Hegemon allow its owner
to pluck a graveyard artifact and put it in the hand or field, respectively.
(A common combo is using Sharuum to fetch Sanctum, which then adds another
Sharuum to the hand, ensuring the combo can be repeated if those on the field
perish.)

Planeswalker difficulty sees the deadweight tossed. Etherium Sculptor isn't
needed to lower costs once Mox Opal (no cost!) gets on the field for extra
mana. The Esperzoa flyer with the troublesome ability is supplanted for
Master of Etherium, whose strength and toughness are equal to its owner's
artifact count -- truly dangerous! Finally, the 2/1 Esper Stormblade grants
itself +1/+1 and flying when another multicolored permanent is on the field.
(Since Tower Gargoyle is gone, this means a duplicate Stormblade. Lands won't
trigger this effect since 'multicolored' is determined by mana costs, and
they have none.)

Poor Garruk has no flyers, though, which means he has to run roughshod over
the enemy, no matter what difficulty it is. Thanks to Prey Upon and Consume
Strength, it's easy to pick off weenies and start clearing the field before
Sharuum debuts. (When attacking/blocking, use Consume Strength on a weenie
not participating; kill it for extra power, and use it to kill the opponent's
attacker/blocker, getting two birds with one stone.)

On Planeswalker difficulty, Garruk's deck is closer to the main story, full
of spot removal (Putrefy, Dark Hatchling), as well as an easy beatstick
(Putrid Leech) and a major, lingering threat (Spiritmonger). His field wipe
(In Garruk's Wake) is back as well. These changes're welcome in the grand
scheme, but often more expensive than what they replace. Luckily, Rampant
Growth is replaced with Cultivate to offset things a bit, but dead draws are
still possible. Feel free to restart the duel if things are terrible from the
outset.

On Planeswalker difficulty, the opponent often outpaces Garruk (Mox Opal,
1CMC creature and an artifact land is a very good opening) but Garruk can
still keep be formidable with Putrid Leech and Dreg Mangler, which can be
gotten out fast enough (thanks to Cultivate) that the foe may waste Æther
Spellbombs trying to get rid of 'em. Just remember not to get too wasteful
with Leeches' temporary +2/+2 costs -- Garruk still has no way to recover
life. Spiritmonger's regeneration and +1/+1s allow it to be a major beatstick
here, but it's best used on the offensive, forcing flyers to be blockers (and
+1/+1 fuel). Spellbombs will always its nemesis, but with Putrefy around for
spot creature/artifact destruction, Garruk's not quite so helpless. If one
manages to use "In Garruk's Wake," that often marks the beginning of Vronos'
end. Just remember that Sharuum can quickly form a beachhead with Sanctum
Gargoyle, so don't let the chance slip away! (Hint: regenerate Spiritmonger
before nuking the field. Anything taken by Oblivion Ring will be retained as
well, which is good, since Putrefy can't destroy it.)
                                                       _____________________
_______________________________________________________/ ACHIEVEMENTS [ACHV] |_
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ACHIEVEMENTS                                                             [ACHV]
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Steam achievements are unlocked by completing certain in-game feats. There's
no real reward for doing so, other than the joy of completion. These will be
displayed on one's Steam profile and can be checked from the main menu.

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Angelbane                     | Kill a foe's angel w/ Shadowborn Demon    |
| Angel's Champion              | Defeat the Innistrad boss                 |
| Apt Pupil                     | Finish the tutorial                       |
| Battle Mastery                | Win 100 multiplayer duels                 |
| Death from Above              | Deal 20 damage to enemy with flyers       |
| Defensive Line                | Deal 20 damage w/ Vent Sentinel in 1 duel |
| Deft Duelist                  | Win a multiplayer duel                    |
|-------------------------------+-------------------------------------------|
| Devout Disciple               | Have 10+ green devotion when you cast a   |
|                               | Nylea's Disciple                          |
|-------------------------------+-------------------------------------------|
| Divine Choice                 | Control a 20/20 Seraph of the Masses      |
| Five-Creature Discount        | Cast a spell without paying mana for it   |
| Grateful Dead                 | Win with 20+ creatures in your graveyard  |
| Hat Trick                     | Control a creature with 3+ attached auras |
| Hedron Collector              | Defeat the Zendikar boss                  |
| Ingenuity                     | Win a duel w/o the opponent losing life   |
| Inherit the Earth             | Draw 3 cards w/ Mentor of the Meek (1trn) |
| Insult to Injury              | Sacrifice a creature you don't own        |
| It Must Be Mine               | Collect all cards from the main campaign  |
| Mental Magic                  | Defeat the Ravnica boss                   |
| Necropolis Now                | Defeat the Theros boss                    |
| Not Again                     | Cast same spell 5 times in one duel       |
| Out of the Gutter             | Deal 10 damage w/ 1 Guttersnipe in a duel |
| Pincer Movement               | Mill 20 cards with Hedron Crab in a duel  |
| Rampant Growth                | Have 7 lands on field before end of trn 4 |
| Savior of Shandalar           | Defeat the final boss                     |
| Second Life                   | Gain 20 life in a single duel             |
| Spellbook Crafter             | Create a new deck                         |
| Spellstorm                    | Cast 5 spells in a single turn            |
| Tomb Raider                   | Defeat the Shandalar boss                 |
| Veteran Explorer              | Defeat all Explore Nodes                  |
|-------------------------------+-------------------------------------------|
| Why Did It Have to Be Snakes? | Use only 2 mana for Nemesis of Mortals'   |
|                               | Monstrosity cost (instead of the usual 9) |
|_______________________________|___________________________________________|

• ANGELBANE: This requires killing an opponent AI's angel, which can be done
  by creating a deck oneself or just finding a foe who naturally uses them
  (Avacyn in Innistrad specializes in this, for instance).

• DEVOUT DISCIPLE: Devotion is considered the amount of green mana symbols
  among nonland permanents you control. Before casting Nylea's Disciple, be
  sure to count the symbols first. Not too hard, considering the swarming
  power most have.

• FIVE-CREATURE DISCOUNT: Since there aren't any colorless instants/sorceries
  in the game (and they can't be abused via Goblin Electromancer), this means
  abusing cards with the Convoke keyword. Each creature you tap will pay for
  one mana of the card; if the cards share a color, they can count as green
  mana instead of just colorless. For instance, Seraph of the Masses costs 0
  mana if you tap 7 white creatures for its Convoke cost.

• INGENUITY: Use a mill/defender deck to destroy the opponent's library, and
  make them lose by having no cards to draw during the upkeep. Hedron Crab,
  Tome Scour, etc.

• INSULT TO INJURY: The easiest way to do this is using Tribute of Hunger on
  an opponent -- they have to sacrifice something, as long as they control a
  creature/token on the field. The long way is stealing a foe's creature via
  Act of Treason or Portent of Betrayal, then using a sacrifice effect on it
  (Bloodflow Connoisseur and Corpse Blockade work).

• NOT AGAIN: Have 3 copies of a spell, then recycle it twice through some
  method. Charmbreaker Devil will randomly recycle instants/sorceries during
  one's upkeep, which makes this easier. (Or easier-er if there's only one
  in the graveyard, letting one use it and get it again 100% of the time.)

• SPELLSTORM: This is easier with many low-cost instants/sorceries and two
  Charmbreaker Devils to reuse 'em. Having cards with easy draw power (Think
  Twice) or graveyard fetchers (Treasured Find) helps, too.

 ______________________ ____________________________________________________
| EXPANSION ACHVMNT.   | UNLOCK BY...                                       |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Conflux Capacitor    | Collect all cards from Alara expansion             |
| Deconstructor        | Defeat Alara boss                                  |
| Fly My Pretties      | Control 10 or more Thopter creature tokens         |
| Murderous Tendencies | In Alara, control a creature with 20+ power        |
| Welcome to the Club  | Unlock a new card from the Alara expansion         |
|______________________|____________________________________________________|

• FLY MY PRETTIES: The only Thopters in the game are created with Sharding
  Sphinx's effect, and they only come about by artifact creatures dealing
  combat to players. Since thopter tokens themselves count as artifacts (and
  can thus create more with each successful strike), the main course of
  action is finding a life gain deck that doesn't have a lot of flyers to
  contend with. The easiest solution is making a white deck full of wimps
  and with plentiful life gain methods, then fight it through an AI practice
  battle.

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CARD LISTS                                                               [CRDL]
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Here's an unlockable listing ordered by planes.

¹ - also an artifact

PLANE 1: INNISTRAD     [156 Cards]
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Creatures [88]                     Artifacts [7]

[×4] Blind Phantasm                [×4] Cobbled Wings
[×4] Bloodcrazed Neonate           [×3] Elixir of Immortality
[×4] Bloodflow Connoisseur
[×2] Charmbreaker Devils           Enchantments [15]
[×2] Creepy Doll¹
[×2] Elder of Laurels              [×4] Dead Weight
[×3] Gargoyle Sentinel¹            [×4] Furor of the Bitten
[×4] Grave Bramble                 [×2] Sanguine Bond
[×1] Griselbrand                   [×2] Séance
[×3] Howlgeist                     [×3] Triumph of Ferocity
[×3] Maalfeld Twins
[×3] Mausoleum Guard               Instants [29]
[×2] Mentor of the Meek
[×4] Moon Heron                    [×2] Counterlash
[×4] Necromancer's Assistant       [×4] Fleeting Distraction
[×3] Niblis of the Breath          [×4] Fling
[×2] Nightmare                     [×4] Hysterical Blindness
[×4] Pitchburn Devils              [×4] Naturalize
[×3] Rakish Heir                   [×4] Righteous Blow
[×2] Resolute Archangel            [×3] Tribute to Hunger
[×4] Russet Wolves                 [×4] Undying Evil
[×1] Selfless Cathar
[×3] Seraph of the Masses          Sorceries [17]
[×4] Standing Troops
[×4] Thraben Purebloods            [×4] Artful Dodge
[×4] Timberland Guide              [×3] Blood Feud
[×1] Vengevine                     [×3] Chill of Foreboding
[×4] Walking Corpse                [×4] Prey Upon
[×4] Wandering Wolf                [×3] Spider Spawning

PLANE 2: THEROS     [159 cards]
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Creatures [76]                     Artifacts [8]

[×4] Accursed Spirit               [×2] Avarice Amulet
[×2] Agent of the Fates            [×2] Pyxis of Pandemonium
[×3] Ajani's Pridemate             [×4] Traveler's Amulet
[×2] Arbor Colossus
[×4] Asphodel Wanderer             Instants [35]
[×4] Breaching Hippocamp
[×1] Brimaz, King of Oreskos       [×3] Coordinated Assault
[×2] Hero of Iroas                 [×3] Cutthroat Maneuver
[×3] Horizon Scholar               [×3] Dissolve
[×3] Kraken of the Straits         [×4] Divine Verdict
[×4] Leonin Snarecaster            [×4] Gods Willing
[×4] Loyal Pegasus                 [×4] Nullify
[×2] Mercurial Pretender           [×3] Reprisal
[×3] Nemesis of Mortals            [×3] Rescue from the Underworld
[×4] Nessian Asp                   [×4] Titanic Growth
[×4] Nylea's Disciple              [×4] Voyage's End
[×3] Rockslide Elemental
[×4] Rotted Hulk                   Sorceries [35]
[×4] Satyr Hoplite
[×4] Satyr Wayfinder               [×2] Anger of the Gods
[×1] Stormbreath Dragon            [×4] Bolt of Keranos
[×3] Tormented Hero                [×4] Cultivate
[×4] Triton Shorestalker           [×4] Demolish
[×4] Two-Headed Cerberus           [×2] Hunter's Prowess
                                   [×4] Mind Rot
Enchantments [5]                   [×3] Mischief and Mayhem
                                   [×4] Portent of Betrayal
[×2] Bident of Thassa¹             [×4] Solemn Offering
[×3] Ordeal of Heliod              [×4] Thassa's Bounty

PLANE 3: RAVNICA     [200 cards]
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Creatures [94]                     Artifacts [5]

[×4] Assault Griffin               [×3] Greatsword
[×4] Battering Krasis              [×2] Illusionist's Bracers
[×4] Cloudfin Raptor
[×4] Corpse Blockade               Instants [30]
[×3] Dinrova Horror
[×4] Doorkeeper                    [×4] Auger Spree
[×4] Foundry Street Denizen        [×4] Chorus of Might
[×4] Goblin Electromancer          [×4] Explosive Impact
[×2] Goblin Rabblemaster           [×4] Flesh to Dust
[×3] Guttersnipe                   [×4] Inspiration
[×1] Inferno Titan                 [×4] Inspired Charge
[×2] Mahamoti Djinn                [×2] Quicken
[×4] Ogre Jailbreaker              [×4] Swift Justice
[×2] Palisade Giant
[×3] Phantom General               Sorceries [20]
[×4] Saruli Gatekeepers
[×2] Scion of the Wild             [×4] Act of Treason
[×4] Scroll Thief                  [×4] Angelic Edict
[×3] Selesnya Evangel              [×3] Ground Assault
[×4] Shadowcloak Vampire           [×4] Krenko's Command
[×2] Siege Dragon                  [×2] Monomania
[×4] Siege Wurm                    [×3] Treasured Find
[×3] Skymark Roc
[×1] Soul of Ravnica               Lands [40]
[×3] Species Gorger
[×4] Spire Tracer                  [×4] Azorius Guildgate
[×4] Trained Carical               [×4] Boros Guildgate
[×3] Truefire Paladin              [×4] Dimir Guildgate
[×3] Vizkopa Guildmage             [×4] Golgari Guildgate
[×2] Wrecking Ogre                 [×4] Gruul Guildgate
                                   [×4] Izzet Guildgate
Enchantments/Auras [11]            [×4] Orzhov Guildgate
                                   [×4] Rakdos Guildgate
[×4] Deviant Glee                  [×4] Selesnya Guildgate
[×4] Lightning Talons              [×4] Simic Guildgate
[×3] Military Intelligence

PLANE 4: SHANDALAR     [158 cards]
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Creatures [89]                     Artifacts [6]

[×4] Advocate of the Beast         [×3] Hot Soup
[×2] Aegis Angel                   [×3] Meteorite
[×4] Archaeologist
[×4] Attended Knight               Enchantments/Auras [11]
[×1] Baneslayer Angel
[×3] Brood Hunger                  [×3] Angelic Accord
[×2] Chasm Skulker                 [×4] Inferno Fist
[×4] Child of Night                [×4] Marked by Honor
[×2] Cruel Sadist
[×4] Drudge Skeletons              Instants [26]
[×3] Elite Vanguard
[×4] Elvish Visionary              [×4] Fog
[×4] Frost Lynx                    [×4] Meditation Puzzle
[×2] Genesis Hydra                 [×4] Raise the Alarm
[×4] Gravedigger                   [×4] Safe Passage
[×3] Jade Mage                     [×4] Trumpet Blast
[×2] Jalira, Master Polymorphist   [×3] Ulcerate
[×4] Maritime Guard                [×3] Volcanic Geyser
[×4] Marauding Maulhorn
[×2] Ogre Battledriver             Sorceries [22]
[×2] Phytotitan
[×4] Primal Huntbeast              [×4] Assassinate
[×3] Quickling                     [×3] Enlarge
[×3] Reclamation Sage              [×4] Hunt the Weak
[×4] Regathan Firecat              [×3] Switcheroo
[×2] Rhox Faithmender              [×4] Tome Scour
[×4] Rotfeaster Maggot             [×4] Void Snare
[×2] Rune-Scarred Demon
[×1] Shadowborn Demon
[×2] Shivan Dragon

Lands [4]

[×4] Radiant Fountain

PLANE 5: ZENDIKAR     [159 cards]
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Creatures [87]                     Enchantments [29]

[×3] Banisher Priest               [×3] Armored Ascension
[×2] Bloodghast                    [×2] Beastmaster Ascension
[×3] Cunning Sparkmage             [×2] Burning Anger
[×4] Death Cultist                 [×4] Demonic Appetite
[×4] Devouring Swarm               [×4] Ior Ruins Expedition
[×4] Elvish Pioneer                [×4] Nimbus Wings
[×4] Giant Scorpion                [×3] Quest for the Goblin Lord
[×4] Glory Seeker                  [×3] Quest for the Gravelord
[×4] Goblin Arsonist               [×4] Raid Bombardment
[×4] Grazing Gladehart
[×3] Guard Gomazoa                 Instants [18]
[×3] Hedron Crab
[×2] Indulgent Tormentor           [×4] Living Destiny
[×4] Kiln Fiend                    [×4] Negate
[×4] Kor Cartographer              [×3] Primal Bellow
[×4] Kraken Hatchling              [×4] Shock
[×4] Lone Missionary               [×3] Suffer the Past
[×3] Pelakka Wurm
[×2] Roil Elemental                Sorceries [16]
[×3] Skeletal Wurm
[×1] Soul of Zendikar              [×2] Blood Tribute
[×4] Stomper Cub                   [×4] Covenant of Blood
[×4] Surrakar Banisher             [×2] Planar Cleansing
[×2] Terra Stomper                 [×3] Tectonic Rift
[×4] Vent Sentinel                 [×1] Time Warp
[×4] Wind Drake                    [×4] Triplicate Spirits

Artifacts [9]

[×4] Adventuring Gear
[×2] Sphinx-Bone Wand
[×3] Warmonger's Chariot

EXPANSION-ONLY PLANE: ALARA     [169 cards]
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Creatures [105]                    Artifacts [13]

[×4] Akrasan Squire                [×4] Armillary Sphere
[×2] Battlegrace Angel             [×4] Courier's Capsule
[×4] Beacon Behemoth               [×3] Manaforce Mace
[×4] Blister Beetle                [×2] Obelisk of Alara
[×4] Brackwater Elemental
[×2] Death Baron                   Enchantments/Auras [11]
[×3] Esperzoa¹
[×4] Etherium Sculptor¹            [×4] Asha's Favor
[×4] Esper Cormorants¹             [×3] Elder Mastery
[×3] Fusion Elemental              [×4] Maniacal Rage
[×4] Glaze Fiend¹
[×4] Gorger Wurm                   Instants [20]
[×3] Hellspark Elemental
[×4] Kathari Bomber                [×4] Drag Down
[×4] Knight of the Skyward Eye     [×4] Resounding Thunder
[×1] Kresh the Bloodbraided        [×4] Sigil Blessing
[×4] Marca Rioters                 [×4] Sylvan Bounty
[×2] Mycoloth                      [×4] Traumatic Visions
[×1] Rafiq of the Many
[×3] Rhox War Monk                 Sorceries [5]
[×4] Sanctum Gargoyle¹
[×3] Scavenger Drake               [×2] Banefire
[×2] Sharding Sphinx¹              [×3] Spore Burst
[×3] Sigiled Paladin
[×3] Sprouting Thrinax             Lands [15]
[×4] Thorn-Thrash Viashino
[×4] Tidehollow Strix¹             [×3] Arcane Sanctum
[×3] Tower Gargoyle¹               [×3] Crumbling Necropolis
[×4] Viscera Dragger               [×3] Jungle Shrine
[×4] Wandering Goblins             [×3] Savage Lands
[×4] Wild Nacatl                   [×3] Seaside Citadel
[×3] Woolly Thoctar

BATTLE BOOSTER     [140 cards]
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These used to be purchase-only cards, but a patch was released to make them
all available through multiplayer wins, too. (If the multiplayer opponent
ragequits during the duel, finishing it anyway counts as a win.) Visit the
menu's Deck section to unwrap the prizes. NOTE: Multiplayer rewards are
random boosters, and you may win plane-specific packs instead of these. Find
all cards in a plane to improve chances of getting boosters!

Creatures [83]                     Artifacts [14]

[×4] Aura Gnarlid                  [×3] Blasting Station
[×4] Coral Barrier                 [×3] Darksteel Axe
[×3] Galvanic Juggernaut¹          [×3] Darksteel Ingot
[×3] Garruk's Packleader           [×2] Hall of Triumph
[×4] Goblin Bushwhacker            [×3] Millstone
[×4] Goblin Shortcutter
[×2] Graveborn Muse                Enchantments/Auras [8]
[×4] Kitesail Apprentice
[×1] Kozilek, Butcher of Truth     [×4] Arrest
[×4] Liliana's Specter             [×2] Doubling Season
[×1] Maelstrom Archangel           [×2] Warstorm Surge
[×4] Mold Shambler
[×3] Paragon of Eternal Wilds      Instants [23]
[×3] Paragon of Fierce Defiance
[×3] Paragon of Gathering Mists    [×4] Cloudshift
[×3] Paragon of New Dawns          [×4] Gather Courage
[×3] Paragon of Open Graves        [×4] Seismic Strike
[×4] Pestermite                    [×3] Skullcrack
[×3] Phantasmal Dragon             [×4] Think Twice
[×4] Pharika's Chosen              [×4] Vapor Snag
[×4] Phyrexian Rager
[×4] Squadron Hawk                 Sorceries [12]
[×2] Stoneforge Mystic
[×2] Talrand, Sky Summoner         [×4] Burning Inquiry
[×3] Wall of Omens                 [×4] Dead Reckoning
[×4] Young Wolf                    [×4] Vicious Hunger

MASTER OF MONSTERS ADD-ON     [30 cards]
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These black-, green- and red-oriented card packs were released free to owners
of the game on February 11, 2015. This isn't available in the store, so it
seems to be a free add-on for all purchases, old and new. All thirty finds in
this category go into their own "card packs" section of the collection tab.

Creatures [21]                     Enchantments/Auras [7]

[×3] Brain Maggot                  [×4] Galvanic Arc
[×1] Craterhoof Behemoth           [×3] Raised by Wolves
[×4] Guul Draz Vampire
[×2] Kalastria Highborn            Sorceries [2]
[×2] Masked Admirers
[×1] Sheoldred, Whispering One     [×2] Warp World
[×4] Timberwatch Elf
[×1] Utvara Hellkite
[×3] Young Pyromancer

RIDDLES OF STEEL ADD-ON     [30 cards]
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This white-, blue- and artifact-oriented pack was released free to owners of
the game on March 18, 2015. As before, this isn't available in the store; it
appears automatically in the inventory via a patch. These new cards go into
the "card packs" section of the collection tab.

Creatures [22]                     Enchantments [4]

[×2] Captain of the Watch          [×4] Ethereal Armor
[×3] Crusader of Odric
[×1] Darksteel Colossus            Instants [4]
[×1] Felidar Sovereign
[×2] Laboratory Maniac             [×4] Peel from Reality
[×2] Master of Etherium
[×1] Master of Waves
[×3] Myrsmith
[×4] Savage Slasher
[×3] Warden of Evos Isle

KHANS OF TARKIR ADD-ON     [30 cards]
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To commemorate the most-recent block of MTG (at the time of this writing),
the third M2015 add-on offers tri-color lands and creatures. All thirty cards
are holo, to boot. This update was released free on April 15, 2015.

Creatures [15]                     Lands [15]

[×3] Armament Corps                [×3] Frontier Bivouac
[×3] Bear's Companion              [×3] Mystic Monastery
[×3] Mardu Roughrider              [×3] Nomad Outpost
[×3] Sultai Soothsayer             [×3] Opulent Palace
[×3] Warden of the Eye             [×3] Sandsteppe Citadel

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CARD OVERVIEW                                                            [CRDO]
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Here's a more general overview, separating the cards by type, power/toughness,
mana cost and any particular keywords of relevance. The list is sorted by
color, then (in the following order) creatures, artifacts, enchantments,
instants and sorceries. I put a bracketed letter in front of each card so
people scrolling can see where they are easier. Legend:

[B] - Black
[C] - Colorless
[G] - Green
[L] - Lands
[M] - Multicolor (non-lands)
[R] - Red
[U] - Blue (blue is commonly noted as 'U' since black already has 'B')
[W] - White

Creature costs are represented in braces -- the {} squiggly brackets -- with
the same abbreviations as above. For instance, Elixir of Immortality has a
cost that reads:

{2}, {T}: You gain 5 life.

In this notation, the {2} is the colorless mana spent and the {T} is the tap
symbol. Both must be paid to get the five life and other effects. All costs
in the game, and the walkthrough, are written in terms of X:Y -- X is the
requirement to be paid, Y is the effect.

Mana costs are written in terms of colorless mana + needed colors. The part
that represents the colorless part can be paid with any color. For instance,
Griselbrand's cost is 4BBBB -- 4 of any type plus 4 black mana. This can be
paid with 4 black and 1 of four different types (4 + 1 + 1 + 1 + 1) or just
8 black mana (4 + 4).

Find: how to obtain this card, generally by exploring the listed Plane
Type: permanent type (artifact, creature, etc.) then subtype (goblin, etc.)
Stat: stats (if a creature)
Cost: cost to put card on field from hand
Keyw: keywords go here
Efct: card's ability

So, without further ado, here's the Magic 2015 card spread!

[B] ACCURSED SPIRIT
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Find: Theros
Type: Creature (Spirit)
Stat: 3/2
Cost: 3B
Keyw: Intimidate
Efct: ---

[B] AGENT OF THE FATES
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Find: Theros
Type: Creature (Human Assassin)
Stat: 3/2
Cost: 1BB
Keyw: Deathtouch, Heroic
Efct: Whenever you cast a spell that targets Agent of the Fates, each opponent
      sacrifices a creature.

[B] ASPHODEL WANDERER
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Find: Theros
Type: Creature (Skeleton Soldier)
Stat: 1/1
Cost: B
Keyw: ---
Efct: {2}{B}: Regenerate Asphodel Wanderer

[B] BLISTER BEETLE
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Find: Alara Expansion
Type: Creature (Insect)
Stat: 1/1
Cost: 1B
Keyw: ---
Efct: When Blister Beetle enters the battlefield, target creature gets -1/-1
      until end of turn.

[B] BLOODFLOW CONNOISSEUR
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Find: Innistrad
Type: Creature (Vampire)
Stat: 1/1
Cost: 2B
Keyw: ---
Efct: Sacrifice a creature: Put a +1/+1 counter on Bloodflow Connoisseur.

[B] BLOODGHAST
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Find: Zendikar
Type: Creature (Vampire Spirit)
Stat: 2/1
Cost: BB
Keyw: Landfall
Efct: Bloodghast can't block. Bloodghast has haste as long as an opponent has
      10 or less life. Whenever a land enters the battlefield under your
      control, you may return Bloodghast from your graveyard to the
      battlefield.

[B] BRAIN MAGGOT
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Master of Monsters Add-On
Type: Enchantment Creature (Insect)
Stat: 1/1
Cost: 1B
Keyw: ---
Efct: When Brain Maggot enters the battlefield, target opponent reveals his
      or her hand and you choose a nonland card from it. Exile that card until
      Brain Maggot leaves the battlefield.

[B] CHILD OF NIGHT
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Shandalar
Type: Creature (Vampire)
Stat: 2/1
Cost: 1B
Keyw: Lifelink
Efct: ---

[B] CORPSE BLOCKADE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Ravnica
Type: Creature (Zombie)
Stat: 1/4
Cost: 2B
Keyw: Defender
Efct: Sacrifice another creature: Corpse Blockade gains deathtouch until end
      of turn.

[B] CRUEL SADIST
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Shandalar
Type: Creature (Human Assassin)
Stat: 1/1
Cost: B
Keyw: ---
Efct: {B}, {T}, Pay 1 life: Put a +1/+1 counter on Cruel Sadist.
      {2}{B}, {T}, Remove X +1/+1 counters from Cruel Sadist: Cruel Sadist
      deals X damage to target creature.

[B] DEATH BARON
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Alara Expansion
Type: Creature (Zombie Wizard)
Stat: 2/2
Cost: 1BB
Keyw: ---
Efct: Skeleton creatures you control and other Zombie creatures you control
      get +1/+1 and have deathtouch.

[B] DEATH CULTIST
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Zendikar
Type: Creature (Human Wizard)
Stat: 1/1
Cost: B
Keyw: ---
Efct: Sacrifice Death Cultist: Target player loses 1 life and you gain 1 life.

[B] DRUDGE SKELETONS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Shandalar
Type: Creature (Skeleton)
Stat: 1/1
Cost: 1B
Keyw: ---
Efct: {B}: Regenerate Drudge Skeletons.

