FAQ/Strategy Guide/Walkthrough - Guide for Magic: Duels of the Planeswalkers 2014
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********************** * [INT] Introduction * ********************** Magic the Gathering: Duels of the Planeswalkers 2014 was released on Sony Playstation 3, X-Box 360, Steam, iPod, and Android on 26 June 2013. The expansion was released on 18 September 2013 for X-Box 360, Steam, iPod, and Android, while it was delayed a week to 24 September 2013 for Sony Playstation 3 in North America (and later in Europe and Asia). The expansion adds five new decks, thirteen new encounters, five new challenges, as well as new titles, persona, achievements, and trophies. This guide only covers the expansion and not the base game. You can skip to the section you are looking for by using the search function and entering the code you desire below: [INT] Introduction [CAM] Campaign [PRM] Promo Codes [ALA] Alara [RAV] Ravnica [KAM] Kamigawa [PLD] Planeswalker Duels [CHL] Challenges [REV] Revenge Campaign [NCU] Non-Card Unlocks [DAB] Dodge and Burn [CA1] Cards Available [CR1] Creatures [NC1] Non-Creatures [HOC] Hall of Champions [CA2] Cards Available [CR2] Creatures [NC2] Non-Creatures [LOD] Lords of Darkness [CA3] Cards Available [CR3] Creatures [NC3] Non-Creatures [SOS] Sword of the Samurai [CA4] Cards Available [CR4] Creatures [NC4] Non-Creatures [SYM] Sylvan Might [CA5] Cards Available [CR5] Creatures [NC5] Non-Creatures [CPY] Copyrights ****************** * [CAM] Campaign * ****************** The expansion campaign is a lot shorter than the base game campaign. This time you only visit three planes of thirteen encounters total, although two of them are really the same encounter. This guide has divided the campaign encounters by plane below, followed by the planeswalker duels and challenges afterwards. =================== =[PRM] Promo Codes= =================== |Code Number |Code | | Promo 01 | GKSNDR | | Promo 02 | DWNNDR | | Promo 03 | FTHPTH | | Promo 04 | TRCKSC | | Promo 05 | PRSTTT | | Promo 06 | RSNGSN | | Promo 07 | XBXBDZ | | Promo 08 | PXPRMD | | Promo 09 | MGCCTN | | Promo 10 | JRHPRD | If you haven't already entered these codes, I recommend doing so before playing. There are ten cards in each deck that can only be unlocked with these codes, so you're only hurting yourself by not using these. To enter the codes, select "Extras" from the main menu followed by "Promotional Unlocks." From there press square to enter each code. ============= =[ALA] Alara= ============= Alara is your first stop and only consists of a single encounter. Hall of Champions ----------------- Your first encounter is a battle against Elspeth Tirel. This encounter is not scripted like most, and is instead a battle against the playable deck "Hall of Champions." Defeating this encounter unlocks that deck for play. The only turn one drop Elspeth has is Akrasan Squire. Usually she plays this, but sometimes you get lucky and she doesn't have one in her opening hand. Her turn two drops are Deft Duelist and Qasali Pridemage. Neither of these is as big a threat as they seem due to Elspeth's play style. From turn three onward, Elspeth will either drop a creature or try combat tricks. If she attacks with all her mana open and cards in hand, she either cannot play anything or, more likely, is going to try and pump her exalted attacker. Bant Charm and Sigil Blessing are her two main tricks in this encounter, so take those effects into consideration when deciding what to do in combat. Targeted removal or flying creatures are her biggest weaknesses. The only creature your removal will fall flat with is her Deft Duelists, but they have shroud so her own combat tricks won't work for her either. These creatures still get exalted triggers though, so don't think it is all gravy. =============== =[RAV] Ravnica= =============== With Elspeth defeated, she will depart for Theros. You, meanwhile, decide to pursue the ingredients for a spell you hear will stop your aging process. I guess neowalkers age normally, who knew? Anyway, one of the ingredients needed is demon's blood, so you head to Ravnica to try and find the Cult of Rakdos so you can bleed a demon. Summoning Frenzy ---------------- Turn 0: Leyline of the Meek Turn 1: Forest Turn 2: Mountain, Dragon Fodder Turn 3: Plains, Midnight Haunting Turn 4: Forest, Fertile Imagination Turn 5: Plains, Epic Struggle Turn 6: Mountain, Captain of the Watch Turn 7: One Dozen Eyes Turn 8: Parallel Lives Turn 9: Forest Turn 10: Mountain, Decree of Justice Turn 11: Forest Turn 12: Plains This encounter is heavily-geared towards tokens. Fertile Imagination will always select whatever card type you have the most of in your hand because the AI is a really good guesser. You want to run a deck that lets you dump your hand quickly so you don't get swarmed with Saporlings on turn four. Epic Struggle can also ruin your day if you aren't able to either remove it or kill off all the tokens that flood out. Form of the Dragon ------------------ Turn 1: Mountain, Dragonmaster Outcast Turn 2: Mountain, Dragon Fodder Turn 3: Mountain, Flame Slash Turn 4: Mountain, Lavaborn Muse Turn 5: Mountain, Torrent of Fire Turn 6: Mountain, Dragon Blood Turn 7: Mountain Turn 8: Mountain Turn 