[B] DEVOURING SWARM
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Zendikar
Type: Creature (Insect)
Stat: 2/1
Cost: 1BB
Keyw: Flying
Efct: Sacrifice a creature: Devouring Swarm gets +1/+1 until end of turn.

[B] FLESH TO DUST
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Ravnica
Type: Instant
Cost: 3BB
Keyw: ---
Efct: Destroy target creature. It can't be regenerated.

[B] GIANT SCORPION
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Zendikar
Type: Creature (Scorpion)
Stat: 1/3
Cost: 2B
Keyw: Deathtouch
Efct: ---

[B] GLAZE FIEND
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Alara Expansion
Type: Artifact Creature (Illusion)
Stat: 0/1
Cost: 1B
Keyw: Flying
Efct: Whenever another artifact enters the battlefield under your control,
      Glaze Fiend gets +2/+2 until end of turn.

[B] GRAVEBORN MUSE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Multiplayer Battle Booster
Type: Creature (Zombie Spirit)
Stat: 3/3
Cost: 2BB
Keyw: ---
Efct: At the beginning of your upkeep, you draw X cards and you lose X life,
      where X is the number of Zombies you control.

[B] GRAVEDIGGER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Shandalar
Type: Creature (Zombie)
Stat: 2/2
Cost: 3B
Keyw: ---
Efct: When Gravedigger enters the battlefield, you may return target creature
      card from your graveyard to your hand.

[B] GRISELBRAND
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Innistrad
Type: Legendary Creature (Demon)
Stat: 7/7
Cost: 4BBBB
Keyw: Flying, Lifelink
Efct: Pay 7 life: Draw seven cards.

[B] GUUL DRAZ VAMPIRE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Master of Monsters Add-On
Type: Creature (Vampire Rogue)
Stat: 1/1
Cost: B
Keyw: ---
Efct: As long as an opponent has 10 or less life, Guul Draz Vampire gets +2/+1
      and has intimidate

[B] INDULGENT TORMENTOR
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Zendikar
Type: Creature (Demon)
Stat: 5/3
Cost: 3BB
Keyw: Flying
Efct: At the beginning of your upkeep, draw a card unless target opponent
      sacrifices a creature or pays 3 life.

[B] KALASTRIA HIGHBORN
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Master of Monsters Add-On
Type: Creature (Vampire Shaman)
Stat: 2/2
Cost: BB
Keyw: ---
Efct: Whenever Kalastria Highborn or another Vampire you control dies, you
      may pay {B}. If you do, target player loses 2 life and you gain 2 life.

[B] LILIANA'S SPECTER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Multiplayer Battle Booster
Type: Creature (Specter)
Stat: 2/1
Cost: 1BB
Keyw: Flying
Efct: When Liliana's Specter enters the battlefield, each opponent discards
      a card.

[B] MAALFELD TWINS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Innistrad
Type: Creature (Zombie)
Stat: 4/4
Cost: 5B
Keyw: ---
Efct: When Maalfeld Twins dies, put two 2/2 black Zombie creature tokens onto
      the battlefield.

[B] NECROMANCER'S ASSISTANT
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Innistrad
Type: Creature (Zombie)
Stat: 3/1
Cost: 2B
Keyw: ---
Efct: When Necromancer's Assistant enters the battlefield, put the top three
      cards of your library into your graveyard.

[B] NIGHTMARE
¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Innistrad
Type: Creature (Nightmare Horse)
Stat: */*
Cost: 5B
Keyw: Flying
Efct: Nightmare's power and toughness are each equal to the number of Swamps
      you control.

[B] OGRE JAILBREAKER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Ravnica
Type: Creature (Ogre Rogue)
Stat: 4/4
Cost: 3B
Keyw: Defender
Efct: Ogre Jailbreaker can attack as though it didn't have Defender as long
      as you control a Gate.

[B] PARAGON OF OPEN GRAVES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Multiplayer Battle Booster
Type: Creature (Skeleton Warrior)
Stat: 2/2
Cost: 3B
Keyw: ---
Efct: Other black creatures you control get +1/+1. {2}{B}, {T}: Another target
      black creature you control gains deathtouch until end of turn.

[B] PHARIKA'S CHOSEN
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Multiplayer Battle Booster
Type: Creature (Snake)
Stat: 1/1
Cost: B
Keyw: Deathtouch
Efct: ---

[B] PHYREXIAN RAGER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Multiplayer Battle Booster
Type: Creature (Horror)
Stat: 2/2
Cost: 2B
Keyw: ---
Efct: When Phyrexian Rager enters the battlefield, you draw a card and you
      lose 1 life.

[B] ROTFEASTER MAGGOT
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Shandalar
Type: Creature (Insect)
Stat: 3/5
Cost: 4B
Keyw: ---
Efct: When Rotfeaster Maggot enters the battlefield, exile target creature
      card from a graveyard. You gain life equal to that card's toughness.

[B] ROTTED HULK
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Theros
Type: Creature (Elemental)
Stat: 2/5
Cost: 3B
Keyw: ---
Efct: ---

[B] RUNE-SCARRED DEMON
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Shandalar
Type: Creature (Demon)
Stat: 6/6
Cost: 5BB
Keyw: Flying
Efct: When Rune-Scarred Demon enters the battlefield, search your library for
      a card, put it into your hand, then shuffle your library.

[B] SALVAGE SLASHER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Riddles of Steel Add-On
Type: Artifact Creature (Human Rogue)
Stat: 1/1
Cost: 1B
Keyw: ---
Efct: Salvage Slasher gets +1/+0 for each artifact card in your graveyard.

[B] SCAVENGER DRAKE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Alara Expansion
Type: Creature (Drake)
Stat: 1/1
Cost: 3B
Keyw: Flying
Efct: Whenever another creature dies, you may put a +1/+1 counter on Scavenger
      Drake.

[B] SHADOWBORN DEMON
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Shandalar
Type: Creature (Demon)
Stat: 5/6
Cost: 3BB
Keyw: Flying
Efct: When Shadowborn Demon enters the battlefield, destroy target non-Demon
      creature. At the beginning of your upkeep, if there are fewer than six
      creature cards in your graveyard, sacrifice a creature.

[B] SHADOWCLOAK VAMPIRE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Ravnica
Type: Creature (Vampire)
Stat: 4/3
Cost: 4B
Keyw: ---
Efct: Pay 2 life: Shadowcloak Vampire gains flying until end of turn.

[B] SKELETAL WURM
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Zendikar
Type: Creature (Skeleton Wurm)
Stat: 7/6
Cost: 7B
Keyw: ---
Efct: {B}: Regenerate Skeletal Wurm.

[B] SHEOLDRED, WHISPERING ONE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Master of Monsters Add-On
Type: Legendary Creature (Praetor)
Stat: 6/6
Cost: 5BB
Keyw: Swampwalk
Efct: At the beginning of your upkeep, return target creature card from your
      graveyard to the battlefield. At the beginning of each opponent's
      upkeep, that player sacrifices a creature.

[B] TORMENTED HERO
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Theros
Type: Creature (Human Warrior)
Stat: 2/1
Cost: B
Keyw: Heroic
Efct: Tormented Hero enters the battlefield tapped. Whenever you cast a spell
      that targets Tormented Hero, each opponent loses 1 life. You gain life
      equal to the life lost this way.

[B] VISCERA DRAGGER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Alara Expansion
Type: Creature (Zombie Ogre Warrior)
Stat: 3/3
Cost: 3B
Keyw: Cycling {2}, Unearth {1}{B}
Efct: ---
</pre><pre id="faqspan-5">
[B] WALKING CORPSE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Innistrad
Type: Creature (Zombie)
Stat: 2/2
Cost: 1B
Keyw: ---
Efct: ---

[B] DEAD WEIGHT
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Innistrad
Type: Enchantment (Aura)
Cost: B
Keyw: ---
Efct: Enchant creature. Enchanted creature gets -2/-2.

[B] DEMONIC APPETITE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Zendikar
Type: Enchantment (Aura)
Cost: B
Keyw: ---
Efct: Enchant creature you control. Enchanted creature gets +3/+3. At the
      beginning of your upkeep, sacrifice a creature.

[B] DEVIANT GLEE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Ravnica
Type: Enchantment (Aura)
Cost: B
Keyw: ---
Efct: Enchant creature. Enchanted creature gets +2/+1 and has "{R}: This
      creature gains trample until end of turn."

[B] QUEST FOR THE GRAVELORD
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Zendikar
Type: Enchantment
Cost: B
Keyw: ---
Efct: Whenever a creature dies, you may put a quest counter on Quest for the
      Gravelord. Remove three counters from Quest for the Gravelord and
      sacrifice it: Put a 5/5 black Zombie Giant creature token onto the
      battlefield.

[B] SANGUINE BOND
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Innistrad
Type: Enchantment
Cost: 3BB
Keyw: ---
Efct: Whenever you gain life, target opponent loses that much life.

[B] CUTTHROAT MANEUVER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Theros
Type: Instant
Cost: 3B
Keyw: ---
Efct: Up to two target creatures each get +1/+1 and gain lifelink until end
      of turn.

[B] DRAG DOWN
¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Alara Expansion
Type: Instant
Cost: 2B
Keyw: Domain
Efct: Target creature gets -1/-1 until end of turn for each basic land type
      among lands you control.

[B] RESCUE FROM THE UNDERWORLD
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Theros
Type: Instant
Cost: 4B
Keyw: ---
Efct: As an additional cost to cast Rescue from the Underworld, sacrifice a
      creature. Choose target creature card in your graveyard. Return that
      card and the sacrificed card to the battlefield under your control at
      the beginning of your next upkeep. Exile Rescue from the Underworld.

[B] SUFFER THE PAST
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Zendikar
Type: Instant
Cost: XB
Keyw: ---
Efct: Exile X target cards from target player's graveyard. For each card
      exiled this way, that player loses 1 life and you gain 1 life.

[B] TRIBUTE TO HUNGER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Innistrad
Type: Instant
Cost: 2B
Keyw: ---
Efct: Target opponent sacrifices a creature. You gain life equal to that
      creature's toughness.

[B] ULCERATE
¯¯¯¯¯¯¯¯¯¯¯¯
Find: Shandalar
Type: Instant
Cost: B
Keyw: ---
Efct: Target creature gets -3/-3 until end of turn. You lose 3 life.

[B] UNDYING EVIL
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Innistrad
Type: Instant
Cost: B
Keyw: ---
Efct: Target creature gains Undying until end of turn.

[B] ASSASSINATE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Shandalar
Type: Sorcery
Cost: 2B
Keyw: ---
Efct: Destroy target tapped creature.

[B] BLOOD TRIBUTE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Zendikar
Type: Sorcery
Cost: 4BB
Keyw: Kicker {Tap an untapped Vampire you control.}
Efct: Target opponent loses half his or her life, rounded up. If Blood Tribute
      was kicked, you gain life equal to the life lost this way.

[B] COVENANT OF BLOOD
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Zendikar
Type: Sorcery
Cost: 6B
Keyw: Convoke
Efct: Covenant of Blood deals 4 damage to target creature or player and you
      gain 4 life.

[B] DEAD RECKONING
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Multiplayer Battle Booster
Type: Sorcery
Cost: 1BB
Keyw: ---
Efct: You may put target creature card from your graveyard on top of your
      library. If you do, Dead Reckoning deals damage equal to that card's
      ower to target creature.

[B] MIND ROT
¯¯¯¯¯¯¯¯¯¯¯¯
Find: Theros
Type: Sorcery
Cost: 2B
Keyw: ---
Efct: Target player discards two cards.

[B] MONOMANIA
¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Ravnica
Type: Sorcery
Cost: 3BB
Keyw: ---
Efct: Target player chooses a card in his or her hand and discards the rest.

[B] VICIOUS HUNGER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Multiplayer Battle Booster
Type: Sorcery
Cost: BB
Keyw: ---
Efct: Vicious Hunger deals 2 damage to target creature and you gain 2 life.

[C] ADVENTURING GEAR
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Zendikar
Type: Artifact (Equipment)
Cost: 1
Keyw: Landfall, Equip {1}
Efct: Whenever a land enters the battlefield under your control, equipped
      creature gets +2/+2 until end of turn.

[C] ARMILLARY SPHERE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Alara Expansion
Type: Artifact
Cost: 2
Keyw: ---
Efct: {2}, {T}, Sacrifice Armillary Sphere: Search your library for up to two
      basic land cards, reveal them, and put them into your hand. Then shuffle
      your library.

[C] AVARICE AMULET
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Theros
Type: Artifact (Equipment)
Cost: 4
Keyw: Equip {2}
Efct: Equipped creature has +2/+0 and has vigilance and "At the beginning of
      your upkeep, draw a card." When equipped creature dies, target opponent
      gains control of Avarice Amulet.

[C] BLASTING STATION
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Multiplayer Battle Booster
Type: Artifact
Cost: 3
Keyw: ---
Efct: {T}, sacrifice a creature: Blasting Station deals 1 damage to target
      creature or player. Whenever a creature enters the battlefield, you may
      untap Blasting Station.

[C] COBBLED WINGS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Innistrad
Type: Artifact (Equipment)
Cost: 2
Keyw: Equip {1}
Efct: Equipped creature has flying.

[C] CREEPY DOLL
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Innistrad
Type: Artifact Creature (Construct)
Stat: 1/1
Cost: 5
Keyw: Indestructible
Efct: Whenever Creepy Doll deals combat damage to a creature, flip a coin. If
      you win the flip, destroy that creature.

[C] DARKSTEEL AXE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Multiplayer Battle Booster
Type: Artifact (Equipment)
Cost: 1
Keyw: Indestructible, Equip {2}
Efct: Equipped creature gets +2/+0

[C] DARKSTEEL INGOT
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Multiplayer Battle Booster
Type: Artifact
Cost: 3
Keyw: Indestructible
Efct: {T}: Add one mana of any color to your mana pool.

[C] DARKSTEEL COLOSSUS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Riddles of Steel Add-On
Type: Artifact Creature (Golem)
Stat: 11/11
Cost: 11
Keyw: Trample, Indestructible
Efct: If Darksteel Colossus would be put into a graveyard from anywhere,
      reveal Darksteel Colossus and shuffle it into its owner's library
      instead.

[C] ELIXIR OF IMMORTALITY
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Innistrad
Type: Artifact
Cost: 1
Keyw: ---
Efct: {2}, {T}: You gain 5 life. Shuffle Elixir of Immortality and your
      graveyard into their owner's library.

[C] GALVANIC JUGGERNAUT
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Multiplayer Battle Booster
Type: Artifact Creature (Juggernaut)
Cost: 4
Stat: 5/5
Keyw: ---
Efct: Galvanic Juggernaut attacks each turn if able. Galvanic Juggernaut
      doesn't untap during your untap step. Whenever another creature dies,
      untap Galvanic Juggernaut.

[C] GARGOYLE SENTINEL
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Innistrad
Type: Artifact Creature (Gargoyle)
Cost: 3
Stat: 3/3
Keyw: Defender
Efct: {3}: Until end of turn, Gargoyle Sentinel loses defender and gains
      flying.

[C] GREATSWORD
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Ravnica
Type: Artifact (Equipment)
Cost: 3
Keyw: Equip {3}
Efct: Equipped creature gets +3/+0.

[C] HALL OF TRIUMPH
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Multiplayer Battle Booster
Type: Legendary Artifact
Cost: 3
Keyw: ---
Efct: As Hall of Triumph enters the battlefield, choose a color. Creatures
      you control of the chosen color get +1/+1.

[C] HOT SOUP
¯¯¯¯¯¯¯¯¯¯¯¯
Find: Shandalar
Type: Artifact (Equipment)
Cost: 1
Keyw: Equip {3}
Efct: Equipped creature can't be blocked. Whenever equipped creature is dealt
      damage, destroy it.

[C] ILLUSIONIST'S BRACERS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Ravnica
Type: Artifact (Equipment)
Cost: 2
Keyw: Equip {3}
Efct: Whenever an ability of equipped creature is activated, if it isn't a
      mana ability, copy that ability. You may choose new targets for the
      copy.

[C] KOZILEK, BUTCHER OF TRUTH
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Multiplayer Battle Booster
Type: Legendary Creature (Eldrazi)
Cost: 10
Stat: 12/12
Keyw: Annihilator 4
Efct: When you cast Kozilek, Butcher of Truth, draw four cards. When Kozilek
      is put into a graveyard from anywhere, its owner shuffles his or her
      graveyard into his or her library.

[C] MANAFORCE MACE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Alara Expansion
Type: Artifact (Equipment)
Cost: 4
Keyw: Domain, Equip {3}
Efct: Equipped creature gets +1/+1 for each basic land type among lands you
      control.

[C] METEORITE
¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Shandalar
Type: Artifact
Cost: 5
Keyw: ---
Efct: When Meteorite enters the battlefield, it deals 2 damage to target
      creature or player. {T}: Add one mana of any color to your mana pool.

[C] MILLSTONE
¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Multiplayer Battle Booster
Type: Artifact
Cost: 2
Keyw: ---
Efct: {2}, {T}: Target player puts the top two cards of his or her library
      into his or her graveyard.

[C] OBELISK OF ALARA
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Alara Expansion
Type: Artifact
Cost: 6
Keyw: ---
Efct: {1}{W}, {T}: You gain 5 life.
      {1}{U}, {T}: Draw a card, then discard a card.
      {1}{B}, {T}: Target creature gets -2/-2 until end of turn.
      {1}{R}, {T}: Obelisk of Alara deals 3 damage to target player.
      {1}{G}, {T}: Target creature gets +4/+4 until end of turn.

[C] PYXIS OF PANDEMONIUM
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Theros
Type: Artifact
Cost: 1
Keyw: ---
Efct: {T}: Each player exiles the top card of his or her library face down.
      {7}, {T}, Sacrifice Pyxis of Pandemonium: Each player turns face up
      all cards he or she owns exiled with Pyxis of Pandemonium, then puts all
      permanent cards among them onto the battlefield.

[C] SPHINX-BONE WAND
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Zendikar
Type: Artifact
Cost: 7
Keyw: ---
Efct: Whenever you cast an instant or sorcery spell, you may put a charge
      counter on Sphinx-Bone Wand. If you do, Sphinx-Bone Wand deals damage
      equal to the number of charge counters on it to target creature or
      player.

[C] TRAVELER'S AMULET
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Theros
Type: Artifact
Cost: 1
Keyw: ---
Efct: {1}, Sacrifice Traveler's Amulet: Search your library for a basic land
      card, reveal it, and put it into your hand. Then shuffle your library.

[C] WARMONGER'S CHARIOT
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Zendikar
Type: Artifact (Equipment)
Cost: 2
Keyw: Equip {3}
Efct: Equipped creature gets +2/+2. As long as equipped creature has defender,
      it can attack as though it didn't have defender.

[G] ADVOCATE OF THE BEAST
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Shandalar
Type: Creature (Elf Shaman)
Stat: 2/3
Cost: 2G
Keyw: ---
Efct: At the beginning of your end step, put a +1/+1 counter on target Beast
      creature you control.

[G] ARBOR COLOSSUS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Theros
Type: Creature (Giant)
Stat: 6/6
Cost: 2GGG
Keyw: Reach; {3}{G}{G}{G}: Monstrosity 3
Efct: When Arbor Colossus becomes monstrous, destroy target creature with
      flying an opponent controls.

[G] AURA GNARLID
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Multiplayer Battle Booster
Type: Creature (Beast)
Stat: 2/2
Cost: 2G
Keyw: ---
Efct: Creatures with power less than Aura Gnarlid's can't block it. Aura
      Gnarlid gets +1/+1 for each Aura on the battlefield.

[G] BATTERING KRASIS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Ravnica
Type: Creature (Fish Beast)
Stat: 2/1
Cost: 2G
Keyw: Trample, Evolve
Efct: ---

[G] BEACON BEHEMOTH
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Alara Expansion
Type: Creature (Beast)
Stat: 5/3
Cost: 3GG
Keyw: ---
Efct: {1}: Target creature with power 5 or greater gains vigilance until end
      of turn.

[G] CRATERHOOF BEHEMOTH
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Master of Monsters Add-On
Type: Creature (Beast)
Stat: 5/5
Cost: 5GGG
Keyw: Haste
Efct: When Craterhoof Behemoth enters the battlefield, creatures you control
      gain trample and get +X/+X until end of turn, where X is the number of
      creatures you control.

[G] ELDER OF LAURELS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Innistrad
Type: Creature (Human Advisor)
Stat: 2/3
Cost: 2G
Keyw: ---
Efct: {3}{G}: Target creature gets +X/+X until end of turn, where X is the
      number of creatures you control.

[G] ELVISH PIONEER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Zendikar
Type: Creature (Elf Druid)
Stat: 1/1
Cost: G
Keyw: ---
Efct: When Elvish Pioneer enters the battlefield, you may put a basic land
      from your hand onto the battlefield tapped.

[G] ELVISH VISIONARY
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Shandalar
Type: Creature (Elf Shaman)
Stat: 1/1
Cost: 1G
Keyw: ---
Efct: When Elvish Visionary enters the battlefield, draw a card.

[G] GARRUK'S PACKLEADER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Multiplayer Battle Booster
Type: Creature (Beast)
Stat: 4/4
Cost: 4G
Keyw: ---
Efct: Whenever another creature with power 3 or greater enters the battlefield
      under your control, you may draw a card.

[G] GENESIS HYDRA
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Shandalar
Type: Creature (Plant Hydra)
Stat: 0/0
Cost: XGG
Keyw: ---
Efct: When you cast Genesis Hydra, reveal the top X cards of your library. You
      may put a nonland permanent card with converted mana cost X or less from
      among them onto the battlefield. Then shuffle the rest into your
      library. Genesis Hydra enters the battlefield with X +1/+1 counters on
      it.

[G] GRAVE BRAMBLE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Innistrad
Type: Creature (Plant)
Stat: 3/4
Cost: 1GG
Keyw: Defender, Protection from zombies
Efct: ---

[G] GRAZING GLADEHEART
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Zendikar
Type: Creature (Antelope)
Stat: 2/2
Cost: 2G
Keyw: Landfall
Efct: Whenever a land enters the battlefield under your control, you may gain
      2 life.

[G] HOWLGEIST
¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Innistrad
Type: Creature (Spirit Wolf)
Stat: 4/2
Cost: 5G
Keyw: Undying
Efct: Creatures with power less than Howlgeist's power can't block it.

[G] JADE MAGE
¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Shandalar
Type: Creature (Human Shaman)
Stat: 2/1
Cost: 1G
Keyw: ---
Efct: {2}{G}: Put a 1/1 green Saproling creature token onto the battlefield.

[G] MASKED ADMIRERS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Master of Monsters Add-On
Type: Creature (Elf Shaman)
Stat: 3/2
Cost: 2GG
Keyw: ---
Efct: When Masked Admirers enters the battlefield, draw a card. Whenever you
      cast a creature spell, you may pay {G}{G}. If you do, return Masked
      Admirers from your graveyard to your hand.

[G] MATCA RIOTERS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Alara Expansion
Type: Creature (Human Warrior)
Stat: */*
Cost: 2G
Keyw: Domain
Efct: Matca Rioter's power and toughness are each equal to the number of basic
      land types among lands you control.

[G] MOLD SHAMBLER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Multiplayer Battle Booster
Type: Creature (Fungus Beast)
Stat: 3/3
Cost: 3G
Keyw: Kicker {1}{G}
Efct: When Mold Shambler enters the battlefield, if it was kicked, destroy
      target noncreature permanent.

[G] MYCOLOTH
¯¯¯¯¯¯¯¯¯¯¯¯
Find: Alara Expansion
Type: Creature (Fungus)
Stat: 4/4
Cost: 3GG
Keyw: Devour 2
Efct: At the beginning of your upkeep, put a 1/1 green Saproling creature
      onto the battlefield for each +1/+1 counter on Mycoloth.

[G] NEMESIS OF MORTALS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Theros
Type: Creature (Snake)
Stat: 5/5
Cost: 4GG
Keyw: ---
Efct: Nemesis of Mortals costs {1} less to cast for each creature card in your
      graveyard. {7}{G}{G}: Monstrosity 5. This ability costs {1} less to
      activate for each creature card in your graveyard.

[G] NESSIAN ASP
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Theros
Type: Creature (Snake)
Stat: 4/5
Cost: 4G
Keyw: Reach; {6}{G}: Monstrosity 4
Efct: ---

[G] NYLEA'S DISCIPLE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Theros
Type: Creature (Centaur Archer)
Stat: 3/3
Cost: 2GG
Keyw: ---
Efct: When Nylea's Disciple enters the battlefield, you gain life equal to
      your devotion to green.

[G] PARAGON OF ETERNAL WILDS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Multiplayer Battle Booster
Type: Creature (Human Druid)
Stat: 2/2
Cost: 3G
Keyw: ---
Efct: Other green creatures you control get +1/+1. {G}, {T}: Another target
      green creature you control gains trample until end of turn.

[G] PELAKKA WURM
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Zendikar
Type: Creature (Wurm)
Stat: 7/7
Cost: 4GGG
Keyw: Trample
Efct: When Pelakka Wurm enters the battlefield, you gain 7 life. When Pelakka
      Wurm dies, draw a card.

[G] PHYTOTITAN
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Shandalar
Type: Creature (Plant Elemental)
Stat: 7/2
Cost: 4GG
Keyw: ---
Efct: When Phytotitan dies, return it to the battlefield tapped under its
      owner's control at the beginning of his or her next upkeep.

[G] PRIMAL HUNTBEAST
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Shandalar
Type: Creature (Beast)
Stat: 3/3
Cost: 3G
Keyw: Hexproof
Efct: ---

[G] RECLAMATION SAGE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Shandalar
Type: Creature (Elf Shaman)
Stat: 2/1
Cost: 2G
Keyw: ---
Efct: When Reclamation Sage enters the battlefield, you may destroy target
      artifact or enchantment.

[G] SARULI GATEKEEPERS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Ravnica
Type: Creature (Elf Warrior)
Stat: 2/4
Cost: 3G
Keyw: ---
Efct: When Saruli Gatekeepers enters the battlefield, if you control two or
      more Gates, you gain 7 life.

[G] SATYR WAYFINDER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Theros
Type: Creature (Satyr)
Stat: 1/1
Cost: 1G
Keyw: ---
Efct: When Satyr Wayfinder enters the battlefield, reveal the top four cards
      of your library. You may put a land card from among them into your hand.
      Put the rest into your graveyard.

[G] SCION OF THE WILD
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Ravnica
Type: Creature (Avatar)
Stat: */*
Cost: 1GG
Keyw: ---
Efct: Scion of the Wild's power and toughness are each equal to the number of
      creatures you control.

[G] SIEGE WURM
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Ravnica
Type: Creature (Wurm)
Stat: 5/5
Cost: 5GG
Keyw: Convoke, Trample
Efct: ---

[G] SOUL OF ZENDIKAR
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Zendikar
Type: Creature (Avatar)
Stat: 6/6
Cost: 4GG
Keyw: Reach
Efct: {3}{G}{G}: Put a 3/3 green Beast creature token onto the battlefield.
      {3}{G}{G}, Exile Soul of Zendikar from your graveyard: Put a 3/3 green
      Beast creature token onto the battlefield.

[G] SPIRE TRACER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Ravnica
Type: Creature (Elf Scout)
Stat: 1/1
Cost: G
Keyw: ---
Efct: Spire Tracer can't be blocked except by creatures with flying or reach.

[G] STOMPER CUB
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Zendikar
Type: Creature (Beast)
Stat: 3GG
Cost: 5/3
Keyw: Trample
Efct: ---

[G] TERRA STOMPER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Zendikar
Type: Creature (Beast)
Stat: 8/8
Cost: 3GGG
Keyw: Trample
Efct: Terra Stomper can't be countered.

[G] TIMBERLAND GUIDE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Innistrad
Type: Creature (Human Scout)
Stat: 1/1
Cost: 1G
Keyw: ---
Efct: When Timberland Guide enters the battlefield, put a +1/+1 counter on
      target creature.

[G] TIMBERWATCH ELF
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Master of Monsters Add-On
Type: Creature (Elf)
Stat: 1/2
Cost: 2G
Keyw: ---
Efct: {T}: Target creature gets +X/+X until end of turn, where X is the number
      of Elves on the battlefield.

[G] VENGEVINE
¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Innistrad
Type: Creature (Elemental)
Stat: 4/3
Cost: 2GG
Keyw: Haste
Efct: Whenever you cast a spell, if it's the second creature spell you cast
      this turn, you may return Vengevine from your graveyard to the
      battlefield.

[G] WANDERING WOLF
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Innistrad
Type: Creature (Wolf)
Stat: 2/1
Cost: 1G
Keyw: ---
Efct: Creatures with power less than Wandering Wolf's power can't block it.

[G] WILD NACATL
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Alara Expansion
Type: Creature (Cat Warrior)
Stat: 1/1
Cost: G
Keyw: ---
Efct: Wild Nacatl gets +1/+1 as long as you control a Mountain. Wild Nacatl
      gets +1/+1 as long as you control a Plains.

[G] YOUNG WOLF
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Multiplayer Battle Booser
Type: Creature (Wolf)
Stat: 1/1
Cost: G
Keyw: Undying
Efct: ---

[G] BEASTMASTER ASCENSION
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Zendikar
Type: Enchantment
Cost: 2G
Keyw: ---
Efct: Whenever a creature you control attacks, you may put a quest counter on
      Beastmaster Ascension. As long as Beastmaster Ascension has seven or
      more quest counters on it, creatures you control get +5/+5.

[G] DOUBLING SEASON
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Multiplayer Battle Booster
Type: Enchantment
Cost: 4G
Keyw: ---
Efct: If an effect would put one or more tokens onto the battlefield under
      your control, it puts twice that many of those tokens onto the
      battlefield under your control. If an effect would place one or more
      counters on a permanent you control, it places twice that many of those
      counters on that permanent instead.

[G] RAISED BY WOLVES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Master of Monsters Add-On
Type: Enchantment (Aura)
Cost: 3GG
Keyw: ---
Efct: Enchant creature. When Raised by Wolves enters the battlefield, put two
      2/2 green Wolf creature tokens onto the battlefield. Enchanted creature
      gets +1/+1 for each Wolf you control.

[G] TRIUMPH OF FEROCITY
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Innistrad
Type: Enchantment
Cost: 2G
Keyw: ---
Efct: At the beginning of your upkeep, draw a card if you control the creature
      with the greatest power or tied for the greatest power.

[G] CHORUS OF MIGHT
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Ravnica
Type: Instant
Cost: 3G
Keyw: ---
Efct: Until end of turn, target creature gets +1/+1 for each creature you
      control and gains trample.

[G] FOG
¯¯¯¯¯¯¯
Find: Shandalar
Type: Instant
Cost: G
Keyw: ---
Efct: Prevent all combat damage that would be dealt this turn.

[G] GATHER COURAGE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Multiplayer Battle Booster
Type: Instant
Cost: G
Keyw: Convoke
Efct: Target creature gets +2/+2 until end of turn.

[G] LIVING DESTINY
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Zendikar
Type: Instant
Cost: 3G
Keyw: ---
Efct: As an additional cost to cast Living Destiny, reveal a creature card
      from your hand. You gain life equal to the revealed card's converted
      mana cost.

[G] NATURALIZE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Innistrad
Type: Instant
Cost: 1G
Keyw: ---
Efct: Destroy target artifact or enchantment.

[G] PRIMAL BELLOW
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Zendikar
Type: Instant
Cost: G
Efct: Target creature gets +1/+1 until end of turn for each Forest you control

[G] SYLVAN BOUNTY
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Alara Expansion
Type: Instant
Cost: 5G
Keyw: Basic landcycling {1}{G}
Efct: Target player gains 8 life.

[G] TITANIC GROWTH
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Theros
Type: Instant
Cost: 1G
Keyw: ---
Efct: Target creature gets +4/+4 until end of turn.

[G] CULTIVATE
¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Theros
Type: Sorcery
Cost: 2G
Keyw: ---
Efct: Search your library for up to two basic land cards, reveal those cards,
      and put one onto the battlefield tapped and the other into your hand.
      Then shuffle your library.

[G] ENLARGE
¯¯¯¯¯¯¯¯¯¯¯
Find: Shandalar
Type: Sorcery
Cost: 3GG
Keyw: ---
Efct: Target creature gets +7/+7 and gains trample until end of turn. It must
      be blocked this turn if able.

[G] HUNT THE WEAK
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Shandalar
Type: Sorcery
Cost: 3G
Keyw: ---
Efct: Put a +1/+1 counter on target creature you control. Then that creature
      fights target creature you don't control.

[G] HUNTER'S PROWESS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Theros
Type: Sorcery
Cost: 4G
Keyw: ---
Efct: Until end of turn, target creature gets +3/+3 and gains trample and
      "Whenever this creature deals combat damage to a player, draw that many
      cards."

[G] MISCHIEF AND MAYHEM
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Theros
Type: Sorcery
Cost: 4G
Keyw: ---
Efct: Up to two target creatures each get +4/+4 until end of turn.

[G] PREY UPON
¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Innistrad
Type: Sorcery
Cost: G
Keyw: ---
Efct: Target creature you control fights target creature you don't control.

[G] SPIDER SPAWNING
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Innistrad
Type: Sorcery
Cost: 4G
Keyw: Flashback {6}{B}
Efct: Put a 1/2 green Spider creature token with reach onto the battlefield
      for each creature card in your graveyard.

[G] SPORE BURST
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Alara Expansion
Type: Sorcery
Cost: 3G
Keyw: Domain
Efct: Put a 1/1 green Saproling creature token onto the battlefield for each
      basic land type among lands you control.

[L] ARCANE SANCTUM
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Alara Expansion
Type: Land
Efct: Arcane Sanctum enters the battlefield tapped.
      {T}: Add {W}, {U} or {B} to your mana pool.

[L] AZORIUS GUILDGATE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Ravnica
Type: Land (Gate)
Efct: {T}: Add {W} or {U} to your mana pool.

[L] BOROS GUILDGATE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Ravnica
Type: Land (Gate)
Efct: Boros Guildgate enters the battlefield tapped.
      {T}: Add {R} or {W} to your mana pool.

[L] CRUMBLING NECROPOLIS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Alara Expansion
Type: Land
Efct: Crumbling Necropolis enters the battlefield tapped.
      {T}: Add {U}, {B} or {R} to your mana pool.

[L] DIMIR GUILDGATE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Ravnica
Type: Land (Gate)
Efct: Dimir Guildgate enters the battlefield tapped.
      {T}: Add {U} or {B} to your mana pool.

[L] FOREST
¯¯¯¯¯¯¯¯¯¯
Find: Default
Type: Basic Land
Efct: ---

[L] FRONTIER BIVOUAC
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Khans of Tarkir Add-On
Type: Land
Efct: Frontier Bivouac enters the battlefield tapped.
      {T}: Add {G}, {U} or {R} to your mana pool.

[L] GOLGARI GUILDGATE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Ravnica
Type: Land (Gate)
Efct: Golgari Guildgate enters the battlefield tapped.
      {T}: Add {B} or {G} to your mana pool.

[L] GRUUL GUILDGATE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Ravnica
Type: Land (Gate)
Efct: Gruul Guildgate enters the battlefield tapped.
      {T}: Add {R} or {G} to your mana pool.

[L] ISLAND
¯¯¯¯¯¯¯¯¯¯
Find: Default
Type: Basic Land
Efct: ---

[L] IZZET GUILDGATE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Ravnica
Type: Land (Gate)
Efct: {T}: Add {U} or {R} to your mana pool.

[L] JUNGLE SHRINE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Alara Expansion
Type: Land
Efct: Jungle Shrine enters the battlefield tapped.
      {T}: Add {R}, {G} or {W} to your mana pool.

[L] MOUNTAIN
¯¯¯¯¯¯¯¯¯¯¯¯
Find: Default
Type: Basic Land
Efct: ---

[L] MYSTIC MONASTERY
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Khans of Tarkir Add-On
Type: Land
Efct: Mystic Monastery enters the battlefield tapped.
      {T}: Add {U}, {R} or {W} to your mana pool.

[L] NOMAD OUTPOST
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Khans of Tarkir Add-On
Type: Land
Efct: Nomad Outpost enters the battlefield tapped.
      {T}: Add {R}, {W} or {B} to your mana pool.

[L] OPULENT PALACE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Khans of Tarkir Add-On
Type: Land
Efct: Opulent Palace enters the battlefield tapped.
      {T}: Add {B}, {G} or {U} to your mana pool.

[L] ORZHOV GUILDGATE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Ravnica
Type: Land (Gate)
Efct: Orzhov Guildgate enters the battlefield tapped.
      {T}: Add {W} or {B} to your mana pool.

[L] PLAINS
¯¯¯¯¯¯¯¯¯¯
Find: Default
Type: Basic Land
Efct: ---

[L] RADIANT FOUNTAIN
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Shandalar
Type: Land
Efct: When Radiant Fountain enters the battlefield, you gain 2 life.
      {T}: Add {1} to your mana pool.

[L] RAKDOS GUILDGATE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Ravnica
Type: Land (Gate)
Efct: Rakdos Guildgate enters the battlefield tapped.
      {T}: Add {B} or {R} to your mana pool.

[L] SANDSTEPPE CITADEL
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Khans of Tarkir Add-On
Type: Land
Efct: Sandsteppe Citadel enters the battlefield tapped.
      {T}: Add {W}, {B} or {G} to your mana pool.

[L] SAVAGE LANDS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Alara Expansion
Type: Land
Efct: Savage Lands enters the battlefield tapped.
      {T}: Add {B}, {R} or {G} to your mana pool.

[L] SEASIDE CITADEL
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Alara Expansion
Type: Land
Efct: Seaside Citadel enters the battlefield tapped.
      {T}: Add {G}, {W} or {U} to your mana pool.

[L] SELESNYA GUILDGATE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Ravnica
Type: Land (Gate)
Efct: Selesnya Guildgate enters the battlefield tapped.
      {T}: Add {G} or {W} to your mana pool.

[L] SIMIC GUILDGATE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Ravnica
Type: Land (Gate)
Efct: Simic Guildgate enters the battlefield tapped.
      {T}: Add {G} or {U} to your mana pool.

[L] SWAMP
¯¯¯¯¯¯¯¯¯
Find: Default
Type: Basic Land
Efct: ---

[M] ARMAMENT CORPS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Khans of Tarkir Add-On
Type: Creature (Human Soldier)
Cost: 2WBG
Stat: 4/4
Keyw: ---
Efct: When Armament Corp enters the battlefield, distribute two +1/+1 counters
      among one or two target creatures you control.

[M] BEAR'S COMPANION
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Khans of Tarkir Add-On
Type: Creature
Cost: 2GUR
Stat: 2/2
Keyw: ---
Efct: When Bear's Companion enters the battlefield, put a 4/4 green Bear
      creature token onto the battlefield.

[M] DINROVA HORROR
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Ravnica
Type: Creature (Horror)
Cost: 4UB
Stat: 4/4
Keyw: ---
Efct: When Dinrova Horror enters the battlefield, return target permanent to
      its owner's hand, then that player discards a card.

[M] ESPER CORMORANTS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Alara Expansion
Type: Artifact Creature (Bird)
Cost: 2WU
Stat: 3/3
Keyw: Flying
Efct: ---

[M] FUSION ELEMENTAL
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Alara Expansion
Type: Creature (Elemental)
Cost: WUBRG
Stat: 8/8
Keyw: ---
Efct: ---

[M] GOBLIN ELECTROMANCER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Ravnica
Type: Creature (Goblin Wizard)
Cost: UR
Stat: 2/2
Keyw: ---
Efct: Instants and sorcery spells you cast cost {1} less to cast.

[M] GORGER WURM
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Alara Expansion
Type: Creature (Wurm)
Cost: 3RG
Stat: 5/5
Keyw: Devour 1
Efct: ---

[M] KATHARI BOMBER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Alara Expansion
Type: Creature (Bird Shaman)
Cost: 1BR
Stat: 2/2
Keyw: Flying, Unearth {3}{B}{R}
Efct: When Kathari Bomber deals combat damage to a player, put two 1/1 red
      Goblin creature tokens onto the battlefield and sacrifice Kathari
      Bobmer.

[M] KRESH THE BLOODBRAIDED
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Alara Expansion
Type: Legendary Creature (Human Warrior)
Cost: 2BRG
Stat: 3/3
Keyw: ---
Efct: Whenever another creature dies, you may put X +1/+1 counters on Kresh
      the Bloodbraided, where X is that creature's power.

[M] MAELSTROM ARCHANGEL
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Multiplayer Battle Booster
Type: Creature (Angel)
Cost: WUBRG
Stat: 5/5
Keyw: Flying
Efct: Whenever Maelstrom Archangel deals combat damage to a player, you may
      cast a nonland card from your hand without paying it mana cost.

[M] MARDU ROUGHRIDER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Khans of Tarkir Add-On
Type: Creature (Orc Warrior)
Cost: 2RWB
Stat: 5/4
Keyw: ---
Efct: Whenever Mardu Roughrider attacks, target creature can't block this
      turn.

[M] RAFIQ OF THE MANY
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Alara Expansion
Type: Legendary Creature (Human Knight)
Cost: 1GWU
Stat: 3/3
Keyw: Exalted
Efct: Whenever a creature you control attacks alone, it gains double strike
      until end of turn.

[M] RHOX WAR MONK
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Alara Expansion
Type: Creature (Rhino Monk)
Cost: GWU
Stat: 3/4
Keyw: Lifelink
Efct: ---

[M] SELESNYA EVANGEL
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Ravnica
Type: Creature (Elf Shaman)
Cost: GW
Stat: 1/2
Keyw: ---
Efct: {1}, {T}, Tap an untapped creature you control: Put a 1/1 green
      Saproling creature token onto the battlefield.

[M] SKYMARK ROC
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Ravnica
Type: Creature (Bird)
Cost: 2WU
Stat: 3/3
Keyw: Flying
Efct: Whenever Skymark Roc attacks, you may return target creature defending
      player controls with toughness 2 or less to its owner's hand.

[M] SPECIES GORGER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Ravnica
Type: Creature (Frog Beast)
Cost: 3GU
Stat: 6/6
Keyw: ---
Efct: At the beginning of your upkeep, return a creature you control to its
      owner's hand.

[M] SPROUTING THRINAX
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Alara Expansion
Type: Creature (Lizard)
Cost: BRG
Stat: 3/3
Keyw: ---
Efct: When Sprouting Thrinax dies, put three 1/1 green Saproling creature
      tokens onto the battlefield.

[M] SULTAI SOOTHSAYER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Khans of Tarkir Add-On
Type: Creature (Naga Shaman)
Cost: 2BGU
Stat: 2/5
Efct: When Sultai Soothsayer enters the battlefield, look at the top four
      cards of your library. Put one of them into your hand and the rest into
      your graveyard.


[M] TIDEHOLLOW STRIX
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Alara Expansion
Type: Artifact Creature (Bird)
Cost: UB
Stat: 2/1
Keyw: Flying, Deathtouch
Efct: ---

[M] TOWER GARGOYLE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Alara Expansion
Type: Artifact Creature (Gargoyle)
Cost: 1WUB
Stat: 4/4
Keyw: Flying
Efct: ---

[M] TRUEFIRE PALADIN
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Ravnica
Type: Creature (Human Knight)
Cost: RW
Stat: 2/2
Keyw: Vigilance
Efct: {R}{W}: Truefire Paladin gets +2/+0 until end of turn.
      {R}{W}: Truefire Paladin gains first strike until end of turn.

[M] VIZKOPA GUILDMAGE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Ravnica
Type: Creature (Human Wizard)
Cost: WB
Stat: 2/2
Keyw: ---
Efct: {1}{W}{B}: Target creature gains lifelink until end of turn.
      {1}{W}{B}: Whenever you gain life this turn, each opponent loses that
      much life.

[M] WARDEN OF THE EYE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Khans of Tarkir Add-On
Type: Creature (Djinn Wizard)
Cost: 2URW
Stat: 3/3
Keyw: ---
Efct: When Warden of the Eye enters the battlefield, return target noncreature
      card from your graveyard to your hand.

[M] WOOLLY THOCTAR
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Alara Expansion
Type: Creature (Beast)
Cost: RGW
Stat: 5/4
Keyw: ---
Efct: ---

[M] ELDER MASTERY
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Alara Expansion
Type: Enchantment (Aura)
Cost: 3UBR
Keyw: ---
Efct: Enchant creature. Enchanted creature gets +3/+3 and has flying. Whenever
      enchanted creature deals damage to a player, that player discards two
      cards.

[M] AUGER SPREE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Ravnica
Type: Instant
Cost: 1BR
Keyw: ---
Efct: Target creature gets +4/-4 until end of turn.

[M] SIGIL BLESSING
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Alara Expansion
Type: Instant
Cost: GW
Keyw: ---
Efct: Until end of turn, target creature you control gets +3/+3 and other
      creatures you control get +1/+1.

[M] GROUND ASSAULT
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Ravnica
Type: Sorcery
Cost: RG
Keyw: ---
Efct: Ground Assault deals damage to target creature equal to the number of
      lands you control.

[M] TREASURED FIND
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Ravnica
Type: Sorcery
Cost: BG
Keyw: ---
Efct: Return target card from your graveyard to your hand. Exile Treasured
      Find.

[R] BLOODCRAZED NEONATE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Innistrad
Type: Creature (Vampire)
Stat: 2/1
Cost: 1R
Efct: Bloodcrazed Neonate attacks each turn if able. Whenever Bloodcrazed
      Neonate deals combat damage to a player, put a +1/+1 counter on it.

[R] BROOD KEEPER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Shandalar
Type: Creature (Human Shaman)
Stat: 2/3
Cost: 3R
Efct: Whenever an Aura becomes attached to Brood Keeper, put a 2/2 red Dragon
      creature token with flying onto the battlefield. It has "{R}: This
      creature gets +1/+0 until end of turn."

[R] CHARMBREAKER DEVILS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Innistrad
Type: Creature (Devil)
Stat: 4/4
Cost: 5R
Efct: At the beginning of your upkeep, return an instant or sorcery card at
      random from your graveyard to your hand. Whenever you cast an instant
      or sorcery spell, Charmbreaker Devils gets +4/+0 until end of turn.

[R] CUNNING SPARKMAGE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Zendikar
Type: Creature (Human Shaman)
Stat: 0/1
Cost: 2R
Keyw: Haste
Efct: {T}: Cunning Sparkmage deals 1 damage to target creature or player.

[R] FOUNDRY STREET DENIZEN
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Ravnica
Type: Creature (Goblin Warrior)
Stat: 1/1
Cost: R
Efct: Whenever another red creature enters the battlefield under your
      control, Foundry Street Denizen gets +1/+0 until end of turn.

[R] GOBLIN ARSONIST
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Zendikar
Type: Creature (Goblin Shaman)
Stat: 1/1
Cost: R
Efct: When Goblin Arsonist dies, you may have it deal 1 damage to target
      creature or player.

[R] GOBLIN BUSHWHACKER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Multiplayer Battle Booster
Type: Creature (Goblin Warrior)
Stat: 1/1
Cost: R
Keyw: Kicker {R}
Efct: Whenever Goblin Bushwhacker enters the battlefield, if it was kicked,
      creatures you control get +1/+0 and gain haste until end of turn.

[R] GOBLIN RABBLEMASTER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Ravnica
Type: Creature (Goblin Warrior)
Stat: 2/2
Cost: 2R
Efct: Other Goblin creatures you control attack each turn if able. At the
      beginning of combat on your turn, put a 1/1 red Goblin creature with
      haste onto the battlefield. Whenever Goblin Rabblemaster attacks, it
      gets +1/+0 until end of turn for each other attacking Goblin.

[R] GOBLIN SHORTCUTTER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Multiplayer Battle Booster
Type: Creature (Goblin Scout)
Stat: 2/1
Cost: 1R
Efct: When Goblin Shortcutter enters the battlefield, target creature can't
      block this turn.

[R] GUTTERSNIPE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Ravnica
Type: Creature (Goblin Shaman)
Stat: 2/2
Cost: 2R
Efct: Whenever you cast an instant or sorcery spell, Guttersnipe deals 2
      damage to each opponent.

[R] HELLSPARK ELEMENTAL
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Alara Expansion
Type: Creature (Elemental)
Stat: 3/1
Cost: 1R
Keyw: Trample, Haste, Unearth {1}{R}
Efct: At the beginning of the end step, sacrifice Hellspark Elemental.

[R] INFERNO TITAN
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Ravnica
Type: Creature (Giant)
Stat: 6/6
Cost: 4RR
Efct: {R}: Inferno Giant gets +1/+0 until end of turn. Whenever Inferno Titan
      enters the battlefield or attacks, it deals 3 damage divided as you
      choose among one, two, or three target creature and/or players.

[R] KILN FIEND
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Zendikar
Type: Creature (Elemental Beast)
Stat: 1/2
Cost: 1R
Efct: Whenever you cast an instant or sorcery spell, Kiln Fiend gets +3/+0
      until end of turn.

[R] MARAUDING MAULHORN
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Shandalar
Type: Creature (Beast)
Stat: 5/3
Cost: 2RR
Efct: Marauding Maulhorn attacks each combat if able unless you control a
      creature named Advocate of the Beast.

[R] OGRE BATTLEDRIVER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Shandalar
Type: Creature (Ogre Warrior)
Stat: 3/3
Cost: 2RR
Efct: Whenever another creature enters the battlefield under your control,
      that creature gains +2/+0 and gains haste until end of turn.

[R] PARAGON OF FIERCE DEFIANCE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Multiplayer Battle Booster
Type: Creature (Human Warrior)
Stat: 2/2
Cost: 3R
Efct: Other red creatures you control get +1/+1. {R}, {T}: Another target red
      creature gains haste until end of turn.

[R] PITCHBURN DEVILS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Innistrad
Type: Creature (Devil)
Stat: 3/3
Cost: 4R
Keyw: ---
Efct: When Pitchburn Devils dies, it deals 3 damage to target creature or
      player.

[R] RAKISH HEIR
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Innistrad
Type: Creature (Vampire)
Stat: 2/2
Cost: 2R
Efct: Whenever a Vampire you control deals combat damage to a player, put a
      +1/+1 counter on it.

[R] REGATHAN FIRECAT
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Shandalar
Type: Creature (Elemental Cat)
Stat: 4/1
Cost: 2R
Keyw: ---
Efct: ---

[R] ROCKSLIDE ELEMENTAL
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Theros
Type: Creature (Elemental)
Stat: 1/1
Cost: 2R
Keyw: First Strike
Efct: Whenever another creature dies, you may put a +1/+1 counter on Rockslide
      Elemental.

[R] RUSSET WOLVES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Innistrad
Type: Creature (Wolf)
Stat: 3/3
Cost: 3R
Keyw: ---
Efct: ---

[R] SATYR HOPLITE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Theros
Type: Creature (Satyr Soldier)
Stat: 1/1
Cost: R
Keyw: Heroic
Efct: Whenever you cast a spell that targets Satyr Hoplite, put a +1/+1
      counter on Satyr Hoplite.

[R] SHIVAN DRAGON
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find:
Type: Creature (Dragon)
Stat: 5/5
Cost: 4RR
Keyw: Flying
Efct: {R}: Shivan Dragon get +1/+0 until end of turn.

[R] SIEGE DRAGON
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Shandalar
Type: Creature (Dragon)
Stat: 5/5
Cost: 5RR
Keyw: Flying
Efct: When Siege Dragon enters the battlefield, destroy all Walls your
      opponent controls. Whenever Siege Dragon attacks, if defending player
      controls no Walls, it deals 2 damage to each creature without flying
      that player controls.

[R] STORMBREATH DRAGON
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Theros
Type: Creature (Dragon)
Stat: 4/4
Cost: 3RR
Keyw: Flying, Haste, Protection from white, {5}{R}{R}: Monstrosity 3
Efct: When Stormbreath Dragon becomes monstrous, it deals damage to each
      opponent equal to the number of cards in that player's hand.

[R] THORN-THRASH VIASHINO
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Alara Expansion
Type: Creature (Viashino Warrior)
Stat: 2/2
Cost: 3R
Keyw: Devour 2
Efct: {G}: Thorn-Thrash Viashino gains trample until end of turn.

[R] TWO-HEADED CERBERUS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Theros
Type: Creature (Hound)
Stat: 1/2
Cost: 1RR
Keyw: Double Strike
Efct: ---

[R] UTVARA HELLKITE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Master of Monsters Add-On
Type: Creature (Dragon)
Stat: 6/6
Cost: 6RR
Keyw: Flying
Efct: Whenever a Dragon you control attacks, put a 6/6 red Dragon creature
      token with flying onto the battlefield.

[R] VENT SENTINEL
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Zendikar
Type: Creature (Elemental)
Stat: 2/4
Cost: 3R
Keyw: Defender
Efct: {1}{R}, {T}: Vent Sentinel deals damage to target player equal to the
      number of creatures with Defender you control.

[R] WANDERING GOBLINS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Alara Expansion
Type: Creature (Goblin Warrior)
Stat: 0/3
Cost: 2R
Keyw: Domain
Efct: {3}: Wandering Goblins gets +1/+0 until end of turn for each basic land
      type among lands you control.

[R] WRECKING OGRE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Ravnica
Type: Creature (Ogre Warrior)
Stat: 3/3
Cost: 4R
Keyw: Double Strike, Bloodrush
Efct: {3}{R}{R}, Discard Wrecking Ogre: Target attacking creature gets +3/+3
      and gains double strike until end of turn.

[R] YOUNG PYROMANCER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Master of Monsters Add-On
Type: Creature (Human Shaman)
Stat: 2/1
Cost: 1R
Keyw: ---
Efct: Whenever you cast an instant or sorcery spell, put a 1/1 red Elemental
      creature token onto the battlefield.

[R] BURNING ANGER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Zendikar
Type: Enchantment (Aura)
Cost: 4R
Efct: Enchant creature. Enchanted creature has "{T}: This creature deals
      damage equal to its power to target creature or player."

[R] FUROR OF THE BITTEN
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Innistrad
Type: Enchantment (Aura)
Cost: R
Efct: Enchant creature. Enchanted creature gets +2/+2 and attacks each turn
      if able.

[R] GALVANIC ARC
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Master of Monsters Add-On
Type: Enchantment (Aura)
Cost: 2R
Keyw: ---
Efct: Enchant creature. When Galvanic Arc enters the battlefield, it deals 3
      damage to target creature or player. Enchanted creature has first
      strike.

[R] INFERNO FIST
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Shandalar
Type: Enchantment (Aura)
Cost: 1R
Efct: Enchant creature you control. Enchanted creature gets +2/+0. {R},
      Sacrifice Inferno Fist: Inferno Fist deals 2 damage to target creature
      or player.

[R] LIGHTNING TALONS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Ravnica
Type: Enchantment (Aura)
Cost: 2R
Efct: Enchant creature. Enchanted creature gets +3/+0 and has first strike.

[R] MANIACAL RAGE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Alara Expansion
Type: Enchantment (Aura)
Cost: 1R
Efct: Enchant creature. Enchanted creature gets +2/+2 and can't block.

[R] QUEST FOR THE GOBLIN LORD
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Zendikar
Type: Enchantment
Cost: R
Efct: Whenever a Goblin enters the battlefield under your control, you may
      put a quest counter on Quest for the Goblin Lord. As long as Quest for
      the Goblin Lord has five or more quest counters on it, creatures you
      control get +2/+0.

[R] RAID BOMBARDMENT
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Zendikar
Type: Enchantment
Cost: 2R
Efct: Whenever a creature you control with power 2 or less attacks, Raid
      Bombardment deals 1 damage to defending player.

[R] WARSTORM SURGE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Multiplayer Battle Booster
Type: Enchantment
Cost: 5R
Efct: Whenever a creature enters the battlefield under your control, it deals
      damage equal to its power to target creature or player.

[R] COORDINATED ASSAULT
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Theros
Type: Instant
Cost: R
Efct: Up to two target creatures each get +1/+0 and gain first strike until
      end of turn.

[R] EXPLOSIVE IMPACT
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Ravnica
Type: Instant
Cost: 5R
Efct: Explosive Impact deals 5 damage to target creature or player.

[R] FLING
¯¯¯¯¯¯¯¯¯
Find: Innistrad
Type: Instant
Cost: 1R
Efct: As an additional cost to cast Fling, sacrifice a creature. Fling deals
      damage equal to the sacrificed creature's power to target creature or
      player.