9: Mountain This encounter is pretty straightforward. The Dragonmast Outcast comes out turn one, so you either need to kill it or win before turn seven. The AI has two removal spells, so you will lose two creatures as this goes along. From turn six onwards the AI will pump a creature during combat with Dragon Blood, so make sure it isn't a dragon and get rid of that Dragonmast Outcast before then. Do note that if you do not have decent targets for Flame Slash and Torrent of Fire, the AI will sit on them and use them on a later turn. Dark Carnival ------------- Turn 1: Swamp Turn 2: Mountain, Rakdos Shred-Freak Turn 3: Swamp, Jagged Poppet Turn 4: Mountain, Demon's Jester Turn 5: Swamp, Delirium Skeins Turn 6: Swamp Turn 7: Anthem of Rakdos Turn 8: Nothing Turn 9: Nothing When I saw the Jagged Poppet I was hoping this would be a madness deck, but alas it is not. On turn five when the AI casts Delirium Skeins it will discard two Mountains and a Swamp. Be ready to lose three cards at that point, so take that into consideration with what you cast before then. Turn five is also where the AI hits hellbent barring interference from you. Surprisingly there only seem to be three creatures for the AI in the first ten turns, so if you can get rid of them you will have an open field until then to finish it off. Dodge and Burn -------------- This is a battle against Dack Fayden and is not scripted like the last three. Dack is running the playable counter-burn deck "Dodge and Burn." Defeating this encounter will unlock that deck for play and allow you to challenge one of the three expansion planeswalkers in the planeswalker duels. Kiln Fiend is the primary creature you are likely to see early game. He does not always get the instant and sorcery support he needs from them, but he will play smart and only cast creatures on the second main phase. The AI is fickle though and sometimes it will boost the Kiln Fiends up and not attack. It is usually better to not block if he has cards in hand and lots of open mana though despite the shortcomings of the AI. All of this goes the same with regard to his Wee Dragonauts. Late game he'll just string spells so he can pump these creatures. Dack's sorceries and instants consist of lots of card draw and burn spells. His general go-to strategy is to burn out your creatures and then swing with the Kiln Fiends and Wee Dragonauts boosted by the process. Targeted removal can deal with the creatures, or you can go for life gain and just weather these mana storms. If you can make it through a big one, his card advantage will generally be gone and he'll be a sitting duck for a turn or two. The last thing to remember is Dack has got plenty on the counter side of the counter-burn equation. Be ready for a Remand, Thoughtbind, or Cancel because he usually has one or the other up his sleeve when you're in a pinch. ================ =[KAM] Kamigawa= ================ You move on to Kamigawa in search of the white dragon scale for this anti- aging spell you're concocting. Apparently there is a samurai somewhere on the plane who possesses such a scale, so you begin your search. Nezumi Swarm ------------ Turn 1: Swamp, Gnat Miser Turn 2: Swamp, Nezumi Cuthroat Turn 3: Swamp, Murder Turn 4: Swamp, Locust Miser Turn 5: Swamp Turn 6: Swamp, Ink-Eyes, Servant of Oni Turn 7: Swamp, Nezumi Ronin Turn 8: Swamp Turn 9: Swamp This encounter is intended to deny you card advantage until it can hard cast Ink-Eyes, Servant of Oni. The AI won't cast Murder unless you have a creature with toughness or power greater than two. It will sit on it until turn five or later in that case and will cast it after that point. Ink- Eyes is the biggest threat here, so save a counter or removal for her. Once she is out of the way, everything else should fall into place. Hidetsugu's Wrath ----------------- Turn 1: Mountain Turn 2: Mountain, Volcanic Hammer Turn 3: Mountain, Yamabushi's Flame Turn 4: Mountain Turn 5: Mountain, Heartless Hidetsugu Turn 6: Mountain, Disintegrate Turn 7: Mountain, Inferno Turn 8: Mountain Turn 9: Mountain Turn 10: Mountain Turn 11: Mountain Turn 12: Mountain, Disintegrate Turn 13: Mountain I'm not really sure what this encounter is trying to do. Heartless Hidetsugu almost never uses his ability and the AI always casts Inferno and kills him. The burn spells are also played erratically; sometimes it won't cast them for no apparent reason even to stop a huge creature with only three toughness. The Disintegrates it will sometimes use on you, but other times it will let you live and blow nine mana to kill a 1/1. Given all these flaws in the way the AI plays, you should blow through this without much issue. Ninja Gang ---------- Turn 1: Swamp, Tormented Soul Turn 2: Swamp, Skullsnatcher, Tormented Soul Turn 3: Island, Ninja of the Deep Hours, Tormented Soul Turn 4: Island, Blinding Powder, Mistblade Shinobi, Tormented Soul Turn 5: Swamp, Okiba-Gang Shinobi, Tormented Soul Turn 6: Island, No-Dachi Turn 7: Swamp, Throat-Slitter Turn 8: Nothing Turn 9: Skullsnatcher Turn 10: Swamp Turn 11: Nothing All ninjas are played for ninjutsu, so you won't be able to stop them with blockers when they enter play. The encounter casts the same Tormented Soul each turn after it is replaced by a ninja. If