[R] RESOUNDING THUNDER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Alara Expansion
Type: Instant
Cost: 2R
Keyw: Cycling {5}{B}{R}{G}
Efct: Resounding Thunder deals 3 damage to target creature or player. When
      you cycle Resounding Thunder, it deals 6 damage to target creature or
      player.

[R] SEISMIC STRIKE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Multiplayer Battle Booster
Type: Instant
Cost: 2R
Efct: Seismic Strike deals damage to target creature equal to the number of
      Mountains you control.

[R] SKULLCRACK
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Multiplayer Battle Booster
Type: Instant
Cost: 1R
Efct: Players can't gain life this turn. Damage can't be prevented this turn.
      Skullcrack deals 3 damage to target player.

[R] SHOCK
¯¯¯¯¯¯¯¯¯
Find: Zendikar
Type: Instant
Cost: R
Efct: Shock deals 2 damage to target creature or player.

[R] TRUMPET BLAST
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Shandalar
Type: Instant
Cost: 2R
Efct: Attacking creatures get +2/+0 until end of turn.

[R] VOLCANIC GEYSER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Shandalar
Type: Instant
Cost: XRR
Efct: Volcanic Geyser deals X damage to target creature or player.

[R] ACT OF TREASON
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Ravnica
Type: Sorcery
Cost: 2R
Efct: Gain control of target creature until end of turn. Untap that creature.
      It gains haste until end of turn.

[R] ANGER OF THE GODS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Theros
Type: Sorcery
Cost: 1RR
Efct: Anger of the Gods deals 3 damage to each creature. If a creature dealt
      damage this way would die this turn, exile it instead.

[R] BANEFIRE
¯¯¯¯¯¯¯¯¯¯¯¯
Find: Alara Expansion
Type: Sorcery
Cost: XR
Efct: Banefire deals X damage to target creature or player. If X is 5 or more,
      Banefire can't be countered by spells or abilitie and the damage can't
      be prevented.

[R] BLOOD FEUD
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Innistrad
Type: Sorcery
Cost: 4RR
Efct: Target creature fights another target creature

[R] BOLT OF KERANOS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Theros
Type: Sorcery
Cost: 1RR
Keyw: Scry 1
Efct: Bolt of Keranos deals 3 damage to target creature or player.

[R] BURNING INQUIRY
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Multiplayer Battle Booster
Type: Sorcery
Cost: R
Efct: Each player draws three cards, then discards three cards at random.

[R] DEMOLISH
¯¯¯¯¯¯¯¯¯¯¯¯
Find: Theros
Type: Sorcery
Cost: 3R
Efct: Destroy target artifact or land.

[R] KRENKO'S COMMAND
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Ravnica
Type: Sorcery
Cost: 1R
Efct: Put two 1/1 red Goblin creature tokens onto the battlefield.

[R] PORTENT OF BETRAYAL
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Theros
Type: Sorcery
Cost: 3R
Keyw: Scry 1
Efct: Gain control of target creature until end of turn. Untap that creature.
      It gains haste until end of turn.

[R] WARP WORLD
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Master of Monsters Add-On
Type: Sorcery
Cost: 5RRR
Keyw: ---
Efct: Each player shuffles all permanents he or she owns into his or her
      library, then reveals that many cards from the top of his or her
      library. Each player puts all artifact, creature, and land cards
      revealed this way onto the battlefield, then does the same for
      enchantment cards, then puts all cards revealed this way that weren't
      put onto the battlefield on the bottom of his or her library.

[R] TECTONIC RIFT
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Zendikar
Type: Sorcery
Cost: 3R
Efct: Destroy target land. Creatures without flying can't block this turn.

[U] ARCHAEOMANCER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Shandalar
Type: Creature (Human Wizard)
Stat: 1/2
Cost: 2UU
Keyw: ---</pre><pre id="faqspan-6">
Efct: When Archaeomancer enters the battlefield, return target instant or
      sorcery card from your graveyard to your hand.

[U] BLIND PHANTASM
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Innistrad
Type: Creature (Illusion)
Stat: 2/3
Cost: 2U
Keyw: ---
Efct: ---

[U] BRACKWATER ELEMENTAL
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Alara Expansion
Type: Creature (Elemental)
Stat: 4/4
Cost: 2U
Keyw: Unearth {2}{U}
Efct: When Brackwater Elemental attacks or blocks, sacrifice it at the
      beginning of the next end step.

[U] BREACHING HIPPOCAMP
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Theros
Type: Creature (Horse Fish)
Stat: 3/2
Cost: 3U
Keyw: Flash
Efct: When Breaching Hippocamp enters the battlefield, untap another target
      creature you control.

[U] CHASM SKULKER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Shandalar
Type: Creature (Squid Horror)
Stat: 1/1
Cost: 2U
Keyw: ---
Efct: Whenever you draw a card, put a +1/+1 counter on Chasm Skulker. When
      Chasm Skulker dies, put X 1/1 blue Squid creature tokens with islandwalk
      onto the battlefield, where X is the number of +1/+1 counters on Chasm
      Skulker.

[U] CLOUDFIN RAPTOR
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Ravnica
Type: Creature (Bird Mutant)
Stat: 0/1
Cost: U
Keyw: Flying, Evolve
Efct: ---

[U] CORAL BARRIER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Multiplayer Battle Booster
Type: Creature (Wall)
Stat: 1/3
Cost: 2U
Keyw: Defender
Efct: When Coral Barrier enters the battlefield, put a 1/1 blue Squid creature
      token with islandwalk onto the battlefield.

[U] DOORKEEPER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Ravnica
Type: Creature (Homonculus)
Stat: 0/4
Cost: 1U
Keyw: Defender
Efct: {2}{U}, {T}: Target player puts the top X cards of his or her library
      into his or her graveyard, where X is the number of creatures with
      defender you control.

[U] ESPERZOA
¯¯¯¯¯¯¯¯¯¯¯¯
Find: Alara Expansion
Type: Artifact Creature (Jellyfish)
Stat: 4/3
Cost: 2U
Keyw: Flying
Efct: At the beginning of your upkeep, return an artifact you control to its
      owner's hand.

[U] ETHERIUM SCULPTOR
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Alara Expansion
Type: Artifact Creature (Vedalken Artificer)
Stat: 1/2
Cost: 1U
Keyw: ---
Efct: Artifact spells you cast cost {1} less to play.

[U] FROST LYNX
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Shandalar
Type: Creature (Elemental Cat)
Stat: 2/2
Cost: 2U
Keyw: ---
Efct: When Frost Lynx enters the battlefield, tap target creature an opponent
      controls. That creature doesn't untap during its controller's next untap
      step.

[U] GUARD GOMAZOA
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Zendikar
Type: Creature (Jellyfish)
Stat: 1/3
Cost: 2U
Keyw: Defender, Flying
Efct: Prevent all combat damage that would be dealt to Guard Gomazoa.

[U] HEDRON CRAB
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Zendikar
Type: Creature (Crab)
Stat: 0/2
Cost: U
Keyw: Landfall
Efct: Whenever a land enters the battlefield under your control, target
      player puts the top three cards of his or her library into his or her
      graveyard.

[U] HORIZON SCHOLAR
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Theros
Type: Creature (Sphinx)
Stat: 4/4
Cost: 5U
Keyw: Flying
Efct: When Horizon Scholar enters the battlefield, scry 2.

[U] JALIRA, MASTER POLYMORPHIST
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Shandalar
Type: Legendary Creature (Human Wizard)
Stat: 2/2
Cost: 3U
Keyw: ---
Efct: {2}{U}, {T}, sacrifice another creature: Reveal cards from the top of
      your library until you reveal a nonlegendary creature card. Put that
      card onto the battlefield and the rest on the bottom of your library in
      a random order.

[U] KRAKEN HATCHLING
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Zendikar
Type: Creature (Kraken)
Stat: 0/4
Cost: U
Keyw: ---
Efct: ---

[U] KRAKEN OF THE STRAITS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Theros
Type: Creature (Kraken)
Stat: 6/6
Cost: 5UU
Keyw: ---
Efct: Creatures with power less than the number of Islands you control can't
      block Kraken of the Straits.

[U] LABORATORY MANIAC
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Riddles of Steel Add-On
Type: Creature (Human Wizard)
Stat: 2/2
Cost: 2U
Keyw: ---
Efct: If you would draw a card while your library has no cards in it, you win
      the game instead.

[U] MAHAMOTI DJINN
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Ravnica
Type: Creature (Djinn)
Stat: 5/6
Cost: 4UU
Keyw: Flying
Efct: ---

[U] MARITIME GUARD
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Shandalar
Type: Creature (Merfolk Soldier)
Stat: 1/3
Cost: 1U
Keyw: ---
Efct: ---

[U] MASTER OF ETHERIUM
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Riddles of Steel Add-On
Type: Artifact Creature (Vedalken Wizard)
Stat: */*
Cost: 2U
Keyw: ---
Efct: Master of Etherium's power and toughness are each equal to the number of
      artifacts you control. Other artifact creatures you control get +1/+1.

[U] MASTER OF WAVES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Riddles of Steel Add-On
Type: Creature (Merfolk Wizard)
Stat: 2/1
Cost: 3U
Keyw: Protection from red
Efct: Elemental creatures you control get +1/+1. When Master of Waves enters
      the battlefield, put a number of 1/0 blue Elemental creature tokens
      onto the battlefield equal to your devotion to blue.

[U] MERCURIAL PRETENDER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Theros
Type: Creature (Shapeshifter)
Stat: 0/0
Cost: 4U
Keyw: ---
Efct: You may have Mercurial Pretender enter the battlefield as a copy of any
      creature you control except it gains "{2}{U}{U}: Return this creature to
      its owner's hand."

[U] MOON HERON
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Innistrad
Type: Creature (Spirit Bird)
Stat: 3/2
Cost: 3U
Keyw: Flying
Efct: ---

[U] NIBLIS OF THE BREATH
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Innistrad
Type: Creature (Spirit)
Stat: 2/1
Cost: 2U
Keyw: Flying
Efct: {U}, {T}: You may tap or untap target creature.

[U] PARAGON OF GATHERING MISTS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Multiplayer Battle Booster
Type: Creature (Human Wizard)
Stat: 2/2
Cost: 3U
Keyw: ---
Efct: Other blue creatures you control get +1/+1. {U}, {T}: Another target
      blue creature you control gains flying until end of turn.

[U] PESTERMITE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Multiplayer Battle Booster
Type: Creature (Faerie Rogue)
Stat: 2/1
Cost: 2U
Keyw: Flash, Flying
Efct: When Pestermite enters the battlefield, you may tap or untap target
      permanent.

[U] PHANTASMAL DRAGON
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Multiplayer Battle Booster
Type: Creature (Dragon Illusion)
Stat: 5/5
Cost: 2UU
Keyw: Flying
Efct: When Phantasmal Dragon becomes the target of a spell or ability,
      sacrifice it.

[U] QUICKLING
¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Shandalar
Type: Creature (Faerie Rogue)
Stat: 2/2
Cost: 1U
Keyw: Flash, Flying
Efct: When Quickling enters the battlefield, sacrifice it unless you return
      another creature you control to its owner's hand.

[U] ROIL ELEMENTAL
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Zendikar
Type: Creature (Elemental)
Stat: 3/2
Cost: 3UUU
Keyw: Flying, Landfall
Efct: Whenever a land enters the battlefield under your control, you may gain
      control of target creature for as long as you control Roil Elemental.

[U] SCROLL THIEF
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Ravnica
Type: Creature (Merfolk Rogue)
Stat: 1/3
Cost: 2U
Keyw: ---
Efct: Whenever Scroll Thief deals combat damage to a player, draw a card.

[U] SHARDING SPHINX
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Alara Expansion
Type: Artifact Creature (Sphinx)
Stat: 4/4
Cost: 4UU
Keyw: Flying
Efct: Whenever an artifact creature you control deals combat damage to a
      player, you may put a 1/1 blue Thopter artifact creature token with
      flying onto the battlefield.

[U] SOUL OF RAVNICA
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Ravnica
Type: Creature (Avatar)
Stat: 6/6
Cost: 4UU
Keyw: Flying
Efct: {5}{U}{U}: Draw a card for each color among permanents you control.
      {5}{U}{U}, exile Soul of Ravnica from your graveyard: Draw a card for
      each color among permanents you control.

[U] SURRAKAR BANISHER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Zendikar
Type: Creature (Surrakar)
Stat: 3/3
Cost: 4U
Keyw: ---
Efct: When Surrakar Banisher enters the battlefield, you may return target
      tapped creature to its owner's hand.

[U] TALRAND, SKY SUMMONER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Multiplayer Battle Booster
Type: Legendary Creature (Merfolk Wizard)
Stat: 2/2
Cost: 2UU
Keyw: ---
Efct: Whenever you cast an instant or sorcery spell, put a 2/2 blue Drake
      creature token with flying onto the battlefield.

[U] TRITON SHORESTALKER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Theros
Type: Creature (Merfolk Rogue)
Stat: 1/1
Cost: U
Keyw: ---
Efct: Triton Shorestalker can't be blocked.

[U] WARDEN OF EVOS ISLE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Riddles of Steel Add-On
Type: Creature (Bird Wizard)
Stat: 2/2
Cost: 2U
Keyw: Flying
Efct: Creature spells with flying you cast cost {1} less to cast.

[U] WIND DRAKE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Zendikar
Type: Creature (Drake)
Stat: 2/2
Cost: 2U
Keyw: Flying
Efct: ---

[U] BIDENT OF THASSA
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Theros
Type: Legendary Enchantment Artifact
Cost: 2UU
Keyw: ---
Efct: Whenever a creature you control deals combat damage to a player, you may
      draw a card. {1}{U}, {T}: Creatures your opponents control attack this
      turn if able.

[U] COURIER'S CAPSULE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Alara Expansion
Type: Artifact
Cost: 1U
Keyw: ---
Efct: {1}{U}, {T}: Sacrifice Courier's Capsule

[U] IOR RUIN EXPEDITION
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Zendikar
Type: Enchantment
Cost: 1U
Keyw: Landfall
Efct: Whenever a land enters the battlefield under your control, you may put
      a quest counter on Ior Ruin Expedition. Remove three quest counters
      from Ior Ruin Expedition and sacrifice it: draw two cards.

[U] MILITARY INTELLIGENCE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Ravnica
Type: Enchantment
Cost: 1U
Keyw: ---
Efct: Whenever you attack with two or more creatures, draw a card.

[U] COUNTERLASH
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Innistrad
Type: Instant
Cost: 4UU
Keyw: ---
Efct: Counter target spell. You may cast a nonland card in your hand that
      shares a card type with that spell without paying its mana cost.

[U] DISSOLVE
¯¯¯¯¯¯¯¯¯¯¯¯
Find: Theros
Type: Instant
Cost: 1UU
Keyw: Scry 1
Efct: Counter target spell.

[U] FLEETING DISTRACTION
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Innistrad
Type: Instant
Cost: U
Keyw: ---
Efct: Target creature gets -1/-0 until end of turn. Draw a card.

[U] HYSTERICAL BLINDNESS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Innistrad
Type: Instant
Cost: 2U
Keyw: ---
Efct: Creatures your opponents control get -4/-0 until end of turn.

[U] INSPIRATION
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Ravnica
Type: Instant
Cost: 3U
Keyw: ---
Efct: Target player draws two cards.

[U] NEGATE
¯¯¯¯¯¯¯¯¯¯
Find: Zendikar
Type: Instant
Cost: 1U
Keyw: ---
Efct: Counter target noncreature spell.

[U] NULLIFY
¯¯¯¯¯¯¯¯¯¯¯
Find: Theros
Type: Instant
Cost: UU
Keyw: ---
Efct: Counter target creature or Aura spell.

[U] PEEL FROM REALITY
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Riddles of Steel Add-On
Type: Instant
Cost: 1U
Keyw: ---
Efct: Return target creature you control and target creature you don't control
      to their owners' hands.

[U] QUICKEN
¯¯¯¯¯¯¯¯¯¯¯
Find: Ravnica
Type: Instant
Cost: U
Efct: The next sorcery card you cast this turn can be cast as through it had
      flash. Draw a card.

[U] THINK TWICE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Multiplayer Battle Booster
Type: Instant
Cost: 1U
Keyw: Flashback {2}{U}
Efct: Draw a card.

[U] TRAUMATIC VISIONS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Alara Expansion
Type: Instant
Cost: 3UU
Keyw: Basic landcycling {1}{U}
Efct: Counter target spell.

[U] VAPOR SNAG
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Multiplayer Battle Booster
Type: Instant
Cost: U
Efct: Return target creature to its owner's hand. Its controller loses 1 life.

[U] VOYAGE'S END
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Theros
Type: Instant
Cost: 1U
Keyw: Scry 1
Efct: Return target creature to its owner's hand.

[U] ARTFUL DODGE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Innistrad
Type: Sorcery
Cost: U
Keyw: Flashback {U}
Efct: Target creature can't be blocked this turn.

[U] CHILL OF FOREBODING
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Innistrad
Type: Sorcery
Cost: 2U
Keyw: Flashback {7}{U}
Efct: Each player puts the top five cards of his or her library into his or
      her graveyard.

[U] SWITCHEROO
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Shandalar
Type: Sorcery
Cost: 4U
Keyw: ---
Efct: Exchange control of two target creatures.

[U] THASSA'S BOUNTY
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Theros
Type: Sorcery
Cost: 5U
Keyw: ---
Efct: Draw three cards. Target player puts the top three cards of his or her
      library into her graveyard.

[U] TIME WARP
¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Zendikar
Type: Sorcery
Cost: 3UU
Keyw: ---
Efct: Target player takes an extra turn after this one.

[U] TOME SCOUR
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Shandalar
Type: Sorcery
Cost: U
Keyw: ---
Efct: Target player puts the top five cards of his or her library into his or
      her graveyard.

[U] VOID SNARE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Shandalar
Type: Sorcery
Cost: U
Keyw: ---
Efct: Return target nonland permanent to its owner's hand.

[W] AEGIS ANGEL
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Shandalar
Type: Creature (Angel)
Stat: 5/5
Cost: 4WW
Keyw: Flying
Efct: When Aegis Angel enters the battlefield, another target permanent gains
      indestructible for as long as you control Aegis Angel.

[W] AJANI'S PRIDEMATE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Theros
Type: Creature (Cat Soldier)
Stat: 2/2
Cost: 1W
Keyw: ---
Efct: When you gain life, you may put a +1/+1 counter on Ajani's Pridemate.

[W] AKRASAN SQUIRE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Alara Expansion
Type: Creature (Human Soldier)
Stat: 1/1
Cost: W
Keyw: Exalted
Efct: ---

[W] ASSAULT GRIFFIN
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Ravnica
Type: Creature (Griffin)
Stat: 3/2
Cost: 3W
Keyw: Flying
Efct: ---

[W] ATTENDED KNIGHT
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Shandalar
Type: Creature (Human Knight)
Stat: 2/1
Cost: 2W
Keyw: First Strike
Efct: When Attended Knight enters the battlefield, put a 1/1 white Soldier
      creature token onto the battlefield.

[W] BANESLAYER ANGEL
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Shandalar
Type: Creature (Angel)
Stat: 5/5
Cost: 3WW
Keyw: Flying, first strike, lifelink, protection from demons and dragons
Efct: ---

[W] BANISHER PRIEST
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Zendikar
Type: Creature (Human Cleric)
Stat: 2/2
Cost: 1WW
Keyw: ---
Efct: When Banisher Priest enters the battlefield, exile target creature an
      opponent controls until Banisher Priest leaves the battlefield. (That
      creature returns under its owner's control.)

[W] BATTLEGRACE ANGEL
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Alara Expansion
Type: Creature (Angel)
Stat: 4/4
Cost: 3WW
Keyw: Flying, Exalted
Efct: Whenever a creature you control attacks alone, it gains lifelink until
      end of turn.

[W] BRIMAZ, KING OF ORESKOS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Theros
Type: Legendary Creature (Cat Soldier)
Stat: 3/4
Cost: 1WW
Keyw: Vigilance
Efct: Whenever Brimaz, King of Oreskos attacks, put a 1/1 white Cat Soldier
      creature token with vigilance onto the battlefield attacking. Whenever
      Brimaz blocks a creature, put a 1/1 white Cat Soldier creature token
      with vigilance onto the battlefield blocking that creature.

[W] CAPTAIN OF THE WATCH
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Riddles of Steel Add-On
Type: Creature (Human Soldier)
Stat: 3/3
Cost: 4WW
Keyw: Vigilance
Efct: Other Soldier creatures you control get +1/+1 and have vigilance. When
      Captain of the Watch enters the battlefield, put three 1/1 white Soldier
      creature tokens onto the battlefield.

[W] CRUSADER OF ODRIC
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Riddles of Steel Add-On
Type: Creature (Human Soldier)
Stat: */*
Cost: 2W
Keyw: ---
Efct: Crusader of Odric's power and toughness are each equal to the number of
      creatures you control.

[W] ELITE VANGUARD
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Shandalar
Type: Creature (Human Soldier)
Stat: 2/1
Cost: W
Keyw: ---
Efct: ---

[W] FELIDAR SOVEREIGN
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Riddles of Steel Add-On
Type: Creature (Cat Beast)
Stat: 4/6
Cost: 4WW
Keyw: Vigilance, Lifelink
Efct: At the beginning of your upkeep, if you have 40 or more life, you win
      the game.

[W] GLORY SEEKER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Zendikar
Type: Creature (Human Soldier)
Stat: 2/2
Cost: 1W
Keyw: ---
Efct: ---

[W] HERO OF IROAS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Theros
Type: Creature (Human Soldier)
Stat: 2/2
Cost: 1W
Keyw: Heroic
Efct: Aura spells you cast cost {1} less to cast. Whenever you cast a spell
      that targets Hero of Iroas, put a +1/+1 counter on Hero of Iroas

[W] KITESAIL APPRENTICE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Multiplayer Battle Booster packs
Type: Creature (Kor Soldier)
Stat: 1/1
Cost: W
Keyw: ---
Efct: As long a Kitesail Apprentice is equipped, it gets +1/+1 and has flying.

[W] KNIGHT OF THE SKYWARD EYE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Alara Expansion
Type: Creature (Human Knight)
Stat: 2/2
Cost: 1W
Keyw: ---
Efct: {3}{G}: Knight of the Skyward Eye gets +3/+3 until end of turn. Play
      this ability only once each turn.

[W] KOR CARTOGRAPHER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Zendikar
Type: Creature (Kor Scout)
Stat: 2/2
Cost: 3W
Keyw: ---
Efct: When Kor Cartographer enters the battlefield, you may search your
      library for a Plains card, put it onto the battlefield tapped, then
      shuffle your library.

[W] LEONIN SNARECASTER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Theros
Type: Creature (Cat Soldier)
Stat: 2/1
Cost: 1W
Keyw: ---
Efct: When Leonin Snarecaster enters the battlefield, you may tap target
      creature.

[W] LONE MISSIONARY
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Zendikar
Type: Creature (Kor Monk)
Stat: 2/1
Cost: 1W
Keyw: ---
Efct: When Lone Missionary enters the battlefield, you gain 4 life.

[W] LOYAL PEGASUS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Theros
Type: Creature (Pegasus)
Stat: 2/1
Cost: W
Keyw: Flying
Efct: Loyal Pegasus can't attack or block alone.

[W] MAUSOLEUM GUARD
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Innistrad
Type: Creature (Human Scout)
Stat: 2/2
Cost: 3W
Keyw: ---
Efct: When Mausoleum Guard dies, put two 1/1 white Spirit creature token with
      flying onto the battlefield.

[W] MENTOR OF THE MEEK
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Innistrad
Type: Creature (Human Soldier)
Stat: 2/2
Cost: 2W
Keyw: ---
Efct: Whenever another creature with power 2 or less enters the battlefield
      under your control, you may pay {1}. If you do, draw a card.

[W] MYRSMITH
¯¯¯¯¯¯¯¯¯¯¯¯
Find: Riddles of Steel Add-On
Type: Creature (Human Artificer)
Stat: 2/1
Cost: 1W
Keyw: ---
Efct: Whenever you cast an artifact spell, you may pay {1}. If you do, put a
      1/1 colorless Myr artifact creature token onto the battlefield.

[W] PALISADE GIANT
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Ravnica
Type: Creature (Giant Soldier)
Stat: 2/7
Cost: 4WW
Keyw: ---
Efct: All damage that would be dealt to you or another permanent you control
      is dealt to Palisade Giant instead.

[W] PARAGON OF NEW DAWNS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Multiplayer Battle Booster
Type: Creature (Human Soldier)
Stat: 2/2
Cost: 3W
Keyw: ---
Efct: Other white creatures you control get +1/+1. {W}{T}: Another target
      white creature you control gains vigilance until end of turn. (Attacking
      doesn't cause it to tap.)

[W] PHANTOM GENERAL
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Ravnica
Type: Creature (Spirit Soldier)
Stat: 2/3
Cost: 3W
Keyw: ---
Efct: Creature tokens you control get +1/+1.

[W] RESOLUTE ARCHANGEL
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Innistrad
Type: Creature (Angel)
Stat: 4/4
Cost: 5WW
Keyw: Flying
Efct: When Resolute Archangel enters the battlefield, if your life total is
      less than your starting life total, it becomes equal to your starting
      life total.

[W] RHOX FAITHMENDER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Shandalar
Type: Creature (Rhino Monk)
Stat: 1/5
Cost: 3W
Keyw: Lifelink
Efct: If you would gain life, you gain twice that much life instead.

[W] SANCTUM GARGOYLE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Alara Expansion
Type: Artifact Creature (Gargoyle)
Stat: 2/3
Cost: 3W
Keyw: Flying
Efct: When Sanctum Gargoyle enters the battlefield, you may return target
      artifact card from your graveyard to your hand.

[W] SELFLESS CATHAR
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Innistrad
Type: Creature (Human Cleric)
Stat: 1/1
Cost: W
Keyw: ---
Efct: {1}{W}, Sacrifice Selfless Cathar: Creatures you control get +1/+1 until
      end of turn.

[W] SERAPH OF THE MASSES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Innistrad
Type: Creature (Angel)
Stat: */*
Cost: 5WW
Keyw: Convoke, Flying
Efct: Seraph of the Masses's power and toughness are equal to the number of
      creatures you control.

[W] SIGILED PALADIN
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Alara Expansion
Type: Creature (Human Knight)
Stat: 2/2
Cost: WW
Keyw: First Strike, Exalted
Efct: ---

[W] SQUADRON HAWK
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Multiplayer Battle Booster
Type: Creature (Bird)
Stat: 1/1
Cost: 1W
Keyw: Flying
Efct: When Squadron Hawk enters the battlefield, you may search your library
      for up to three cards named Squadron Hawk, reveal them, put them into
      your hand, then shuffle your library.

[W] STANDING TROOPS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Innistrad
Type: Creature (Soldier)
Stat: 1/4
Cost: 2W
Keyw: Vigilance
Efct: ---

[W] STONEFORGE MYSTIC
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Multiplayer Battle Booster
Type: Creature (Kor Artificer)
Stat: 1/2
Cost: 1W
Keyw: ---
Efct: When Stoneforge Mystic enters the battlefield, you may search your
      library for an Equipment card, reveal it, put it into your hand, then
      shuffle your library. {1}{W}, {T}: You may put an Equipment card from
      your hand onto the battlefield.

[W] THRABEN PUREBLOODS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Innistrad
Type: Creature (Hound)
Stat: 3/5
Cost: 4W
Keyw: ---
Efct: ---

[W] TRAINED CARACAL
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Ravnica
Type: Creature (Cat)
Stat: 1/1
Cost: W
Keyw: Lifelink
Efct: ---

[W] WALL OF OMENS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Multiplayer Battle Booster
Type: Creature (Wall)
Stat: 0/4
Cost: 1W
Keyw: Defender
Efct: When Wall of Omens enters the battlefield, draw a card.

[W] ANGELIC ACCORD
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Shandalar
Type: Enchantment
Cost: 3W
Keyw: ---
Efct: At the beginning of each end step, if you gained 4 or more life this
      turn, put a 4/4 white Angel creature token with flying onto the
      battlefield.

[W] ARREST
¯¯¯¯¯¯¯¯¯¯
Find: Multiplayer Battle Booster
Type: Enchantment (Aura)
Cost: 2W
Keyw: ---
Efct: Enchant creature. Enchanted creature can't attack or block, and its
      activated abilities can't be activated.

[W] ARMORED ASCENSION
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Zendikar
Type: Enchantment (Aura)
Cost: 3W
Keyw: ---
Efct: Enchant creature. Enchanted creature gets +1/+1 for each Plains you
      control and has flying.

[W] ASHA'S FAVOR
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Alara Expansion
Type: Enchantment (Aura)
Cost: 2W
Keyw: ---
Efct: Enchant creature. Enchanted creature has flying, first strike and
      vigilance.

[W] ETHEREAL ARMOR
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Riddles of Steel Add-On
Type: Enchantment (Aura)
Cost: W
Keyw: ---
Efct: Enchant creature. Enchanted creature gets +1/+1 for each enchantment
      you control and has first strike.

[W] MARKED BY HONOR
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Shandalar
Type: Enchantment (Aura)
Cost: 3W
Keyw: ---
Efct: Enchant creature. Enchanted creatured gets +2/+2 and has vigilance.
      (Attacking doesn't cause it to tap.)

[W] NIMBUS WINGS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Zendikar
Type: Enchantment (Aura)
Cost: 1W
Keyw: ---
Efct: Enchant creature. Enchanted creature gets +1/+2 and has flying.

[W] ORDEAL OF HELIOD
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Theros
Type: Enchantment (Aura)
Cost: 1W
Keyw: ---
Efct: Enchant creature. Whenever enchanted creature attacks, put a +1/+1
      counter on it. Then if it has three or more +1/+1 counters on it,
      sacrifice Ordeal of Heliod. When you sacrifice Ordeal of Heliod, you
      gain 10 life.

[W] SÈANCE
¯¯¯¯¯¯¯¯¯¯
Find: Innistrad
Type: Enchantment
Cost: 2WW
Keyw: ---
Efct: At the beginning of each upkeep, you may exile target creature card from
      your graveyard. If you do, put a token onto the battlefield that's a
      copy of that card except it's a Spirit in addition to its other types.
      Exile it at the beginning of the next end step.

[W] CLOUDSHIFT
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Multiplayer Battle Booster
Type: Instant
Cost: W
Efct: Exile target creature you control, then return that card to the
      battlefield under your control.

[W] DIVINE VERDICT
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Theros
Type: Instant
Cost: 3W
Efct: Destroy target attacking or blocking creature.

[W] GODS WILLING
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Theros
Type: Instant
Cost: W
Keyw: ---
Efct: Target creature you control gains protection from the color of your
      choice until end of turn. Scry 1. (Look at the top card of your library.
      You may put that card on the bottom of your library.)

[W] INSPIRED CHARGE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Ravnica
Type: Instant
Cost: 2WW
Efct: Creatures you control get +2/+1 until end of turn.

[W] MEDITATION PUZZLE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Shandalar
Type: Instant
Cost: 3WW
Keyw: Convoke
Efct: You gain 8 life.

[W] RAISE THE ALARM
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Shandalar
Type: Instant
Cost: 1W
Efct: Put two 1/1 white Soldier creature tokens onto the battlefield.

[W] REPRISAL
¯¯¯¯¯¯¯¯¯¯¯¯
Find: Theros
Type: Instant
Cost: 1W
Efct: Destroy target creature with power 4 or greater. It can't be regenerated

[W] RIGHTEOUS BLOW
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Innistrad
Type: Instant
Cost: W
Efct: Righteous Blow deals 2 damage to target attacking or blocking creature.

[W] SAFE PASSAGE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Shandalar
Type: Instant
Cost: 2W
Efct: Prevent all damage that would be dealt to you and creatures you control
      this turn.

[W] SWIFT JUSTICE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Ravnica
Type: Instant
Cost: W
Efct: Until end of turn, target creature gains +1/+0 and gains first strike
      and lifelink.

[W] ANGELIC EDICT
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Ravnica
Type: Sorcery
Cost: 4W
Efct: Exile target creature or enchantment.

[W] PLANAR CLEANSING
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Zendikar
Type: Sorcery
Cost: 3WWW
Efct: Destroy all nonland permanents.

[W] SOLEMN OFFERING
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Theros
Type: Sorcery
Cost: 2W
Efct: Destroy target artifact or enchantment. You gain 4 life.

[W] TRIPLICATE SPIRITS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find: Zendikar
Type: Sorcery
Cost: 4WW
Keyw: Convoke
Efct: Put three 1/1 white Spirit creature tokens with flying onto the
      battlefield. (They can't be blocked except by creatures with flying or
      reach.)

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
DECK LIST (PLAYER)                                                       [DCKP]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
These are the pre-constructed decks available to players, which can be used
as-is or edited to smooth over weaknesses. (Basic decks are available as AI
opponents, too.) There are two versions of each prefab deck: the default
version, obtained if chosen in the tutorial/Innistrad portion, and the one
that's unlocked later, through card collection.
                                               _____________________________
                                              / BLAZING INTELLECT (DEFAULT) |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Creatures [23]                     Instants [5]                           |
|                                                                           |
| [×1] Guttersnipe                   [×2] Inspiration                       |
| [×2] Foundry Street Denizen        [×1] Nullify                           |
| [×2] Frost Lynx                    [×2] Shock                             |
| [×2] Kiln Fiend                                                           |
| [×2] Kraken Hatchling              Sorceries [6]                          |
| [×2] Maritime Guard                                                       |
| [×2] Marauding Maulhorns           [×1] Act of Treason                    |
| [×2] Moon Heron                    [×2] Krenko's Command                  |
| [×2] Pitchburn Devils              [×1] Switcheroo                        |
| [×2] Regathan Firecat              [×2] Void Snare                        |
| [×2] Surrakar Banisher                                                    |
| [×2] Wind Drake                    Lands [24]                             |
|                                                                           |
| Enchantments [2]                   [12] Mountain                          |
|                                    [12] Island                            |
| [×2] Lightning Talons                       ______________________________|
|____________________________________________/ BLAZING INTELLECT (UNLOCKED) |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Creatures [16]                     Sorceries [11]                         |
|                                                                           |
| [×2] Archaeologist                 [×2] Artful Dodge                      |
| [×2] Charmbreaker Devils           [×3] Bolt of Keranos                   |
| [×3] Goblin Electromancer          [×4] Krenko's Command                  |
| [×3] Guttersnipe                   [×1] Switcheroo                        |
| [×1] Inferno Titan                 [×1] Time Warp                         |
| [×4] Kiln Fiend                                                           |
| [×1] Stormbreath Dragon            Lands [24]                             |
|                                                                           |
| Instants [9]                       [×9] Island                            |
|                                    [×4] Izzet Guildgate                   |
| [×4] Inspiration                   [11] Mountain                          |
| [×1] Quicken                                                              |
| [×4] Shock                                                                |
|___________________________________________________________________________|
|                |
| SPEED --: **** | U/R control deck focused mostly on blue cards to maintain
| STRENGTH: **   | card advantage and reds to deal noncombat damage. With
| CONTROL : **   | Goblin Electromancer lowering mana costs, the cheap-use
| SYNERGY : **   | instants/sorceries power up Kiln Fiend and damage through
|________________| Guttersnipe, then C. Devils/Archaeologist recycles them!

                                             _______________________________
                                            / CHAOS AND SLAUGHTER (DEFAULT) |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Creatures [24]                     Enchantments/Auras [2]                 |
|                                                                           |
| [×2] Accursed Spirit               [×1] Lightning Talons                  |
| [×2] Bloodflow Connoisseur         [×1] Quest for the Gravelord           |
| [×2] Death Cultist                                                        |
| [×2] Child of Night                Instants [4]                           |
| [×2] Foundry Street Denizen                                               |
| [×2] Kiln Fiend                    [×2] Flesh to Dust                     |
| [×2] Marauding Maulhorns           [×2] Shock                             |
| [×2] Necromancer's Assistant                                              |
| [×2] Pitchburn Devils              Sorceries [6]                          |
| [×2] Regathan Firecat                                                     |
| [×1] Rockslide Elemental           [×2] Act of Treason                    |
| [×1] Shadowcloak Vampire           [×2] Krenko's Command                  |
| [×2] Walking Corpse                [×2] Mind Rot                          |
|                                                                           |
| Lands [24]                                                                |
|                                                                           |
| [12] Mountain                                                             |
| [12] Swamp                                ________________________________|
|__________________________________________/ CHAOS AND SLAUGHTER (UNLOCKED) |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Creatures [19]                     Instants [6]                           |
|                                                                           |
| [×4] Bloodflow Connoisseur         [×3] Auger Spree                       |
| [×2] Bloodghast                    [×3] Fling                             |
| [×4] Goblin Arsonist                                                      |
| [×2] Goblin Rabblemaster           Sorceries [8]                          |
| [×1] Indulgent Tormentor                                                  |
| [×1] Inferno Titan                 [×4] Act of Treason                    |
| [×3] Rockslide Elemental           [×4] Krenko's Command                  |
| [×1] Shadowborn Demon                                                     |
| [×1] Stormbreath Dragon            Lands [24]                             |
|                                                                           |
| Enchantments [3]                   [10] Mountain                          |
|                                    [×4] Rakdos Guildgate                  |
| [×3] Quest for the Gravelord       [10] Swamp                             |
|___________________________________________________________________________|
|               |
| SPEED --: *** | B/R speed deck which sacrifices creatures, like Bloodghast
| STRENGTH: **  | and tokens, to power up cards like B. Connoisseur, Quest
| CONTROL : **  | for the Gravelord, and Rockslide Elemental. Act of Treason
| SYNERGY : **  | allows opponent creatures to be taken for these purposes,
|_______________| while other cards' noncombat damage keeps foes guessing.

                                                    ________________________
                                                   / CRUEL DENIAL (DEFAULT) |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Creatures [26]                     Instants [5]                           |
|                                                                           |
| [×2] Accursed Spirit               [×2] Flesh to Dust                     |
| [×2] Bloodflow Connoisseur         [×1] Inspiration                       |
| [×2] Death Cultist                 [×1] Nullify                           |
| [×2] Child of Night                [×1] Tribute to Hunger                 |
| [×2] Frost Lynx                                                           |
| [×1] Guard Gomazoa                 Sorceries [4]                          |
| [×2] Kraken Hatchling                                                     |
| [×2] Maritime Guard                [×2] Mind Rot                          |
| [×2] Moon Heron                    [×2] Void Snare                        |
| [×2] Necromancer's Assistant                                              |
| [×1] Shadowcloak Vampire           Lands [24]                             |
| [×2] Surrakar Banisher                                                    |
| [×2] Wind Drake                    [×8] Island                            |
| [×2] Walking Corpse                [16] Swamp    _________________________|
|_________________________________________________/ CRUEL DENIAL (UNLOCKED) |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Creatures [18]                     Instants [15]                          |
|                                                                           |
| [×2] Archaeologist                 [×3] Dissolve                          |
| [×2] Chasm Skulker                 [×3] Flesh to Dust                     |
| [×3] Dinrova Horror                [×4] Inspiration                       |
| [×2] Giant Scorpion                [×2] Nullify                           |
| [×2] Guard Gomazoa                 [×2] Tribute to Hunger                 |
| [×3] Hedron Crab                   [×1] Ulcerate                          |
| [×1] Roil Elemental                                                       |
| [×1] Rune-Scarred Demon            Lands [24]                             |
| [×1] Shadowborn Demon                                                     |
| [×1] Soul of Ravnica               [×4] Dimir Guildgate                   |
|                                    [×9] Island                            |
| Sorceries [3]                      [11] Swamp                             |
|                                                                           |
| [×2] Thassa's Bounty                                                      |
| [×1] Time Warp                                                            |
|___________________________________________________________________________|
|                 |
| SPEED --: *     | Slow U/B control deck, built around bouncing opponent's
| STRENGTH: ***** | creatures, countering their spells (Nullify/Dissolve),
| CONTROL : ***** | and stealing or destroying them when they succeed. Many
| SYNERGY : n/a   | blue cards (Inspiration, Soul of Ravnica, Archaeologist,
|_________________| Thassa's Bounty) are used to maintain a full hand.

                                                    ________________________
                                                   / ECHOING ROAR (DEFAULT) |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Creatures [26]                     Instants [5]                           |
|                                                                           |
| [×1] Advocate of the Beast         [×2] Inspiration                       |
| [×2] Frost Lynx                    [×1] Nullify                           |
| [×2] Kraken Hatchling              [×2] Titanic Growth                    |
| [×2] Maritime Guard                                                       |
| [×2] Moon Heron                    Sorceries [4]                          |
| [×2] Primal Huntbeast                                                     |
| [×1] Quickling                     [×2] Hunt the Weak                     |
| [×1] Reclamation Sage              [×2] Void Snare                        |
| [×2] Siege Wurm                                                           |
| [×2] Spire Tracer                  Lands [24]                             |
| [×1] Stomper Cub                                                          |
| [×2] Surrakar Banisher             [15] Forest                            |
| [×2] Timberland Guide              [×9] Island                            |
| [×2] Wandering Wolf                                                       |
| [×2] Wind Drake                                  _________________________|
|_________________________________________________/ ECHOING ROAR (UNLOCKED) |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Creatures [33]                     Sorceries [3]                          |
|                                                                           |
| [×3] Elvish Pioneer                [×2] Switcheroo                        |
| [×4] Elvish Visionary              [×1] Time Warp                         |
| [×4] Frost Lynx                                                           |
| [×2] Genesis Hydra                 Lands [24]                             |
| [×2] Jalira, Master Polymorphist                                          |
| [×2] Mercurial Pretender           [10] Forest                            |
| [×2] Pelakka Wurm                  [10] Island                            |
| [×3] Quickling                     [×4] Simic Guildgate                   |
| [×1] Reclamation Sage                                                     |
| [×1] Soul of Ravnica                                                      |
| [×1] Soul of Zendikar                                     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| [×3] Species Gorger                                       | SPEED --: *   |
| [×2] Surrakar Banisher                                    | STRENGTH: *** |
| [×2] Timberland Guide                                     | CONTROL : *   |
| [×1] Vengevine                                            | SYNERGY : **  |
|___________________________________________________________|_______________|

 U/G beatdown deck built around Species Gorger's bounce effect, which lets
 one reuse Elvish Pioneer's land grab, Visionary's card draw, Reclamation
 Sage's destruction, Timberland Guide's counter addition, Lynx's forced tap
 and Surrakar Banisher's own bounce. The opponent's single-target effects
 can be thwarted with Quickling, which can then be returned to the hand,
 also -- which helps since the deck has no instants whatsoever.
                                                  __________________________
                                                 / FREEZING WINDS (DEFAULT) |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Creatures [23]                     Instants [5]                           |
|                                                                           |
| [×2] Assault Griffin               [×2] Inspiration                       |
| [×2] Attended Knight               [×1] Nullify                           |
| [×1] Banisher Priest               [×2] Raise the Alarm                   |
| [×2] Frost Lynx                                                           |
| [×2] Kraken Hatchling              Sorceries [5]                          |
| [×2] Lone Missionary                                                      |
| [×2] Maritime Guard                [×2] Angelic Edict                     |
| [×2] Moon Heron                    [×1] Triplicate Spirits                |
| [×2] Standing Troops               [×2] Void Snare                        |
| [×2] Surrakar Banisher                                                    |
| [×2] Trained Caracal               Lands [24]                             |
| [×2] Wind Drake                                                           |
|                                    [11] Island                            |
| Enchantments [3]                   [13] Plains                            |
|                                                                           |
| [×1] Military Intelligence                                                |
| [×2] Nimbus Wings                              ___________________________|
|_______________________________________________/ FREEZING WINDS (UNLOCKED) |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Creatures [29]                     Enchantments [2]                       |
|                                                                           |
| [×1] Baneslayer Angel              [×2] Military Intelligence             |
| [×3] Banisher Priest                                                      |
| [×1] Brimaz, King of Oreskos       Instants [3]                           |
| [×2] Chasm Skulker                                                        |
| [×4] Cloudfin Raptor               [×3] Voyage's End                      |
| [×3] Frost Lynx                                                           |
| [×4] Leonin Snarecaster            Sorceries [1]                          |
| [×2] Mausoleum Guard                                                      |
| [×1] Palisade Giant                [×1] Time Warp                         |
| [×3] Skymark Roc                                                          |
| [×1] Soul of Ravnica               Lands [24]                             |
| [×4] Triton Shorestalker                                                  |
|                                    [×4] Azorius Guildgate                 |
| Artifacts [1]                      [10] Island                            |
|                                    [10] Plains                            |
| [×1] Bident of Thassa                                                     |
|___________________________________________________________________________|
|                |
| SPEED --: ***  | U/W control deck. Annoy opponents with creature-tapping,
| STRENGTH: **** | unblockability, and bouncing to the hand, all the while
| CONTROL : ***  | having annoying creatures (Skymark, Baneslayer, Lynx) to
| SYNERGY : *    | deal with and several ways to maintain a full hand of
|________________| cards (Military Intelligence, Ravnica, Bident of Thassa).

                                                   _________________________
                                                  / HEED THE CALL (DEFAULT) |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Creatures [25]                     Enchantments [2]                       |
|                                                                           |
| [×2] Advocate of the Beast         [×2] Nimbus Wings                      |
| [×2] Assault Griffin                                                      |
| [×2] Attended Knight               Instants [4]                           |
| [×1] Jade Mage                                                            |
| [×2] Lone Missionary               [×2] Raise the Alarm                   |
| [×2] Primal Huntbeast              [×2] Titanic Growth                    |
| [×1] Seraph of the Masses                                                 |
| [×2] Siege Wurm                    Sorceries [5]                          |
| [×2] Spire Tracer                                                         |
| [×2] Standing Troops               [×2] Angelic Edict                     |
| [×1] Stomper Cub                   [×2] Hunt the Weak                     |
| [×2] Timberland Guide              [×1] Triplicate Spirits                |
| [×2] Trained Caracal                                                      |
| [×2] Wandering Wolf                                                       |
|                                                                           |
| Lands [24]                                                                |
|                                                                           |
| [13] Forest                                                               |
| [11] Plains                                     __________________________|
|________________________________________________/ HEED THE CALL (UNLOCKED) |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Creatures [27]                     Enchantments [2]                       |
|                                                                           |
| [×1] Baneslayer Angel              [×2] Beastmaster Ascension             |
| [×2] Banisher Priest                                                      |
| [×1] Brimaz, King of Oreskos       Instants [4]                           |
| [×2] Elder of Laurels                                                     |
| [×4] Elvish Visionary              [×4] Raise the Alarm                   |
| [×2] Mentor of the Meek                                                   |
| [×3] Phantom General               Sorceries [3]                          |
| [×2] Scion of the Wild                                                    |
| [×3] Selesnya Evangel              [×3] Triplicate Spirits                |
| [×3] Seraph of the Masses                                                 |
| [×2] Siege Wurm                    Lands [24]                             |
| [×1] Soul of Zendikar                                                     |
| [×1] Vengevine                     [10] Forest                            |
|                                    [10] Plains                            |
|                                    [×4] Selesnya Guildgate                |
|___________________________________________________________________________|
|                 |
| SPEED --: *     | G/W token deck. Use token generators (Soul of Zendikar,
| STRENGTH: ***   | Evangel, Raise the Alarm, Triplicate) to spam the field
| CONTROL : *     | with weakling monsters, then power 'em up with Phantom
| SYNERGY : ***** | General and Beastmaster Ascension. The more tokens made,
|_________________| the more powerful Scion and Seraph of the Masses get!

                                                   _________________________
                                                  / HEROIC CHARGE (DEFAULT) |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|</pre><pre id="faqspan-7">
| Creatures [21]                     Instants [4]                           |
|                                                                           |
| [×2] Assault Griffin               [×2] Raise the Alarm                   |
| [×1] Brood Keeper                  [×2] Shock                             |
| [×2] Attended Knight                                                      |
| [×2] Foundry Street Denizen        Sorceries [7]                          |
| [×2] Kiln Fiend                                                           |
| [×2] Lone Missionary               [×2] Act of Treason                    |
| [×2] Marauding Maulhorns           [×2] Angelic Edict                     |
| [×2] Pitchburn Devils              [×2] Krenko's Command                  |
| [×2] Regathan Firecat              [×1] Triplicate Spirits                |
| [×2] Standing Troops                                                      |
| [×2] Trained Caracal               Lands [24]                             |
|                                                                           |
| Enchantments [4]                   [14] Mountain                          |
|                                    [10] Plains                            |
| [×1] Lightning Talons                                                     |
| [×2] Nimbus Wings                                                         |
| [×1] Ordeal of Heliod                           __________________________|
|________________________________________________/ HEROIC CHARGE (UNLOCKED) |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Creatures [23]                     Enchantments [10]                      |
|                                                                           |
| [×1] Baneslayer Angel              [×3] Inferno Fist                      |
| [×2] Banisher Priest               [×4] Nimbus Wings                      |
| [×1] Brimaz, King of Oreskos       [×3] Ordeal of Heliod                  |
| [×2] Brood Keeper                                                         |
| [×2] Hero of Iroas                 Sorceries [3]                          |
| [×1] Inferno Titan                                                        |
| [×3] Satyr Hoplite                 [×3] Bolt of Keranos                   |
| [×1] Stormbreath Dragon                                                   |
| [×2] Trained Caracal               Lands [24]                             |
| [×3] Truefire Paladin                                                     |
| [×3] Two-Headed Cerberus           [×4] Boros Guildgate                   |
| [×2] Wrecking Ogre                 [10] Mountain                          |
|                                    [10] Plains                            |
|___________________________________________________________________________|
|                |
| SPEED --: ***  | R/W aura deck, which takes weenie monsters and makes them
| STRENGTH: **** | powerful by using enchantments. This creates a toolbox to
| CONTROL : *    | spam the field (Brimaz, Brood Keeper), gain life and deal
| SYNERGY : *    | noncombat damage (Inferno Titan/Fist). Creatures like Hero
|________________| and Satyr inherently grow stronger as auras are attached.

                                                  __________________________
                                                 / LIFE AND DEATH (DEFAULT) |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Creatures [28]                     Enchantments [2]                       |
|                                                                           |
| [×2] Accursed Spirit               [×2] Nimbus Wings                      |
| [×1] Ajani's Pridemate                                                    |
| [×2] Assault Griffin               Instants [4]                           |
| [×2] Attended Knight                                                      |
| [×2] Bloodflow Connoisseur         [×2] Flesh to Dust                     |
| [×2] Child of Night                [×2] Raise the Alarm                   |
| [×1] Cruel Sadist                                                         |
| [×2] Death Cultist                 Sorceries [3]                          |
| [×2] Lone Missionary                                                      |
| [×2] Mind Rot                      [×2] Angelic Edict                     |
| [×2] Necromancer's Assistant       [×1] Triplicate Spirits                |
| [×2] Shadowcloak Vampire                                                  |
| [×2] Standing Troops               Lands [24]                             |
| [×2] Trained Caracal                                                      |
| [×2] Walking Corpse                [12] Plains                            |
|                                    [12] Swamp  ___________________________|
|_______________________________________________/ LIFE AND DEATH (UNLOCKED) |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Creatures [23]                      Enchantments [5]                      |
|                                                                           |
| [×3] Ajani's Pridemate              [×3] Angelic Accord                   |
| [×1] Baneslayer Angel               [×2] Sanguine Bond                    |
| [×1] Brimaz, King of Oreskos                                              |
| [×3] Child of Night                 Instants [6]                          |
| [×2] Cruel Sadist                                                         |
| [×1] Griselbrand                    [×1] Suffer the Past                  |
| [×4] Lone Missionary                [×2] Tribute to Hunger                |
| [×2] Rhox Faithmender               [×3] Ulcerate                         |
| [×2] Rune-Scarred Demon                                                   |
| [×1] Shadowborn Demon               Lands [24]                            |
| [×3] Vizkopa Guildmage                                                    |
|                                     [×4] Orzhov Guildgate                 |
| Sorceries [2]                       [10] Plains                           |
|                                     [10] Swamp                            |
| [×2] Covenant of Blood                                                    |
|___________________________________________________________________________|
|                |
| SPEED --: **   | B/W deck using white creatures to gain life and black ones
| STRENGTH: *    | to deal noncombat damage. Black sorceries/instants add
| CONTROL : **** | oomph, particularly Sanguine Bond, which makes life gain
| SYNERGY : *    | dangerous and compounds the damage inflicted on opponents
|________________| through Covenant of Blood and Suffer the Past.

                                                   _________________________
                                                  / NATURAL ORDER (DEFAULT) |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Creatures [27]                      Instants [5]                          |
|                                                                           |
| [×2] Accursed Spirit                [×2] Flesh to Dust                    |
| [×2] Advocate of the Beast          [×1] Rescue from the Underworld       |
| [×2] Bloodflow Connoisseur          [×2] Titanic Growth                   |
| [×2] Child of Night                                                       |
| [×2] Death Cultist                  Sorceries [5]                         |
| [×2] Necromancer's Assistant                                              |
| [×2] Primal Huntbeast               [×2] Hunt the Weak                    |
| [×1] Shadowcloak Vampire            [×2] Mind Rot                         |
| [×2] Siege Wurm                     [×1] Spider Spawning                  |
| [×2] Spire Tracer                                                         |
| [×2] Stomper Cub                    Lands [24]                            |
| [×2] Timberland Guide                                                     |
| [×2] Walking Corpse                 [13] Forest                           |
| [×2] Wandering Wolf                 [11] Swamp  __________________________|
|________________________________________________/ NATURAL ORDER (UNLOCKED) |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Creatures [24]                       Instants [5]                         |
|                                                                           |
| [×2] Bloodghast                      [×3] Flesh to Dust                   |
| [×2] Gravedigger                     [×2] Rescue from the Underworld      |
| [×1] Griselbrand                                                          |
| [×4] Necromancer's Assistant         Sorceries [7]                        |
| [×3] Nemesis of Mortals                                                   |
| [×3] Pelakka Wurm                    [×2] Prey Upon                       |
| [×1] Phytotitan                      [×2] Spider Spawning                 |
| [×1] Rune-Scarred Demon              [×3] Treasured Find                  |
| [×4] Satyr Wayfinder                                                      |
| [×1] Shadowborn Demon                Lands [24]                           |
| [×1] Soul of Zendikar                                                     |
| [×1] Vengevine                       [×9] Forest                          |
|                                      [×4] Golgari Guildgate               |
|                                      [11] Swamp                           |
|___________________________________________________________________________|
|                |
| SPEED --: n/a  | B/G deck based around graveyard dumping, which reduces the
| STRENGTH: **** | cost on Nemesis of Mortals, powers up Spider Spawning,
| CONTROL : **   | puts Bloodghast/Vengevine in position to hit the field,
| SYNERGY : **** | and gives Treasured Find and RFTU more to work with. Fat
|________________| graveyards also avoid Shadowborn's sacrificing cost.

                                                  __________________________
                                                 / SMASH AND BURN (DEFAULT) |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Creatures [23]                       Instants [5]                         |
|                                                                           |
| [×2] Advocate of the Beast           [×2] Shock                           |
| [×2] Foundry Street Denizen          [×2] Titanic Growth                  |
| [×2] Marauding Maulhorn              [×1] Volcanic Geyser                 |
| [×2] Kiln Fiend                                                           |
| [×1] Pelakka Wurm                    Sorceries [6]                        |
| [×2] Pitchburn Devils                                                     |
| [×2] Primal Huntbeast                [×2] Act of Treason                  |
| [×2] Regathan Firecat                [×2] Hunt the Weak                   |
| [×1] Siege Wurm                      [×2] Krenko's Command                |
| [×2] Spire Tracer                                                         |
| [×1] Stomper Cub                     Lands [24]                           |
| [×2] Timberland Guide                                                     |
| [×2] Wandering Wolf                  [15] Forest                          |
|                                      [×9] Mountain                        |
| Enchantments [2]                                                          |
|                                                                           |
| [×2] Lightning Talons                          ___________________________|
|_______________________________________________/ SMASH AND BURN (UNLOCKED) |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Creatures [21]                        Instants [4]                        |
|                                                                           |
| [×2] Arbor Colossus                   [×2] Shock                          |
| [×4] Elvish Pioneer                   [×2] Volcanic Geyser                |
| [×4] Elvish Visionary                                                     |
| [×2] Genesis Hydra                    Sorceries [9]                       |
| [×2] Grave Bramble                                                        |
| [×1] Inferno Titan                    [×2] Anger of the Gods              |
| [×3] Pelakka Wurm                     [×3] Ground Assault                 |
| [×1] Soul of Zendikar                 [×4] Cultivate                      |
| [×1] Stormbreath Dragon                                                   |
| [×1] Vengevine                        Lands [24]                          |
|                                                                           |
| Artifacts [2]                         [11] Forest                         |
|                                       [×4] Gruul Guildgate                |
| [×2] Meteorite                        [×9] Mountain                       |
|___________________________________________________________________________|
|               |
| SPEED --: **  | Standard G/R beatdown deck, using heavy-hitters like Soul
| STRENGTH: **  | of Zendikar and Pelakka Wurm for field presence while
| CONTROL : *** | using elvish weenies (Pioneer, Visionary) to rush out lands
| SYNERGY : **  | and keep hand advantage. Instants and sorceries are mostly
|_______________| for dealing direct damage, combating the deck's slow speed.

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
DECK LIST (OPPONENT)                                                     [DCKO]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Here's the plane exploration opponents. Campaign duels are detailed in the
main walkthrough instead. Except for a precious few, all foes use standard
60-card decks. The difficulty ratings are for the default setting, and'll be
a bit low for those playing on Planeswalker.

___________________________
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INNISTRAD: FLIGHTS OF FEAR |===================================================
___________________________|                                DIFFICULTY: 2 of 5
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Creatures [14]                         Instants [12]

[×2] Gallows Warden                    [×4] Crippling Chill
[×4] Geist of the Moors                [×4] Fleeting Distraction
[×4] Niblis of the Mist                [×4] Midnight Haunting
[×4] Shriekgeist
                                       Lands [27]
Enchantments [7]
                                       [12] Island
[×3] Ghostly Possession                [15] Plains
[×4] Spectral Prison

CONTROL -: good (Ghostly Possession, Spectral Prison, Crippling Chill)
DRAWPOWER: poor (Fleeting Distraction)
SPEED ---: good
STAYPOWER: poor
STRENGTH : poor
SYNERGY -: average
RETRIEVAL: none
P.CHANGES: [+4] Chapel Geist              [-4] Niblis of the Mist
           [+2] Geist-Honored Monk        [-2] Gallows Warden

FoF runs a U/W spirit flyer spam deck, and frees them up space to attack by
burdening the opponent with annoying auras and Crippling Chill. Fleeting
Distraction is used for easy draw power.

Noncombat damage is king here -- all creatures have a toughness of 1, except
the 3/3 Gallows Warden (which also grants +1 toughness to other spirits).
Those not running damage-dealing sorceries/instants can probably bumble
through the fight with a few fliers and life-gain methods at hand. Shirking
FoF's auras (Cloudshift, Gods Willing, anything that returns cards to hand) is
wise no matter how one tackles the problem. Alternatively, cards that destroy
one's own monsters for later recycling work, especially the Innistrad plane's
"Fling," which can easily 1:1 an opponent's monster in the process.

On Planeswalker difficulty, Niblis of the Mist is replaced with the stronger
Chapel Geist (2/3), providing some much-needed staying power...although it's
ability-less. Gallows Warden is replaced by the non-flyer GH Monk, which gets
+1/+1 for each other creature FoF controls (and always enters as at least a
+3/+3).

___________________
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INNISTRAD: LILIANA |===========================================================
___________________|                                        DIFFICULTY: 3 of 5
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Creatures [16]                         Enchantments [3]

[×1] Bloodgift Demon                   [×1] Liliana's Caress
[×1] Demon of Death's Gate             [×1] Triumph of Cruelty
[×1] Griselbrand                       [×1] Unhallowed Pact
[×2] Liliana's Reaver
[×1] Liliana's Shade                   Sorceries [12]
[×4] Liliana's Specter
[×4] Necromancer's Assistant           [×1] Corrupt
[×1] Reaper from the Abyss             [×4] Diabolic Tutor
[×1] Rune-Scarred Demon                [×3] Endless Obedience
                                       [×1] Mind Rot
Artifacts [3]                          [×2] Mutilate
                                       [×1] Ostracize
[×3] Staff of the Death Magus
                                       Lands [24]
Instants [2]
                                       [24] Swamp
[×2] Snuff Out

CONTROL -: good (Snuff Out, Corrupt, Mutilate)
DRAWPOWER: good (Diabolic Tutor, Griselbrand)
SPEED ---: slow
STAYPOWER: good
STRENGTH : great (Demon of Death's Gate, Griselbrand, Rune-Scarred Demon)
SYNERGY -: average
RETRIEVAL: good (Diabolic Tutor, Rune-Scarred Demon, Endless Obedience)
NOTES ---: glitch: Griselbrand can use its effect even with sub-7 life?
P.CHANGES: [+4] Demonic Tutor          [-4] Diabolic Tutor
           [+3] Jet Medallion          [-3] Staff of the Death Magus
           [+1] Reanimate              [-1] Unhallowed Pact

Foregoing the usual zombie-themed decks, this time Lili wields low-cost hand
disruptors (Ostracize, Mind Rot, Lil's Specter) while she tries getting her
powerful demons out. Unlike most opponents, Lil can use Diabolic Tutor to
toolbox. Opponent have a big beatstick? Snuff Out. Opponent filling the field
with weenies? Mutilate. And on and on.

Good strategies'll take advantage of her poor deck speed, generally by
laying into her early on. This may make the AI more hesitant to pay life
costs for some cards (Snuff Out, Demon of Death's Gate) and give one a small
leg up. Hand destruction is less impressive here, since she can use Demonic
Tutor to get whatever she needs, or use Griselbrand to quickly build a huge
hand again. Note Snuff Out can't target black creatures, and Corrupt/Mutilate
deal damage based off Swamps she controls. If one gets the upper hand early,
she may just waste Mutilates/Snuffs on garbage. Finally, one can sidestep her
attacks via Undying or protection from black ("Gods Willing").

Planeswalker difficulty truly is difficult. Diabolic Tutor has been switched
for Demonic Tutor, which functions the same for half its cost. (There's a
reason it's banned in most formats.) And she has four of 'em! Jet Medallions
lower her spells' costs by 1 colorless mana -- their effects quickly become
apparent when she's springing Bloodgift Demon or Rune-Scarred Demon early on.
Finally, Reanimate (1 CMC) brings a creature in any graveyard onto her field,
and Liliana takes damage equal to its CMC. Though this can be a death sentence
later on, it can provide an immediate advantage if one's milling. Example: a
player uses Tome Scour on their first turn, and Liliana uses Reanimate on her
second turn to get out Demon of Death's Gate (9/9). Yes, it really is that
simple!

_______________________
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INNISTRAD: MAD SCIENCE |=======================================================
_______________________|                                    DIFFICULTY: 1 of 5
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Creatures [7]                          Sorceries [8]

[×3] Alchemist's Apprentice            [×2] Amass the Components
[×4] Laboratory Maniac                 [×4] Divination
                                       [×2] Traumatize
Instants [7]
                                      Lands [17]
[×3] Counterlash
[×4] Thought Scour                     [13] Island
                                       [×4] Swamp
Enchantments [1]

[×1] Curiosity

CONTROL -: good (Counterlash, Thought Scour, Traumatize)
DRAWPOWER: great (Alchemist's Apprentice, Amass the Components, Divination)
SPEED ---: fast
STAYPOWER: poor
STRENGTH : poor
SYNERGY -: great
RETRIEVAL: none
NOTES ---: Opponent's deck only has 40 cards!
P.CHANGES: [+4] Forbidden Alchemy      [-4] Divination
           [+3] Cancel                 [-3] Counterlash

Laboratory Maniac has an effect where, if the player would deck out while
it's on the field, they instead win the game. Most of the opponent's cards
are deck-thinners, meant to fill their graveyard (Traumatize, Thought Scour)
or maintain hand advantage (Amass the Components, Divination).

Easiest way to win? Destroy all Lab Maniacs or an old-fashioned beatdown. The
opponent has few monsters to deal damage, and will want to keep Lab Maniacs
on the field -- get a big enough beatstick and they'll have no choice but to
sacrifice 'em as blockers. The foe has no graveyard retrieval methods either,
so once all 4 are kaput, their deck-thinning ways immediately work against
'em. Just remember the opponent can eviscerate one's own deck, too, so have a
few precautions (easiest being Elixir of Immortality, itself an Innistrad
exploration prize).

Planeswalker difficulty ramps up the deck's speed, with Forbidden Alchemy
drawing a card, dumping 3 into the graveyard AND having a Flashback cost to
do it all again. The expensive Counterlash is replaced with a more general
use Cancel (CMC 3).

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INNISTRAD: SPIDER TANGLE |=====================================================
_________________________|                                  DIFFICULTY: 2 of 5
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Creatures [18]                         Instants [2]

[×4] Canopy Spider                     [×2] Terrifying Presence
[×4] Giant Spider
[×2] Gloomwidow                        Sorceries [8]
[×2] Goliath Spider
[×4] Grappler Spider                   [×4] Mulch
[×2] Sentinel Spider                   [×4] Spider Spawning

Enchantments [8]                       Lands [24]

[×4] Arachnus Web                      [22] Forest
[×4] Primal Cocoon                     [×2] Swamp

CONTROL -: poor (Arachnus Web)
DRAWPOWER: poor (Mulch)
SPEED ---: average
STAYPOWER: average
STRENGTH : average (Goliath Spider)
SYNERGY -: average
RETRIEVAL: poor
P.CHANGES: [+2] Arachnus Spinner       [-2] Goliath Spider
           [+4] Kessig Recluse         [-4] Grappler Spider

The gist: Fairly bland spider-themed green deck. All spiders have reach (can
block creatures with flying), which may slow progress a little. ST will use
Mulch to gain land cards; the rest are discarded, potentially powering up
Spider Spawning. Arachnus Web prevents its equipped creature from attacking,
blocking or activating abilities. Terrifying Presence can be used offensively
to ensure its owner's attacker survives, or defensively, to prevent damage
(this is done by targeting a creature that is neither attacking or blocking).

An old-fashioned beatdown works fine here -- get something powerful, make it
more powerful, and plow through. First/double strike, unblockability and
trample all work well. Remember: Arachnus Web, ST's main delay tactic, will
self-sacrifice during the upkeep if it's attached to creatures of power 4+.

Planeswalker difficulty is a bit harder, with mediocre 2/1 Grappler Spiders
being replaced with deathtouch-capable 2/3 Kessig Recluses. All Goliath
Spiders (7/6) have now been replaced with Arachnus Spinners (5/7), giving a
bit more synergy to the deck. Said newcomer can tap its fellow spiders to
search the graveyard/library for Arachnus Webs, and put them onto the field
attached to targets.

Finally, note that Spider Spawning needs black mana for its Flashback costs.
If one can manage to mill or destroy the Swamps -- and there's only two! --
things can proceed a lot easier. Until then, pack some field nukes, like
Anger of the Gods, which is available on the Theros block. Charmbreaker Devils
can recycle it, luck willing.

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INNISTRAD: UNDYING HORDES |====================================================
__________________________|                                 DIFFICULTY: 2 of 5
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Creatures [28]                         Instants [6]

[×4] Bloodflow Connoisseur             [×2] Gravepurge
[×4] Butcher Ghoul                     [×4] Necrobite
[×4] Manor Skeleton
[×4] Rotting Fensnake                  Lands [26]
[×2] Sightless Ghoul
[×2] Somberwald Spider                 [×8] Forest
[×4] Wakedancer                        [14] Swamp
[×4] Young Wolf                        [×4] Woodland Cemetery

CONTROL -: poor (Necrobite)
DRAWPOWER: none (although Gravepurge can stack the deck in its favor)
SPEED ---: above average
STAYPOWER: average (Butcher Ghoul, Sightless Ghoul, Young Wolf/Manor Skeleton)
STRENGTH : average
SYNERGY -: average
RETRIEVAL: poor (Gravepurge)
P.CHANGES: [+4] Evernight Shade        [-4] Rotting Fensnake
           [+2] Gravetiller Wurm       [-2] Somberwald Spider
           [+4] Innocent Blood         [-4] Necrobite

UH runs a black counter/token deck with annoying abilities often associated
with black creatures: regeneration, Undying and Morbid. For the latter, the
opponent will often let its own creatures die to activate those abilities,
smoothing over the losses. Bloodflow Connoisseur will sacrifice creatures
targeted by destructive spells to power itself up.

Noncombat damage kills rout creatures' regeneration abilities, while flyers
can attack freely (as long as Somberwald Spider isn't played). Don't be
surprised if UH tries to trade kills then plays a critter with Morbid; or,
activates Necrobite to kamikaze into your best blocker. Bloodflow Connoisseur
and its sacrificial ways trigger Morbid, too, note.

On Planeswalker difficulty, the rather lackluster creatures get a hearty
boost via Evernight Shade, which can expend black mana to give itself +1/+1s,
making it a surprisingly effective beatstick. Gravetiller Wurm gets +4/+4 via
its Morbid ability, and it has trample as well -- yikes! Finally, Innocent
Blood has both players sacrifice a creature, whose deaths will trigger Morbid
and Undying.

Other things to consider:

• Undying only activates if a creature enters the graveyard from play without
  a +1/+1 counter on it. It won't activate if the creature is exiled (Anger
  of the Gods, Angelic Edict, etc.) or even if it received a +1/+1 from a
  different source, such as an uncontrolled Timberland Guide.

• Gravepurge is an instant, so it can effectively be used to "stack the deck"
  to ensure it can find replacements quickly. For example, using Arrest on an
  8/8 Gravetiller Wurm. UH can use Gravepurge to find another, then sacrifice
  the one on the field to trigger Morbid, then be back up to par immediately.

• Be wary of having only one monster on the field, which is just asking for
  it to be killed via Innocent Blood. Since the effect doesn't target, it
  can't be thwarted via Gods Willing or Cloudshift; it can, however, be
  countered or rendered pointless (Undying Evil, Voyage's End, etc.) if one's
  fast enough.

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THEROS: AJANI |================================================================
______________|                                             DIFFICULTY: 2 of 5
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Creatures [21]                         Enchantments [16]

[×1] Ajani's Chosen                    [×4] Ajani's Mantra
[×4] Ajani's Sunstriker                [×1] Battle Mastery
[×4] Healer of the Pride               [×2] Divine Favor
[×4] Leonin Snarecaster                [×2] Ethereal Armor
[×4] Oreskos Sun Guide                 [×1] Gift of Immortality
[×2] Pride Guardian                    [×2] Griffin Guide
[×2] Trained Caracal                   [×4] Recumbent Bliss

Lands [23]

[23] Plains

CONTROL -: poor (Recumbent Bliss)
DRAWPOWER: none
SPEED ---: average
STAYPOWER: average (Griffin Guide, Gift of Immortality)
STRENGTH : average
SYNERGY -: average
RETRIEVAL: none
P.CHANGES: [+4] Ajani's Pridemate      [-4] Healer of the Pride
           [+4] Heliod's Pilgrim       [-4] Oreskos Sun Guide
           [+2] Savannah Lions         [-2] Pride Guardian

Ajani is up to his usual tricks, a white cat- and aura-themed life gain deck.
As with many decks of this nature, he takes weenies with decent keyword
abilities (often lifelink) and decks them out with power-ups (first strike,
double strike, flying). Similar to his Pacifism use in previous MTG games,
Ajani uses Recumbent Bliss to prevent one's creatures from doing any battling,
although activation abilities are still a go.

Planeswalker difficulty contains Ajani's Pridemate, a 2/2 that gets +1/+1
each time life is gained. Needless to say, this can quickly grow out of
control, thanks to the Ajani's Mantra enchantment. Heliod's Pilgrim searches
the library for auras, letting Ajani toolbox for good auras, usually Gift of
Immortality. Savannah Lions is just an ability-less 2/1 (CMC 1).

Aura decks naturally burn out their own hand, and besides life gain, Ajani
doesn't have any draw power on the default difficulty. Tactical noncombat
damage use hit the spot best. Example: Ajani tries attaching an aura to his
Sunstriker (2/2), but one plays Shock/Ulcerate/etc. first to kill it. Doing
so wastes the aura as well, and this year, Ajani has no Auramancers for more
chances. Those who don't want to use outright damage can simply bounce his
critters back to the hand, which destroys any attached auras in the process.
(This is helpful in preventing Gift of Immortality's effect from triggering.)

Also note that Ajani has no inherent flyers, so decks built around that can
often come out on top.

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THEROS: CENTAUR RAGE |=========================================================
_____________________|                                      DIFFICULTY: 3 of 5
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Creatures [32]                         Instants [4]

[×4] Chronicler of Heroes              [×4] Savage Surge
[×4] Lagonna-Band Elder
[×4] Nessian Courser                   Lands [24]
[×4] Pheres-Band Raiders
[×4] Pheres-Band Thunderhoof           [16] Forest
[×4] Pheres-Band Tromper               [×4] Plains
[×4] Pheres-Band Warchief              [×4] Temple of Plenty
[×4] Swordwise Centaur

CONTROL -: none
DRAWPOWER: poor (Chronicler of Heroes)
SPEED ---: average
STAYPOWER: average
STRENGTH : great (Pheres-Band Raiders, Pheres-Band Thunderhoof)
SYNERGY -: average
RETRIEVAL: none
P.CHANGES: [+4] Courser of Kruphix, [-4] Nessian Courser

G/W centaur-themed beatdown deck, most of its flock with Heroic or Inspired
(power up while untapping) keywords. These are all hearty creatures often
having power and toughness close to their converted mana costs. Savage Surge
serves to power up creatures as well as untap them, which triggers Inspired
effects.

Planeswalker difficulty switches out the ability-less 3/3 Nessian Courser
for the 2/4 Courser of Kruphix. This newcomer makes its owner play with the
top card of their library revealed, and they can play lands in this way (not
unlike Oracle of Mul Daya). It also gives 1 life each time a land is played.
This gives the deck a much-needed land-grab boost; before, they had to rely
on Temple of Plenty's secondary scry effect.

Easiest way to win? Flyers -- the opponent couldn't kill a 0/1 Cloudfin Raptor
to save its life! Those who don't wish to go the noncombat damage route (most
centaurs have a toughness of 2-3) can clutter the field with defenders and
other annoyances, particularly creatures with deathtouch, which make them
think twice about wasting their beatsticks. Watch out for Warchief, though,
which grants vigilance, trample and +1/+1 to all other centaurs.

• Courser of Kruphix counts as an enchantment as well, which means it can be
  targeted for destruction by certain cards (Naturalize, Reclamation Sage,
  etc.) one may have forgotten about.

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THEROS: PERILOUS SEAS |========================================================
______________________|                                     DIFFICULTY: 2 of 5
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Creatures [24]                         Instants [8]

[×4] Chorus of the Tides               [×2] Griptide
[×4] Cloaked Siren                     [×2] Sudden Storm
[×4] Deepwater Hypnotist               [×4] Voyage's End
[×4] Rotted Hulk
[×4] Shipwreck Singer                  Lands [26]
[×4] War-Wing Siren
                                       [18] Island
Sorceries [2]                          [×4] Swamp
                                       [×4] Temple of Deceit
[×2] Sea God's Revenge

CONTROL -: great (Griptide, Sudden Storm, Voyage's End, Sea God's Revenge)
DRAWPOWER: none
SPEED ---: average
STAYPOWER: poor
STRENGTH : below-average
SYNERGY -: average
RETRIEVAL: none
P.CHANGES: [+2] Ray of Command              [-2] Island
           [+2] Siren of the Fanged Coast   [-2] Sudden Storm

Blue siren-themed flyer deck. Though the creatures themselves are rather weak,
they -- like most blue decks -- have annoying sorceries/instants that bounce
creatures back to the hand (or, in Griptide's case, top of the deck). Some
of PS's cohorts can still be annoying, though. Hypnotist gives -3/-0 when it
untaps, and Shipwreck Siren can force its opponent to attack AND give -1/-1 to
all of them in the same turn.

On Planeswalker difficulty, the team is outfitted with Ray of Command, which
steals a target creature for a turn, and returns it to its owner tapped. It's
good for offensive (steal beatstick) and defense (take opponent's critter and
sacrifice it as a blocker). Meanwhile, Siren of the Fanged Coast is the only
creature with Tribute in the game -- it can either enter as a 4/4 if tribute
is paid or a 1/1 who permanently gains control of its opponent's creature.

Regardless, the bane of all weenies is noncombat damage, and with the
exception of Rotted Hulk & War-Wing Siren, all can fall prey to simple Shock
spells. Outside of being blue and flying, there's very little synergy within
the ranks, evident when two creatures have Heroic keywords but no "positive"
instants/sorceries with which to target 'em. Furthermore, this is one of the
rare blue decks with zero drawing power, so hand decimation works fine, too.

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THEROS: POLIS INVASION |=======================================================
_______________________|                                    DIFFICULTY: 1 of 5
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Creatures [20]                         Instants [8]

[×4] Akroan Crusader                   [×4] Battlewise Valor
[×4] Akroan Horse                      [×4] Coordinated Assault
[×4] Akroan Skyguard
[×4] Elite Skirmisher                  Lands [24]
[×4] Favored Hoplite
                                       [12] Mountain
Enchantments [8]                       [12] Plains

[×4] Chosen by Heliod
[×4] Messenger's Speed

CONTROL -: poor
DRAWPOWER: poor (Chosen by Heliod)
SPEED ---: fast
STAYPOWER: average
STRENGTH : good
SYNERGY -: great
RETRIEVAL: none
P.CHANGES: [+4] Anax and Cymede        [-4] Elite Skirmisher
           [+4] Launch the Fleet       [-4] Messenger's Speed

This is a R/W weenie deck built around the Heroic keyword (powers up creatures
when targeted by owner's spells). It's not unlike the game's "Heroic Charge"
deck, only that prefab setup lacked the low-cost instants this one has in
spades.

The bane of all weenies is noncombat damage. Additionally, aura/equip decks
tend to make opponents overextend, killing their hand. One can take advantage
of this by destroying creatures after PI has already paid their activation
costs. Watch out for Favored Hoplite's damage prevention ability and the
token-making Akroan Horse.

On Planeswalker difficulty, the changes will be very apparent. "Launch the
Fleet" lets a variable number of attackers spawn an additional attacking 1/1
token. Putting the opponent on the ropes means this will rarely be used; if
it's seeing play, that's usually a sign the upper hand hasn't been claimed!
"Anax and Cymede" is a 3/2 whose Heroic ability gives +1/+1 and trample to
all other creatures until turn's end. This can trigger multiple times, easily
making a formidable attack turn out of several weenies. (In fact, expect Anax
and Cymede to be the recipient of most instants/auras while out.) The good
news is it's rather weak itself and, being a legendary, only one copy can be
out at once.

Other notes:

• Akroan Horse, when summoned to the field, automatically gives itself to the
  opponent. The enemy will use it to get free tokens, but one can "give back"
  the defender to get that benefit instead -- just use any effect that would
  summon it to one's own side (Rescue from the Underworld, Undying Evil before
  killing AH, Cloudshift, etc). The enemy can't get rid of a double-crossing
  AH, so it's a permanent 1/1 token machine each turn.

• Creatures that are returned to the hand lose all counters. If a foe's spent
  a bunch of time building up a huge beatstick, use a low-cost blue to bounce
  it back, removing all counters and destroying any attached auras. Note that
  this doesn't cancel Anax and Cymede's creature boost effect if it's already
  underway.

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THEROS: WHAT'S IN THE BOX? |===================================================
___________________________|                                DIFFICULTY: 3 of 5
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Creatures [44]                         Artifacts [3]

[×4] Benthic Giant                     [×3] Pyxis of Pandemonium
[×4] Borderland Minotaur
[×2] Cyclops of One-Eyed Pass          Lands [13]
[×4] Gluttonous Cyclops
[×4] Nessian Courser                   [×3] Forest
[×4] Nettle Swine                      [×2] Island
[×4] Oreskos Swiftclaw                 [×3] Mountain
[×4] Pensive Minotaur                  [×3] Plains
[×3] Silent Artisan                    [×2] Swamp
[×4] Supply-Line Cranes
[×4] Vulpine Goliath
[×3] Wild Celebrants

CONTROL -: poor (Wild Celebrants)
DRAWPOWER: none
SPEED ---: slow
STAYPOWER: average
STRENGTH : high
SYNERGY -: poor
RETRIEVAL: none
P.CHANGES: Foe begins with a Pyxis of Pandemonium on the field
NOTES ---: Deck has the most monsters and least lands out of all opponents.
           Opponent begins with a Pyxis and ~5 lands (1 per type) in hand,
           and always goes second.

Pyxis-themed deck which exiles cards each turn and, when one gets 7 lands,
sacrifices the artifact to swarm the field with tough baddies. Since over
two-thirds of the deck are powerful creatures, this is often a death sentence.
Many of the creatures fall into the managable "high power, low toughness"
category, but others are immediate problems. Benthic Giant has hexproof (can't
be targeted by spells/abilities), Vulpine Goliath has trample, and Gluttonous
Cyclops has Monstrosity 3.

On Planeswalker difficulty, the opponent already begins with a Pyxis in play.
That seems to be the only change, but it allows them to start their plan from
the get-go, giving the player no time to do anything (it doesn't need mana to
pay its exile cost, remember). Although I can't check, given how the battle
begins, it's possible the foe begins with a full hand of lands.

Other notes:

• Forcing the foe to have dead draws is a good strategy -- this can be done
  by destroying Pyxis before its effect goes off, or destroying lands it'll
  need. Islands (required for Benthic Giant) are the easiest choice, given
  how few in number there are. Alternatively, one can leave Pyxis up and just
  decimate the foe's hand, a la Monomania or Mind Rot. It has no methods for
  retrieval or searching (besides Pyxis), so most milling methods can work.

• WITB always begins with a Pyxis in hand, so those who want to destroy it by
  turn 2 need to pull a Naturalize or do an Elvish Pioneer/Reclamation Sage
  combo. Burning Inquiry, which forces each player to draw 3 and randomly
  discard 3, is great, too, as it may immediately make the foe mana-starved.
  These tactics can work on Planeswalker difficulty also, but there's no way
  to stop it before it can go off.

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RAVNICA: BOROS FIST |==========================================================
____________________|                                       DIFFICULTY: 2 of 5
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Creatures [31]                         Instants [4]

[×4] Assault Griffin                   [×4] Swift Justice
[×4] Bomber Corps
[×4] Boros Elite                       Lands [25]
[×4] Boros Mastiff
[×4] Daring Skyjek                     [×4] Boros Guildgate
[×4] Nav Squad Commandos               [×8] Mountain
[×3] Ordruun Veteran                   [×9] Plains
[×4] Skyknight Legionnaire             [×4] Sacred Foundry

CONTROL -: poor
DRAWPOWER: none
SPEED ---: fast
STAYPOWER: average
STRENGTH : average
SYNERGY -: good
RETRIEVAL: none
P.CHANGES: [+2] Assemble the Legion    [-4] Boros Mastiff
           [+2] Boros Charm            [-4] Nav Squad Commandos
           [+4] Truefire Paladin

This is a R/W Battalion-themed deck, where most creatures' special ability
activates when attacking with 2 or more allies. It's half beatdown, half
speed -- very simple to understand.

Planeswalker difficulty turns the otherwise boring battle into something a
bit tougher. Boros Charm provides clinch abilities, like giving double strike
or making all its owner's creatures indestructible. Truefire Paladin replaces
Boros Mastiff in both CMC and lifelink effect, but also has an activated
ability to give first strike. Finally, the most annoying card: Assemble the
Legion. This is an enchantment that spawns 1/1 soldiers with haste during
its owner's upkeep. Each turn, the amount spawned grows by 1, quickly making
enormous amounts of fodder to deal with (similar to "Endless Ranks of the
Dead" from last year's Planeswalker game). ATL is an enchantment, not an
artifact, so make sure one's destruction abilities are updated accordingly.

With the exception of NS Commandos, all creatures have a toughness of 1-2,
ensuring their demise against all but the wimpiest of one's creatures.
Noncombat damage works fine, too. Be wary of situations where the opponent
attacks "recklessly" -- they may have a Swift Justice (or Boros Charm) in
hand. Or two!

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RAVNICA: CHANDRA |=============================================================
_________________|                                          DIFFICULTY: 2 of 5
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Creatures [21]                         Instants [9]

[×2] Cinder Elemental                  [×2] Annihilating Fire
[×1] Firewing Phoenix                  [×3] Searing Spear
[×4] Flamewave Invoker                 [×4] Volcanic Geyser
[×2] Hellfire Mongrel
[×2] Lavaborn Muse                     Sorceries [1]
[×3] Pilgrim's Eye
[×4] Regathan Firecat                  [×1] Cone of Flame
[×3] Young Pyromancer
                                       Lands [25]
Artifacts [1]
                                       [25] Mountain
[×1] Staff of the Flame Magus

Enchantments [3]

[×3] Seal of Fire

CONTROL -: great (Annihilating Fire, Searing Spear, Volcanic Geyser)
DRAWPOWER: poor
SPEED ---: good
STAYPOWER: poor
STRENGTH : average
SYNERGY -: good
RETRIEVAL: poor (Firewing Phoenix)
P.CHANGES: [+4] Chandra's Phoenix      [-4] Regathan Firecat
           [+2] Flametongue Kavu       [-2] Cinder Elemental
           [+1] Pyromancer's Gauntlet  [-1] Staff of the Flame Magus

Like all of Chandra's decks in the Planeswalker series, her main goal is to
kill opponents through noncombat damage. All enchantments, instants and
sorceries she owns are to that end, and many of her creatures (Lavaborn Muse,
Cinder Elemental, Hellfire Mongrel, Flamewave Invoker) fall into the same
category. The more lands she has, the more damage she can deal with Cinder
Elemental and Volcanic Geyser -- and, foregoing player damage, may use their
effects to destroy problematic creatures.

Planeswalker difficulty ups the ante. The crappy Regathan Firecat is switched
for Chandra's Phoenix, a 2/2 hasted flyer that can return itself to the hand
each time its owner plays a red instant or sorcery. Flametongue Kavu is a 4/2
that deals 4 damage to a target creature when summoned. Finally, Pyromancer's
Gauntlet adds 2 extra damage to all existing noncombat damage inflicted by
its controller. There's only one, but its effect will be immediate!

Easiest way to win? Life gain, life gain, life gain. She's going to do her
darndest to whittle down one's health while picking off what creatures do
hit the field. Luckily, most of her creatures are straight-up weak (most have
a toughness of 1-2), and the deck has nothing that maintains hand advantage
or allows graveyard retrieval. Firewing Phoenix's effect allows it to be
returned to the hand, however -- but there's only one to deal with.

• Milling will put Firewing Phoenix (and/or Chandra's Phoenix) into the
  graveyard for easy retrieval, but it still gets rid of many sources of
  noncombat damage in the meantime. Even just a couple hits of Tome Scour,
  Chill of Forboding, etc. can deal major blows, if luck's on one's side.

• Flametongue Kavu's damage effect is mandatory, which is why Chandra won't
  summon it when her opponent controls no creature. When it's summoned, if
  a player bounces the only creature(s) s/he owns, Kavu will have no choice
  but to destroy its ally, or even itself.

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RAVNICA: GOLGARI DEPTHS |======================================================
________________________|                                   DIFFICULTY: 2 of 5
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Creature [22]                          Instants [6]

[×4] Corpse Blockade                   [×2] Fatal Fumes
[×4] Gutter Skulk                      [×4] Grisly Salvage
[×4] Sewer Shambler
[×4] Slitherhead                       Lands [28]
[×4] Terrus Wurm
[×2] Zanikev Locust                    [×6] Forest
                                       [×4] Golgari Guildgate
Sorceries [4]                          [18] Swamp

[×4] Drown in Filth

CONTROL -: average (Fatal Fumes)
DRAWPOWER: none
SPEED ---: average
STAYPOWER: average
STRENGTH : good
SYNERGY -: good
RETRIEVAL: poor (Grisly Salvage)
P.CHANGES: [+4] Rot Farm Skeleton      [-4] Swamp
           [+2] Vigor Mortis           [-2] Terrus Wurm

This is a fun G/B Scavenge-themed deck. Many creatures here, when put into
the graveyard, can be exiled for their Scavenge cost to put counters on a
different monster, quickly making beatsticks. GD will use Drown in Filth's
milling to kill creatures, then parlay the thinning into graveyard retrieval
with Grisly Salvage.

Planeswalker difficulty drops extra lands in exchange for Rot Farm Skeleton,
a 4/1 wimp that can mill the deck to return itself to the battlefield. This
gives it extra synergy with Drown in Filth and Grisly Salvage, and it'll be
happy to discard it (or kamikaze it) when able. Vigor Mortis is a relatively
low-cost resurrector, returning a creature from GD's graveyard to the field,
often with a +1/+1 counter on it. With only two around, and them replacing
two scavengable Terrus Wurms, this change tends to work in one's favor.

Spot removal works best, and surprisingly, milling can help move things along.
This gets rid of annoyances like Drown in Filth and Fatal Fumes, as well as
setting the proverbial table with tons of exile fodder. That is, the foe
tends to play opportunistically -- if many scavenge targets exist, it'll burn
through them as often as possible, even on crappy creatures like Gutter Skulk.
(I've also seen it use Corpse Blockade as its counter recipient, heh.) Take
advantage of the foe's single-mindedness by killing creatures after GD pays
scavenge costs, or bouncing them to the hand, which works similarly (counters
are automatically removed in those cases).

• Don't forget Corpse Blockade's effect: sacrificing its allies for one-turn
  deathtouch! Putting creatures in its graveyard is its goal anyway, so this
  works in its favor -- if it gets rid of an opponent's beatstick, great! On
  a similar note, if one has deathtouch monsters on the field, GD's reticence
  to attack surfaces. It doesn't want to spend turns raising a 10+/10+ ringer
  only for it to die to some piddly wuss like a Pharika's Chosen or Agent of
  the Fates.
</pre><pre id="faqspan-8">
• Oftentimes, the AI Scavenges opportunistically, using the effect on whatever
  it has laying around. This goes back to the strategy of playing into its
  milling, then letting the opponent Scavenge its best monsters (thus exiling
  them) before it can use Grisly Salvage. Just beware: land-filled graveyards
  make Drown in Filth's power skyrocket!

• As with all opponents who raise large beatsticks, consider using Tribute to
  Hunger when they're all alone. Force a sacrifice, gain some life -- truly a
  winning combo.

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RAVNICA: RAKDOS RIOT |=========================================================
_____________________|                                      DIFFICULTY: 3 of 5
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Creatures [23]                         Instants [7]

[×4] Demon's Jester                    [×4] Auger Spree
[×4] Gore-House Chainwalker            [×3] Grisly Spectacle
[×4] Grim Roustabout
[×3] Rakdos Ringleader                 Lands [24]
[×4] Rakdos Shred-Freak
[×2] Rix Maadi Guildmage               [×4] Blood Crypt
[×2] Thrill-Kill Assassin              [×8] Mountain
                                       [×4] Rakdos Guildgate
Enchantments [6]                       [×8] Swamp

[×4] Deviant Glee
[×2] Havoc Festival

CONTROL -: good (Auger Spree, Grisly Spectacle)
DRAWPOWER: none
SPEED ---: fast
STAYPOWER: poor
STRENGTH : average
SYNERGY -: good
RETRIEVAL: none
P.CHANGES: [+3] Carnival Hellsteed     [-3] Rakdos Ringleader
           [+4] Rakdos Pit Dragon      [-4] Demon's Jester

R/B speed blitz deck, containing creatures with regeneration, deathtouch and
haste. Most have wimpy stats, but can grow stronger with Deviant Glee and
inherent keywords (Hellbent gives stat boosts if controller has no cards in
hand; Unleash can give a +1/+1 counter when creature enters field, but they
lose ability to block). Auger Spree and Grisly Spectacle act as spot removal,
although the latter doesn't work on artifact creatures.

On Planeswalker difficulty, the expensively wimpy (3/1) Rakdos Ringleader's
replaced by the much more violent Carnival Hellsteed (5/4), which has the
same CMC (6), plus first strike, haste and Unleash. Yikes! Meanwhile, the
2/1 flyer, Demon's Jester, is replaced by the flight-capable 3/3 Pit Dragon,
which also has the draconic "+1/+0 for each red mana spent" ability.

The easiest way to win's still noncombat damage. Most creatures inherently
have a low toughness (1-2), and this method also gets around Grim Roustabout
and Rakdos Ringleader's regeneration. Those who can't match RR's speed may end
up in a very dire situation, particularly if Havoc Festival (each player
loses half their life in upkeep stage; life gain is prevented) hits the field.
Other notes:

• Rix Maadi Guildmage is a wimp, but can prey upon the opponent when they
  cast cards with life-loss costs. For example, you try bouncing your creature
  to the hand with Vapor Snag, which loses 1 life. Afterwards, Rix Maadi uses
  its spare mana to deal extra damage (1 black + 1 red = 1 life lost). This
  can quickly stack up with attacking in the early rounds, not to mention act
  as annoying snipes in the late going, when there's plenty of mana to burn.

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RAVNICA: SIMIC STRANGENESS |===================================================
___________________________|                               DIFFICULTY: 2 of 5
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Creatures [25]                         Sorceries [7]

[×4] Adaptive Snapjaw                  [×2] Miming Slime
[×3] Assault Zeppelid                  [×2] Slime Molding
[×3] Battering Krasis                  [×3] Urban Evolution
[×4] Coiling Oracle
[×4] Frilled Oculus                    Lands [24]
[×2] Nimbus Swimmer
[×3] Shambleshark                      [×4] Evolving Wilds
[×2] Species Gorger                    [×9] Forest
                                       [×7] Island
Instants [4]                           [×4] Simic Guildgate

[×4] Bioshift

CONTROL -: none
DRAWPOWER: good (Coiling Oracle, Urban Evolution)
SPEED ---: average
STAYPOWER: average
STRENGTH : average
SYNERGY -: average
RETRIEVAL: none
P.CHANGES: [+4] Cloudfin Raptor        [-4] Bioshift
           [+4] Experiment One         [-4] Frilled Oculus
           [+3] Drakewing Krasis       [-3] Shambleshark
           [+2] Fathom Mage            [-2] Species Gorger

U/G deck based on creatures with Evolve keyword (earn +1/+1 counter each time
creature with power or toughness greater than theirs enters under owner's
control) and a Species Gorger/Coiling Oracle bounce combo. Opponent may use
Bioshift to salvage earned counters by moving 'em onto another target.

Planeswalker difficulty introduces a lot more speed into the deck. Gone is
the 6/6 Species Gorger, Shambleshark and Frilled Oculus. In their places are
Cloudfin Raptor and Experiment One, evolve-capable creatures with a CMC of 1.
Drakewing Krasis is basically the same as Assault Zeppelid, only it's a 3/1
instead of a 3/3. Fathom Mage lets its owner draw a card each time it evolves,
giving the deck extra drawpower.

For general strategies, noncombat damage works to a degree, but several
critters (Adaptive Snapjaw, Shambleshark, Battering Krasis) can grow out of
range if left to their own devices. The main thing to remember is that with
Coiling Oracle and Urban Evolution, the opponent is often putting in an extra
land each turn; with Species Gorger, the former is reusable. (Even if a land
isn't revealed, it's still a free card!) Other than that, SS can't tamper with
its graveyard, so mill/defender decks can often squeak out wins.

• Creatures bounced to the hand lose all counters that were placed on 'em.
  Tokens created by Slime Molding or Miming Slime simply disappear, since they
  aren't actual cards, just created by their effect. (It's a good idea to get
  rid of 'em anyway, since having giant beatsticks around only powers up the
  next SM/MS usage.)

• The opponent can't deal any noncombat damage, so some methods that would
  ordinarily be risky can work. Roil Elemental is a prime example, letting
  one simply poach the opponent's evolvers, then grow 'em in a new "field"!

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SHANDALAR: ASSASSIN'S BLADE |==================================================
____________________________|                               DIFFICULTY: 3 of 5
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Creatures [20]                         Instant [4]

[×4] Acolyte of Xathrid                [×4] Ulcerate
[×4] Cruel Sadist                      [×4] Vendetta
[×4] Highway Robber
[×4] Onyx Mage                         Sorceries [8]
[×4] Xathrid Slyblade
                                       [×4] Assassinate
Lands [24]                             [×4] Sign in Blood

[24] Swamp

CONTROL -: good (Ulcerate, Vendetta, Assasinate, Sign in Blood)
DRAWPOWER: average (Sign in Blood)
SPEED ---: average
STAYPOWER: good
STRENGTH : poor
SYNERGY -: average
RETRIEVAL: none
P.CHANGES: [+4] Murder, [-4] Assassinate

This is a black life loss deck. Acolyte of Xathrid, Highway Robber and Cruel
Sadist can all inflict noncombat damage or life loss; cards that don't fit
into that mold deal with instant death (Assassinate, Vendetta) or deathtouch
(Xathrid Slyblade, Onyx Mage). Sign in Blood does double duty for drawpower
and damage.

Planeswalker difficulty does very little, simply trading Assassinate for a
more general-use Murder -- the latter can work on anything, not just tapped
creatures. Their CMCs are identical.

As usual, life gain decks counter most of AB's offense, and one's own
noncombat damage can eliminate most of the monsters, which are weenies. Note
that Xathrid Slyblade can trade its hexproof for deathtouch and first strike,
so baiting it into attacking/blocking will open a window for noncombat damage.

• Vendetta is a double-edged sword -- it outright kills its target but the
  owner takes damage equal to its toughness. This means, if the foe's life
  gets low enough, it moves outside the range of its use (the AI will never
  intentionally make itself lose a duel). For instance, if the foe has 9 life
  and one owns a 10/10 Nemesis of Mortals, it's essentially Vendetta-proof!

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SHANDALAR: BEAST AMBUSH |======================================================
________________________|                                   DIFFICULTY: 3 of 5
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Creatures [29]                         Sorceries [6]

[×4] Advocate of the Beast             [×4] Hunt the Weak
[×4] Bond Beetle                       [×2] Overrun
[×4] Brindle Boar
[×4] Living Totem                      Lands [25]
[×2] Spiked Baloth
[×3] Primal Huntbeast                  [25] Forest
[×4] Rumbling Baloth
[×4] Timberpack Wolf

CONTROL -: poor (Hunt the Weak)
DRAWPOWER: none
SPEED ---: good
STAYPOWER: average (Advocate of the Beast)
STRENGTH : good
SYNERGY -: good
RETRIEVAL: none
P.CHANGES: [+4] Kalonian Tusker        [-4] Timberpack Wolf
           [+2] Thragtusk              [-2] Spiked Baloth

Green beast/beatdown deck. Bond Beetle, AOTB and Living Totem can grant +1/+1
counters, while Timberpack Wolf grows more powerful when cards of the same
name are on the field. The power-up strategy is all to maintain field
advantage for Overrun, which grants +3/+3 and trample to all monsters.

On Planeswalker difficulty, the deck's speed is improved. Timberpack Wolf,
a 2/2 with CMC 2, is replaced with Kalonian Tusker, a 3/3 with the same CMC.
Don't be surprised if the foe slips in AOTB to make it a 4/4 or better soon
after entry. Thragtusk is a 5/3 beatstick that leaves a 3/3 beast token when
destroyed.

Easiest way to win? Noncombat damage works (most enemy creatures have a
toughness of 1-3) but having a beatstick of one's own may be better, since
the enemy will be hesitant to attack. Just watch out for Hunt the Weak, which
will be used to pick off one's weaker creatures without their abilities
kicking in. (Example: your Pharika's Chosen with deathtouch would normally
make beatsticks hesitant to attack...but with HTW, it'll just be fodder and
kill nothing in return.) Primal Huntbeast can't be targeted by abilities or
spells, so the "have a beatstick to dissuade the foe" strategy is doubly
useful. Try investing in creatures that have Monstrosity effects, like the
easy-to-use Nemesis of Mortals.

• Whenever possible, kill Advocate of the Beast (2/3)! Even quickie removal
  like Auger Spree can quickly be moved from OHKO territory, and since AOTB's
  effect triggers at turn's end, the foe will often slip it in after the
  combat phase to ensure at least one counter is created.

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SHANDALAR: BLAZING WINGS |=====================================================
_________________________|                                  DIFFICULTY: 2 of 5
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Creature [24]                          Enchantments [8]

[×4] Ancient Hellkite                  [×4] Firebreathing
[×4] Brood Keeper                      [×4] Lightning Talons
[×4] Dragon Egg
[×4] Dragon Hatchling                  Instants [4]
[×4] Furnace Whelp
[×4] Volcanic Dragon                   [×4] Punishing Fire

Lands [24]

[24] Mountain

CONTROL -: average (Punishing Fire)
DRAWPOWER: none
SPEED ---: good
STAYPOWER: average
STRENGTH : good
SYNERGY -: average
RETRIEVAL: poor (Punishing Fire)
P.CHANGES: [+4] Dragonspeaker Shaman, [-4] Firebreathing

THE GIST: Red dragon-themed flyer deck. A common ability among them is being
able to spend red mana for +1/+0, which they'll certainly do if one gives 'em
an opening. Firebreathing bestows the same prowess, and the common Lightning
Talons (+3/+0, first strike) gives extra bite. Punishing Fire, which is like
Shock in many ways, can be returned to the hand when its owner's opponent
gains life.

Planeswalker changes little, but its effects are still apparent -- the new
addition is a 2/2 that lowers all dragon card costs by 2 colorless mana. This
means it's possible to have Furnace Whelp out with 2 mountains, Ancient
Hellkite with 4, and other combinations of weenie flyers with less. Needless
to say, destroying this as soon as possible makes the battle much slower, and
in doing so, easier.

Despite Punishing Fire, milling and hand destruction work great, capitalizing
on draw/retrieval methods. (Decks with land destruction themes can do fine,
too, since it deprives the foe's creatures of extra firepower.) With the foe's
ranks plum full of cost-activated abilities, it often burns through its mana
pool quickly in the battle phase. None of said abilities improve toughness,
though, so tactically bouncing/killing attackers makes for good setbacks, as
well as robbing them of recourse during one's own turn. Even simple instants
like Righteous Blow (deal 2 damage to attacking creature) or Shock can waste
most creatures, or serve as the coup de grace on those damaged in combat.
The opponent trie the same tactic, so return the favor, eh?

• The AI often uses its Punishing Fires intelligently, "wasting" them as soon
  as it sees one has a beatstick with lifelink (Baneslayer Angel, Griselbrand,
  etc). This is, of course, in preparation to retrieve them the next time said
  beatstick attacks. Just remember that retrieving them costs the opponent 1
  red mana, so if the bounce method above works, the foe may be mana-starved
  and miss the opportunity. On a similar note, one can destroy graveyard PFs
  by using "Suffer the Past," which also gains life in the process -- quite
  the cheeky kiss-off!

• All creatures besides Volcanic Dragon (4/4) and Ancient Hellkite (6/6) are
  weenies. Even though they can buff their attacks, their toughness remains
  poor. Simple instants, like Righteous Blow or Shock, can rough roughshod
  over most attackers. Also, any flyer with first strike -- perhaps even using
  Lightning Talons, as the foe does -- goes well. Guard Gomazoa (1/3) and
  Palisade Giant (2/7) take no combat damage and redirect all damage,
  respectively, and can make good alternatives.

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SHANDALAR: SLIMY HORROR |======================================================
________________________|                                   DIFFICULTY: 1 of 5
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Creatures [23]                         Artifacts [1]

[×2] Bogbrew Witch                     [×1] Bubbling Cauldron
[×4] Chasm Skulker
[×3] Colossal Whale                    Sorceries [3]
[×4] Coral Barrier
[×4] Festering Newt                    [×3] Polymorph
[×2] Rotfeaster Maggot
[×4] Witch's Familiar                  Lands [25]

Instants [8]                           [×4] Drowned Catacomb
                                       [11] Island
[×2] Essence Scatter                   [10] Swamp
[×2] Polymorphist's Jest
[×4] Turn to Frog

CONTROL -: good (Essence Scatter, Polymorphist's Jest, Turn to Frog)
DRAWPOWER: none
SPEED ---: average
STAYPOWER: average
STRENGTH : poor
SYNERGY -: poor
RETRIEVAL: poor
P.CHANGES: [+4] Murder, [-4] Turn to Frog

U/B Bogbrew Witch deck, containing theme-pertinent cards (Witch's Familiar,
Festering Newt, Bubbling Cauldron) and other creepy-crawly types. The instants
and sorceries are morph-themed, changing one/all target creatures into 1/1
ability-less frogs until end of turn; Polymorph simply destroys a creature and
has its controller put one from the deck onto the field. On Planeswalker
difficulty, Turn to Frog is just switched out for the creature-destroying
Murder.

With most monsters pretty terrible (Colossal Whale the exception) and too few
Cauldrons/Witches, the deck has a very ramshackle feel -- just about anything
can work, from noncombat damage to milling to hand destruction. Old-fashioned
beatdowns are probably the easiest method, though -- just keep an eye on the
opponent's mana pool and consider whether they have a Polymorphist's Jest or
Turn to Frog in hand.

• Once Witch's Cauldron hits the field, it tends to rob a lot of the impact
  one's offense has. Creature would be destroyed in battle? Sacrifice it for
  4 life. Try destroying creature with Shock, Auger Spree, etc.? Sacrifice
  it for 4 life. It has a secondary effect (sacrifice Witch's Familiar to
  make opponent lose 4 life, then gain life equal to that) but it's not a
  common occurance. The opponent will even preemptively sacrifice creatures
  once its life total plummets, ensuring a fight to the bitter end.

__________________________
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SHANDALAR: WIZARDS' TOWER |====================================================
__________________________|                                 DIFFICULTY: 3 of 5
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯              Sorceries [12]
Creatures [23]
                                       [×4] Mind Sculpt
[×4] Æther Adept                       [×4] Tome Scour
[×4] Archaeomancer                     [×4] Traumatize
[×3] Archivist
[×4] Azure Mage                        Lands [25]
[×4] Paragon of Gathering Mists
[×4] Sage's Row Denizen                [25] Island

CONTROL -: poor (Æther Adept)
DRAWPOWER: good (Archivist, Azure Mage)
SPEED ---: slow
STAYPOWER: poor
STRENGTH : poor
SYNERGY -: good
RETRIEVAL: average (Archaeomancer)
P.CHANGES: [+4] Thought Scour          [-4] Paragon of Gathering Mists
           [+4] Sleep                  [-4] Sage's Row Denizen

Blue mill deck, centralized on destroying opponent's library while using
Azure Mage/Archivist to maintain hand advantage. Archaeomancer fetches spent
sorceries to speed things up; Æther Adepts bounce high-priority targets. On
Planeswalker difficulty, Paragon and SRD are ditched in favor of another easy
mill source (Thought Scour) and a tap-all-creatures annoyance (Sleep).

Flyers work well here, and the opponent has no way to block them, save POGM's
activated ability (and that only applies 'til turn's end). Whichever strategy
one chooses, the milling in this deck is very fast, thanks to Sage's Row
Denizen and multiple Mind Sculpts and Tome Scours -- always pack some Elixirs
of Immortality. Backup ways to retrieve those Elixirs (Treasured Find) or
fetch them (Rune-Scarred Demon) would be wise...just in case.

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ZENDIKAR: ALL-OUT SPRINT |=====================================================
_________________________|                                  DIFFICULTY: 2 of 5
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Creatures [16]                         Instants [8]

[×4] Caravan Hurda                     [×4] Narrow Escape
[×4] Felidar Sovereign                 [×4] Rest for the Weary
[×4] Lightkeeper of Emeria
[×4] Lone Missionary                   Sorceries [6]

Enchantments [4]                       [×2] Oust
                                       [×4] Survival Cache
[×4] Sunspring Expedition

Lands [26]

[26] Plains

CONTROL -: poor (Oust)
DRAWPOWER: poor (Survival Cache)
SPEED ---: average
STAYPOWER: average
STRENGTH : average
SYNERGY -: good
RETRIEVAL: poor (Narrow Escape)
P.CHANGES: [+4] Emeria, the Sky Ruin, [-4] Plains

White life gain deck, built around Felidar Sovereign's instant win condition
(having 40+ life during upkeep). Every card here draws the end closer,
whether it's LOE's multikicker, Survival Cache's rebound effect or the
instants (RFTW can heal 8 life with its Landfall effect).

Planeswalker difficulty only adds one card, but what an annoyance it is. If
one controls 7+ Plains during the upkeep, Emeria lets them return a graveyard
creature to play for free. This means no more "destroy all Felidar Sovereigns
to beat the deck" nonsense, since that's the first target the opponent will
choose. Recycling land destruction (Charmbreaker Devils + Demolish, Tectonic
Rift) or simply exiling Sovereigns now becomes a useful tactic.

Winning here is whatever the quickest way to deliver pain is -- almost always
noncombat damage, beatsticks or a combination of both (like Inferno Titan).
Aura-themed weenie decks can do well, too, and they needn't fear much besides
Oust's put-atop-deck effect and LOE's flying. Just remember that all creatures
(save Lone Missionary) have lifelink, so it may take a little while to make a
dent. As long as the opponent's life is kept sub-40, or all Felidar Sovereigns
are milled, the fight is managable.

• The foe has no noncombat damage sources itself, leaving just Oust to deal
  with lingering threats. This opens the door to do fun tactics like stealing
  the foe's Felidar Sovereign (via Switcheroo or Roil Elemental) and winning
  that way.

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ZENDIKAR: NISSA |==============================================================
________________|                                           DIFFICULTY: 3 of 5
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Creatures [24]                         Sorceries [8]

[×4] Civic Wayfinder                   [×2] Bountiful Harvest
[×4] Elvish Pioneer                    [×2] Feral Incarnation
[×4] Elvish Visionary                  [×2] Nissa's Expedition
[×2] Imperious Perfect                 [×2] Overwhelm
[×4] Nissa's Chosen
[×2] Oracle of Mul Daya                Instants [4]
[×4] Sylvan Ranger
                                       [×2] Groundswell
Lands                                  [×2] Primal Bellow

[24] Forest

CONTROL -: poor
DRAWPOWER: average (Elvish Visionary)
SPEED ---: good
STAYPOWER: poor
STRENGTH : average
SYNERGY -: great
RETRIEVAL: great (Civic Wayfinder, Oracle of Mul Daya, Sylvan Ranger)
P.CHANGES: [+2] Elvish Champion        [-2] Bountiful Harvest
           [+2] Feral Incarnation      [-2] Civic Wayfinder
           [+2] Joraga Warcaller       [-2] Oracle of Mul Daya
           [+2] Overwhelm              [-2] Nissa's Expedition

Oh joy, a green elf weenie deck. Like many decks of its ilk, the draw power
and land-grabbing ability is huge, especially with Nissa's Expedition (put
two tapped lands on the field; Convoke) and Oracle of Mul Daya (can play an
extra land each turn; if top card of library is a land, it can be played).
The eventual goal of the field spam is destroying the opponent in a final
hurrah, thanks to Overwhelm -- and that turn isn't far off, thanks to said
sorcery having Convoke also. Groundswell and Primal Bellow act as offensive
boosts and, when targeted for noncombat damage, defensive protectors.

Planeswalker difficulty shakes things up noticeably, making the deck highly
aggressive. Gone are many land-grab cards, replaced with more Overwhelms and
Feral Incarnations. Elvish Champion gives +1/+1 to other elves, and Joraga
Warcaller has a similar buff on its allies with its multikicker ability.

As most strategies vs. weenies end up being, noncombat damage. Since the
whole point of elf decks is to get multiple ones out and use Imperious Perfect
to boost their stats, en-masse destruction -- like Planar Cleansing or Anger
of the Gods -- is great. (Anger of the Gods is also nice since it exiles
Nissa's Chosen, preventing them from returning to the deck.) As long as one is
stifling the weenie spam, it shouldn't be too hard to combat the general
annoyances (like Feral Incarnation). The deck also lacks graveyard retrieval
and its own noncombat damage sources, so one can even play harder-to-use cards
like Roil Elemental.

• Tactically destroy Imperious Perfect (and Elvish Champion) to leave other
  attackers open. A very basic strategy, but it helps reduce field spam, and
  thus lowers the chances of the foe wasting an Overwhelm on their next turn.

• Overwhelm can be countered with Hysterical Blindness, which gives all
  creatures -4/-0 until end of turn. It can be a great way to smash Nissa's
  ranks at once, provided one can overcome their toughness.

• Many of Nissa's cards act as deck-thinning land-grabbers, ensuring she's
  rarely mana-starved and has plenty of discard fodder if targeted by, say,
  Mind Rot. However, she can ONLY fetch lands, so milling strategies can still
  work here (how do you think I found changes between difficulties?). However,
  her deck is still fast, so capitalize early and get a beatstick out that's
  worth the effort -- Soul of Zendikar, Inferno Titan, etc.

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ZENDIKAR: TANGLED GROWTH |=====================================================
_________________________|                                  DIFFICULTY: 3 of 5
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Creatures [26]                         Instant [4]

[×2] Avenger of Zendikar               [×4] Harrow
[×4] Jaddi Lifestrider
[×4] Phytotitan                        Lands [26]
[×4] Snapping Creeper
[×4] Vinelasher Kudzu                  [22] Forest
[×4] Wall of Vines                     [×4] Khalni Garden
[×4] Wall of Wood

Enchantments/Auras [4]

[×4] Entangling Vines

CONTROL -: poor (Entangling Vines)
DRAWPOWER: none
SPEED ---: average
STAYPOWER: average (Phytotitan, Jaddi Lifestrider)
STRENGTH : good (Avenger of Zendikar, Phytotitan)
SYNERGY -: great
RETRIEVAL: poor (Harrow)
NOTES ---: Player begins with free Trusty Machete (equipment) on field
P.CHANGES: [+4] Khalni Heart Expedition   [-4] Snapping Creeper
           [+4] Wall of Blossoms          [-4] Wall of Wood

Green plant-themed spam deck. The low-cost monsters are defenders that impede
the opponent, buying time to get out juggernauts like Phytotitan (resummons
itself when killed) and Jaddi Lifestrider (life gain source). The main
creature to look out for is Avenger of Zendikar, which has a Landfall effect
that places +1/+1 counters on all plants. This is important to destroy, since
it spawns 0/1 plant tokens when it enters the field, equal to the number of
lands its owner has. Needless to say, the longer the battle goes on, the
worse things get!

Planeswalker difficulty ditches Snapping Creepers in favor of Khalni Heart
Expeditions, enchantments that can be sacrificed to fetch two lands. Wall of
Wood, an unimpressive 0/3 defender, is switched for the slightly tougher Wall
of Blossoms defender (0/4), which lets one draw a card upon battlefield entry.
Of the new additions, it's KHE that's important to watch out for, as it gives
quick power to Vinelasher Kudzu and sacrificial targets for Harrow. Its land
grab tactics also power up other KHEs, giving the deck much-needed speed.

The usual noncombat damage will get rid of the weenie defenders and Khalni
Garden's 0/1 spawns, while bigger guns are needed for Jaddi and AoZ (Ground
Assault is the most cost-effective). For those going that route, one of the
best cards is "Anger of the Gods," which ends up exiling all creatures it
kills -- including Phytotitan, which would normally end up returning to the
field like nothing happened. It should be noted that milling works great here,
since the opponent has no way to fetch 'em back, plus it tends to rid one of
the annoying amount of Jaddis/Phytos/Avengers.

OTHER NOTES: Player has a free Trusty Machete artifact (equip: +2/+1) in play
already. It should be obvious how this helps overcome walls. Also, Harrow can
sacrifice a land to fetch two more, and as an instant, may render effects to
destroy lands (Demolish, Tectonic Rift) useless. However, land destruction's
still a very good route to go, especially if Charmbreaker Devils is around.

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ZENDIKAR: TOMB OF TERROR |=====================================================
_________________________|                                  DIFFICULTY: 2 of 5
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Creatures [23]                         Instants [4]

[×4] Blood Seeker                      [×4] Tomb Hex
[×2] Bloodghast
[×3] Bloodrite Invoker                 Sorceries [7]
[×4] Bloodthrone Vampire
[×4] Gloomhunter                       [×3] Dead Reckoning
[×2] Kalastria Highborn                [×4] Disentomb
[×4] Ruthless Cullblade
                                       Lands [24]
Enchantments [2]
                                       [24] Swamp
[×2] Soul Stair Expedition

CONTROL -: average (Tomb Hex)
DRAWPOWER: poor
SPEED ---: good
STAYPOWER: average
STRENGTH : average
SYNERGY -: good
RETRIEVAL: great (Dead Reckoning, Disentomb, Soul Stair Expedition)
P.CHANGES: [+4] Gatekeeper of Malakir  [-4] Blood Seeker
           [+4] Grim Discovery         [-4] Disentomb
NOTES ---: foe begins with Bloodghast, Bloodthrone Vampire, Dead Reckoning,
           Bloodrite Invoker, Gloomhunter and 2 Swamps in graveyard. Player
           begins with a Blazing Torch (equipment) on field.

Black vampire-themed life loss deck. Blood Seeker passively deals damage when
its opponent summons creatures; Bloodghast and Cullblade power up when one's
life is 10 or less. Kalastria Highborn and the usual Bloodghast sacrifice loop
(this time with Bloodthrone Vampire) ensure reliable life loss each turn. That
said, its noncreature, nonland cards do damage, replenish the ranks or -- in
Dead Reckoning's case -- both.

Planeswalker difficulty adds in more annoyances. Gatekeeper of Malakir is a
2/2 that has an easy 1-mana kicker, forcing its opponent to sacrifice a
creature. Grim Discovery one-ups Disentomb, allowing it to also take a land
from the graveyard (if applicable).

In general, the average life gain deck should suffice, although it's much
easier to work that concept into a speedier beatdown deck. After all, behind
all those effects is a bunch of 1~2 toughness weenies. (Aforementioned
sacrifice loop powers up Bloodthrone Vamp, though, so single-target spells on
other creatures in its presence may be wasted.) Tomb Hex is almost always a
-4/-4 on the opponent's turn; otherwise, it and Dead Reckoning tend to do
half that.

• The player has a free Blazing Torch artifact on the field during this fight,
  which makes creatures unblockable to vampires/zombies. It can be sacrificed
  to deal 2 damage as well, although the gesture means little in the face of
  Dead Reckoning and Disentomb. (It must be equipped to be sacrificable.)

• Beware the 1/1 Bloodthrone Vampire attacking, as it will often sacrifice
  its allies to mow down whatever tries blocking it. This field-thinning
  tactic also leaves it wide open for tactical bouncing and other fun tricks,
  like Tribute to Hunger or Reprisal.

• The foe's graveyard is a huge annoyance in this deck, so consider adopting
  its own tactics (Bloodghast spam) or eradicating its key creatures. Anger
  of the Gods will often annihilate the foe's ranks, exiling Bloodghasts and
  any that can't power-up through sacrifices. Suffer the Past can exile from
  the opponent's graveyard, doing double duty as a healing tactic.

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ZENDIKAR: TRAP-FILLED LAIR |===================================================
___________________________|                                DIFFICULTY: 1 of 5
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯             Sorceries [1]
Instants [13]
                                       [×1] Blaze
[×4] Lavaball Trap
[×2] Lethargy Trap                     Lands [11]
[×2] Runeflare Trap
[×4] Stone Idol Trap                   [×3] Island
[×1] Whiplash Trap                     [×8] Mountain

CONTROL -: average
DRAWPOWER: none
SPEED ---: poor
STAYPOWER: poor
STRENGTH : average (Stone Idol Trap)
SYNERGY -: average
RETRIEVAL: none
NOTES ---: TFL starts with 1 Island and 3 Mountains in play, 0 cards in hand
P.CHANGES: [+1] Inferno Trap           [-1] Mountain
           [+1] Whiplash Trap          [-1] Lethargy Trap

THE GIST: R/U trap-themed deck. Traps are special instants that can be cast
for especially low costs, supposing the opponent fulfills a condition. Those
conditions are: (1) Lavaball: two or more lands played (2) Lethargy: three
or more creatures are attacking (3) Runeflare: 3+ cards drawn (4) Stone Idol:
costs 1 colorless mana less to cast for each attacker (5) two+ creatures were
played this turn.

Planeswalker difficulty drops a Mountain for Inferno Trap, which can do 4
damage on a 1-mana trigger, provided two or more creatures damaged its owner
that turn. There's only one, though, making it of minor interest. There's a
second Whiplash Trap added, too, which is far more useful than its forebear.

Milling's the easiest way here, no doubt about it. It's possible to simply
outlast the opponent with minimal effort, too, though life gain helps. As long
as one avoids the traps' cost-lowering situations, this is fairly easy to deal
with. Milling this opponent is also the easiest way to earn the "Ingenuity"
achievement, for reference.

• The 6/12 colorless Construct created by Stone Idol Trap doesn't have Reach,
  ensuring its use against an all-flyer strike is entirely pointless. It does
  have trample though, so weenies still have to be careful. (As an Artifact,
  it's susceptible to removers like Naturalize and Demolish, too.)

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ALARA: EXPLORE BANT |==========================================================
____________________|                                       DIFFICULTY: 3 of 5
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Creatures [25]                         Enchantments [4]

[×4] Aven Squire                       [×4] Oblivion Ring
[×4] Akrasan Squire
[×2] Court Archers                     Artifacts [3]
[×3] Guardians of Akrasa
[×3] Jhessian Infiltrator              [×3] Obelisk of Bant
[×4] Qasali Pridemage
[×2] Rafiq of the Many                 Lands [24]
[×3] Rhox War Monk
                                       [×3] Bant Panorama
Instants [4]                           [×6] Forest
                                       [×3] Island
[×2] Bant Charm                        [×8] Plains
[×2] Resounding Silence                [×4] Seaside Citadel

CONTROL -: above-average (Oblivion Ring, Bant Charm, Resounding Silence)
DRAWPOWER: none
SPEED ---: average
STAYPOWER: average
STRENGTH : average
SYNERGY -: good
RETRIEVAL: poor (Bant Panorama, Resounding Silence)
P.CHANGES: [+2] Bant Charm, [-2] Resounding Silence

G/W/B Exalted deck -- basically, when a creature attacks alone, it gains
+1/+1 for each of its Exalted allies. The common scenario one gets into is
having Jhessian Infiltrator (which is unblockable) get the Exalted boosts,
dealing consistant damage. If Rafiq is on the field, the attacker'll get
double strike as well. (Only Rhox War Monk lacks Exalted.) Meanwhile, the
instants and enchantments are used to get rid of problematic creatures, often
by exiling.

Planeswalker difficulty switches out Resounding Silence for more copies of
the easy-to-use, general-purpose Bant Charm (can return to deck, destroy
artifacts, counter spells). This eliminates any type of drawpower the deck
had, poor as it may be, but makes the deck a bit more annoying.

• Exalted creatures only get their effect when attacking alone, meaning if
  one nixes the attacker before the boost kicks in, the battle phase is a
  complete wash. Most cost-effective instants would be Ulcerate, Auger Spree,
  Volcanic Geyser, etc. (Once the boost occurs, destroying non-attacking
  creatures with Exalted won't lower it, note.) Anger of the Gods can wipe
  the field most of the time, too, giving the AI a taste of exile.

• Qasali Pridemage can destroy enchantments and artifacts, so use at your
  discretion! Only Creepy Doll and Darksteel Axe/Ingot will be in the clear,
  thanks to indestructibility.

• Fans of Planar Cleansing may already know this, but if nuking the field,
  any creature that was temporarily exiled by another permanent's effect --
  like Oblivion Ring or Banisher Priest -- returns to the field, giving one
  an immediate leg up. Something to consider, especially if one's running any
  monster steal/swap cards (Switcheroo, Portent of Betrayal, etc.), since one
  can then nab a Qasali Pridemage and sacrifice it to destroy Oblivion Ring.

______________________
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ALARA: EXPLORE GRIXIS |========================================================
______________________|
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Creatures [21]                         Artifacts [2]

[×2] Corpse Connoisseur                [×2] Obelisk of Grixis
[×3] Death Baron
[×4] Dregscape Zombie                  Sorceries [3]
[×2] Extractor Demon
[×4] Fleshbag Marauder                 [×3] Blightning
[×2] Hellspark Elemental
[×4] Viscera Dragger                   Lands [24]

Instants [10]                          [×4] Crumbling Necropolis
                                       [×3] Grixis Panorama
[×4] Agony Warp                        [×3] Island
[×3] Bituminous Blast                  [×6] Mountain
[×3] Magma Spray                       [×8] Swamp

CONTROL -: average (Agony Warp, Bituminous Blast, Magma Spray)
DRAWPOWER: average (Viscera Dragger)
SPEED ---: above-average
STAYPOWER: good
STRENGTH : average
SYNERGY -: good
RETRIEVAL: average (Corpse Connoisseur, Unearth-capable creatures)
P.CHANGES: [+2] Thraximundar, [-2] Corpse Connoisseur

B/R/U zombie deck, with a few skeletons and demons thrown in. Many creatures
(Extractor, Viscera, Dregscape, Connoisseur) have Unearth, which allows them
to be cast with Haste from the graveyard, in exchange for being exiled at
turn's end. Thus, the opponent won't mind trading kills, since he can just
blitz the field next time around. Meanwhile, Death Baron empowers zombies
and skeletons with deathtouch, which applies to everything besides Hellspark
& Extractor. Needless to say, even if one gets a beatstick or two out, it's
hard to beat the constant stream of unearthed deathtouch-capable annoyances!

Planeswalker difficulty takes out Connoisseurs for Thraximundar, a legendary
zombie assassin with haste that forces its opponent to sacrifice creatures
when it attacks. Each sacrifice gives it a +1/+1, so it needs to be removed
as quickly as possible, if it can't be outright stolen (Roil Elemental,
Switcheroo, etc). Ground Assault is the cheapest way to eliminate it, but
cards like Volcanic Geyser and Banefire can do the trick, too. If one has a
huge beatstick in the graveyard, Dead Reckoning may be able to OHKO it before
it grows too large. Though it's an immediate threat, even with Death Baron
out, at least only one can be out at a time...a small kindness, I suppose.

All instants and sorceries deal noncombat damage, so there isn't really any
perfect way, though beatsticks and (obviously) life gain are a good combo.
Having cards of one's own that have Unearth or Undying help keep some field
advantage, though in lieu of that, beefy cards with First Strike & Deathtouch
make the foe think twice about attacking. Cards to consider using here:

• Arrest (aura: equipped creature can't attack, block, activate abilities)
• Baneslayer Angel (first strike, lifelink, flying)
• Cloudshift (saves creatures from targeted spells, can renew effects)
• Fog (all combat damage ignored during turn, 1 CMC)
• Fusion Elemental (8/8 beatstick, not too difficult to get out)
• Griselbrand (lifelink, drawpower)
• Guard Gomazoa (1/3 flying defender, immune to combat damage)
• Palisade Giant (all damage redirected to that card)
• Planar Cleansing (wipes Obelisks; gets rid of Thraxamundar)
• Rune-Scarred Demon (6/6 that searches any other card in library)
• Soul of Zendikar (6/6 that can spawn 3/3 tokens)
• Spore Burst (Domain-based weenie spam)
• Suffer the Past (exiles Unearth-capable targets)

Decks that focus on quickly creating beatsticks, like auras, shouldn't have
much trouble taking advantage of the early turns when the foe can't do much.
Token creation cards are great, too, since there's nothing worse than being
deprived of a huge beatstick thanks to forced sacrifices. Sprouting Thrinax,
an expansion card, creates tokens upon death, and makes for a good choice,
both for its effect and as a 3/3 (CMC 3).

If it wasn't obvious, milling is terrible here -- it just wastes mana and
gives the opponent damage extra damage potential. On the flipside, milling
does get rid of the instants and sorceries that make this duel hair-pullingly
annoying. (Especially Blightening, which damages and forces one to discard 2.
I hate you, Blightening! You hear me!?) Hand destruction, though bearing
similar risks to the average milling techniques, can still be great in the
early going. Pack a Monomania or two and see how it goes.

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ALARA: EXPLORE JUND |==========================================================
____________________|                                       DIFFICULTY: 2 of 5
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Creatures [20]                         Sorceries [7]

[×4] Blister Beetle                    [×3] Bone Splinters
[×2] Flameblast Dragon                 [×4] Dragon Fodder
[×2] Karrthus, Tyrant of Jund
[×2] Skullmulcher                      Lands [24]
[×4] Sprouting Thrinax
[×4] Tukatongue Thallid                [×7] Forest
[×2] Volcanic Dragon                   [×3] Jund Panorama
                                       [×8] Mountain
Artifacts [3]                          [×4] Savage Lands
                                       [×2] Swamp
[×3] Obelisk of Jund

Instants [6]

[×3] Jund Charm
[×3] Resounding Thunder

CONTROL -: average (Bone Splinters, Resounding Thunder)
DRAWPOWER: poor (Skullmuncher, Resounding Thunder)
SPEED ---: average
STAYPOWER: good
STRENGTH : above-average (Karrthus, Flameblast Dragon, Skullmuncher)
SYNERGY -: average
RETRIEVAL: poor (Jund Panorama)
P.CHANGES: [+2] Broodmate Dragon       [-2] Flameblast Dragon
           [+2] Caldera Hellion        [-2] Volcanic Dragon

It's a R/G/B dragon deck, built around stalling with tokens, which buys time
to get out Karrthus or Volcanic Dragon, and provides sacrificial fodder for
Bone Splinters (which outright destroys its targeted creature). Skullmulcher's
Devour 1 ability allows grants a little card-drawing ability.

Planeswalker difficulty ups the annoyances a bit. Flameblast Dragon's benched
in favor of Caldera Hellion, a 3/3 that deals 3 damage to all creatures when
put into play (often suiciding in the process). It's basically "Anger of the
Gods" without the perk of exile. Broodmate Dragon has the same 4/4 stats as
Volcanic Dragon, losing haste in favor of spawning a 4/4 token. This becomes
a huge problem if Karrthus is already out, since its "give all other dragons
haste" effect will actually apply (before, it and Volcanic already had it,
remember).

This is by far the easiest of the Alara decks, thanks to it slowed drawpower,
wimpy (nondragon) enemies and dearth of beatsticks. As long as one can destroy
Karrthus and deal with the field spam, it tends to be very easy. Those having
a tough time dealing 7 spot damage should consider using Reprisal or Ground
Assault, two cost-effective destroyers. Other options: Dead Reckoning, Divine
Verdict, Banefire, Volcanic Geyser...

• Planeswalker difficulty means the opponent has field nukes in Jund Charm
  and Caldera Hellion. The situation's a bit easier with Sigil Blessing,
  a cheap instant from the expansion (+3/+3 to target, +1/+1 to all other
  creatures one controls). Since one of the best ways to counter this deck
  is to adapt the same field-spamming ability, this can easily save crucial
  tokens, like Soul of Zendikar's 3/3s. Hall of Triumph (+1/+1 to creatures
  of chosen type) can tide things over, too, since the opponent can't destroy
  artifacts, enchantments, equipment, etc.

• Don't forget that Karrthus will steal all dragons one controls when it hits
  the field. Not a great deck archetype to bring here, unless one can reliably
  destroy the AI's hand (there's only two after all). Also, token-spawning
  creatures (Thrinax, Tukatongue, Skullmuncher) don't get that effect when
  exiled -- think "Anger of the Gods". No tokens, no Bone Splintering!

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ALARA: EXPLORE NAYA |==========================================================
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Creatures [19]                         Enchantments [3]

[×2] Beacon Behemoth                   [×3] Where Ancients Tread
[×2] Blitz Hellion
[×4] Cylian Elf                        Sorceries [5]
[×4] Spellbreaker Behemoth
[×4] Wild Nacatl                       [×2] Exploding Borders
[×3] Woolly Thoctar                    [×3] Rampant Growth

Artifacts [4]                          Lands [24]

[×4] Obelisk of Naya                   [×9] Forest
                                       [×4] Jungle Shrine
Instants [5]                           [×5] Mountain
                                       [×3] Naya Panorama
[×3] Branching Bolt                    [×3] Plains
[×2] Colossal Might

CONTROL -: average (Branching Bolt, Exploding Borders, Where Ancients Tread)
DRAWPOWER: none
SPEED ---: below-average
STAYPOWER: average
STRENGTH : great
SYNERGY -: average
RETRIEVAL: poor (Naya Panorama)
P.CHANGES: [+2] Bull Cerodon, [-2] Beacon Behemoth

R/G/W beatdown & noncombat damage deck -- a dangerous combo! Spellbreaker
Behemoth (4CMC, 5/5) prevents creatures of 5+ toughness or greater from being
countered. Blitz Hellion (7/7) is like Hellspark Elemental on steroids, only
it goes back into the deck the turn it's summoned, not the graveyard. Rounding
out the smaller creatures is Wild Nacatl and Woolly Thoctar, two low-cost
types for 1/1 (up to 3/3) and 5/4, respectively.

Planeswalker difficulty switches out the 5/3 Beacon Behemoth for a 5/5 Bull
Cerodon, which inherently has haste and vigilance. Not too big a change, but
it winds up like a slightly weaker Blitz Hellion that never taps.

Beatstick decks typically rely on land-grabbing to quickly fuel rampages, but
with "Where Ancients Tread," even a slow trickle of creatures can easily wipe
one's progress. Luckily, Exploding Borders and the instants aren't quite as
annoying as they could be (EB maxes out at 3 damage; Branching Bolt deals 6
damage potentially but has to split it).

A good way to tackle this is having one's own beatstick-fueled deck, maybe
even with cards available from exploration (Wild Nacatl, Woolly Thoctar).
That way, they can capitalize on "Where Ancients Tread"'s absence, or attact
both shots of it, generally ensuring one's life total remains the same.

• Ground Assault (land-based damage,
• Guard Gomazoa (incurs no combat damage)
• Kozilek, Butcher of Truth (force foe to sacrifice 4 permanents each attack)
• Obelisk of Alara (5 free healing each turn)
• Planar Cleansing (destroys all beatstick, Obelisks and WATs)
• Safe Passage (prevents all damage that turn)
• Tribute to Hunger (consume beatsticks for life gain)

Other notes:

• Blitz Hellion may leave the field soon after it arrives, but this also means
  it's going to constantly trigger a copy(s) of Where Ancients Tread, quickly
  stacking damage. It'll also attack to try to wreak more havoc, so consider
  sacrificing a creature(s) to get rid of it, especially if no deathtouch
  or milling methods are available.

• If one has way more creatures than the opponent, and one's life total is
  outside of OHKO range, the AI prioritizes thinning the crowd instead of
  gunning for the player. This makes 10+ life a tentative "safe zone," one
  where keeping the field filled is the ticket to survival. The AI may change
  its tune if it can trigger WAT four times, though, so be careful!

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ALARA: EXPLORE THE MAELSTROM |=================================================
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Creatures [14]                         Lands [24]

[×4] Aven Trailblazer                  [×3] Forest
[×4] Fusion Elemental                  [×2] Island
[×2] Maelstrom Archangel               [×4] Jungle Shrine
[×4] Matca Rioters                     [×3] Mountain
                                       [×2] Plains
Instants [11]                          [×3] Savage Lands
                                       [×3] Swamp
[×3] Bituminous Blast                  [×4] Terramorphic Expanse
[×4] Resounding Thunder
[×4] Worldly Counsel

Sorceries [11]

[×4] Deny Reality
[×3] Exploding Borders
[×4] Spore Burst

CONTROL -: good (Bituminous Blast, Deny Reality)
DRAWPOWER: average (Worldly Counsel)
SPEED ---: average
STAYPOWER: average
STRENGTH : good
SYNERGY -: good
RETRIEVAL: none
P.CHANGES: [+4] Tribal Flames, [-4] Resounding Thunder

A five-color noncombat damage deck, boosted by Cascade effects -- basically,
one gets to play the next card in the deck with a lower mana cost for free.
This allows one to quickly deal damage (Bituminous Blast/Resounding Thunder),
spam the field (Spore Burst), acquire lands (Exploding Borders) and toolbox a
bit (Worldly Counsel). Luckily, they can't nab Maelstrom Archangel or Fusion
Elemental with this method. Some critters have the Domain keyword, which
boosts their base stats for each basic land type they control. Planeswalker
difficulty switches out Resounding Thunder for Tribal Flames, a Domain-based
damage source for CMC 2. Its damage caps at 5, but it's much easier to use.

This is far and away the hardest Alara opponent, thanks to Cascade playing
cards for free, quickly, at random and regardless of current cards (i.e. lands
to pay for it normally). Hard to believe just seven cards could cause such</pre><pre id="faqspan-9">
trouble! However, the deck has very few creatures, so if one can survive the
vagaries of Cascade, that just leaves the two beatsticks: Fusion Elemental
(8/8) and Maelstrom Archangel (5/5). Both have a converted mana cost of five
-- 1 mana of each type -- and the latter lets one play a free nonland card
from the hand when it combat-damages a player. I'd suggest an easy-to-use
damage card (like Ground Assault) or something to take advantage of the
enemy's burgeoning toughness (Tribute to Hunger is great). No matter how one
tackles this foe, bring a bit of life gain for when those surprise Resounding
Thunders and Exploding Borders come!

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V. FREQUENTLY ASKED QUESTIONS                                            [FAQZ]
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[Q] - Is the game worth getting? The review weren't too kind to it...
[A] - I'd say yes. Several of the things that annoyed people (like glitchy
      AI, random crashes, purchase-only boosters) are now fixed. As someone
      who's played several DOTP games, this easily has the most longevity,
      thanks to custom decks. There's still no Two-Headed Giant mode though,
      which will rub some potential customers the wrong way.

[Q] - Do I have to buy from the store to get all cards?
[A] - This used to be the case, but a patch renamed premium cards to "battle
      boosters," and allowed them to be earned from multiplayer wins. Note
      that packs won through multiplayer are randomly selected from planes
      not 100%'d. To increase the chances of getting battle boosters, finish
      progress on Innistrad through Zendikar first.

[Q] - Can I use the opponent's decks?
[A] - No, those are always unavailable, both for usage and card acquisition.

[Q] - Does this game have a Draft Mode?
[A] - No, Magic 2014 is currently the only one that has it.

[Q] - You can play as Garruk in the expansion. Any custom decks w/ his cards?
[A] - Nope. He's only available to play during the expansion campaign, nowhere
      else. His deck does change slightly depending on what difficulty's in
      play, though, for those wanting some of his campaign-ending hijinx.

[Q] - Are there going to be more expansions?
[A] - My spidey senses say...no. It won't be long 'til next year's DOTP game
      arrives, I reckon, and if WOTC hasn't capitalized on it thus far, the
      chances are slim. Shame, though, what with the deck-building aspect and
      all.

[Q] - What's a good site to look up cards on?
[A] - I've been using [http://magiccards.info/sitemap.html] and found it to
      be ridiculously thorough. It's great for those playing this game or just
      curious about the current state of MTG expansions.

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VI. UPDATES & CONTRIBUTORS                                               [UPDT]
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11-27-14 -------------------------+ Started guide
01-11-15 -------------------------+ Finished guide

THANKS TO...
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• Sailor/Ceej, for hostin' my stuff
• Inferno Titan: Gentleman. Scholar. Arsonist.
• A topic in the WOTC forums for posting the tutorial decklists -- gracias!
  http://community.wizards.com/forum/mtg-duels-planeswalkers/threads/4107676

NOTES TO SELF/THINGS I NEED
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• Polis Crusher planeswalker difficulty changes: what 7 lands are removed?

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VII. LEGALITY                                                            [LGLT]
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This document is intended for private home use ONLY, and may not be reproduced
through electronic or commercial means without the expressed consent of the
author (P. Summers). It cannot be hosted, edited, or distributed for profit,
and may not be given away as an add-in/gift to bought items. All rights are
reserved to respective parties, even those not explicitly stated herein. Those
who find this document on sites not listed below should e-mail the author (me).
Thanks for reading this, and thanks for respectin' FAQ authors.

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I'VE BEEN PUTTING             Document © Shotgunnova, 1997-2015 (and countin'!)
MYSELF THROUGH HELL            Magic the Gathering namesake © respective owners
WAITING FOR HELL TO BEGIN                         E N D   O F   D O C U M E N T