you kill the Tormented Soul, the AI will start hardcasting the ninjas, making this encounter a lot easier. That is the best way to finish this encounter, so play a deck with targeted removal and clean up shop. Sword of the Samurai -------------------- This is another deck battle against a daimyo named Sugihara. The samurai lord uses the deck "Sword of the Samurai" and this battle is not scripted. Defeating this encounter will yield you the aforementioned deck for play. Early game your biggest foes may be the Araba Mothriders. If you don't have fliers or removal, the damage these things do can add up. Devoted Retainer and Kitsune Blademaster are also common early game sights. All these creatures get an additional +1/+1 when they block or are blocked, so that that into consideration with attackers. If you see mana open on the attack, expect a Double Cleave, Brute Force, or Call to Glory. This deck has plenty of combat tricks, so don't be caught unawares. Indebted Samurai will probably show up on turn four or five. This creature gets bigger every time a samurai dies. Depending on board position, this is either a non-threat or a big one. If there are a lot of samurai out, you might consider removing this one before the others to prevent it from getting out of hand. Late-game you are going to start seeing legendary samurai popping up. Down below in the card database for the deck you can see all the individual effects of these creatures, but suffice to say it can get really ugly for you if a bunch of them start showing up. The longer the game goes, the better it is for this deck. It is imperative to kill it quickly before it gets the mana for these big fatties. Lords of Darkness ----------------- Your final challenge in the expansion campaign is another deck, this one called "Lords of Darkness." Again this encounter is not scripted. The name of the demon piloting this deck is Bolkru. Defeating this encounter will unlock the deck for play. Early game you're going to be fending off Foul Imps, Onyx Mages, and Festering Goblins. Foul Imp, at least, damages the encounter when it enters play, but the other two can be annoying. Deathtouch is not to be underestimated. This encounter has a lot of removal and removal effects, so be prepared to lose a fair portion of whatever you summon. Don't get greedy and dump all your effects, enchantments, and equipment on one creature because it will probably die. You want to win fast because late-game the field is going to become demon central. If you can get a creature drop each turn you will be sitting pretty good. Once the demons start showing up it is going to be really hard for you to win, so play a fast deck and beat the demons to the punch. ========================== =[PLD] Planeswalker Duels= ========================== The expansion adds three more planeswalkers to duel. Dack Fayden is the protagonist of the IDW Magic the Gathering comic series. Presumably you duel him here between the events of "Path of Vengeance" and "Theros." Likewise you seem to duel Elspeth Tirel right before she goes to Theros, although the duel takes place on Alara so it could happen before she went to Theros the first time and not after the events of "New Phyrexia." Nissa Revane does not appear in the story and is only fought in the planeswalker duels section. You unlock the ability to challenge a planeswalker when you defeat the "Dodge and Burn" encounter on Ravnica. You can challenge a second planeswalker when you defeat the "Swords of the Samurai" encounter on Kamigawa. Finally you can challenge the third planeswalker when you defeat the "Lords of Darkness" encounter. Dack Fayden ----------- Kiln Fiend is the primary creature you are likely to see early game. He does not always get the instant and sorcery support he needs from them, but he will play smart and only cast creatures on the second main phase. The AI is fickle though and sometimes it will boost the Kiln Fiends up and not attack. It is usually better to not block if he has cards in hand and lots of open mana though despite the shortcomings of the AI. All of this goes the same with regard to his Wee Dragonauts. Late game he'll just string spells so he can pump these creatures. Dack's sorceries and instants consist of lots of card draw and burn spells. His general go-to strategy is to burn out your creatures and then swing with the Kiln Fiends and Wee Dragonauts boosted by the process. Targeted removal can deal with the creatures, or you can go for life gain and just weather these mana storms. If you can make it through a big one, his card advantage will generally be gone and he'll be a sitting duck for a turn or two. The last thing to remember is Dack has got plenty on the counter side of the counter-burn equation. Be ready for a Remand, Thoughtbind, or Cancel because he usually has one or the other up his sleeve when you're in a pinch. Elspeth Tirel ------------- The only turn one drop Elspeth has is Akrasan Squire. Usually she plays this, but sometimes you get lucky and she doesn't have one in her opening hand. Her turn two drops are Deft Duelist and Qasali Pridemage. Neither of these is as big a threat as they seem due to Elspeth's play style. From turn three onward, Elspeth will either drop a creature or try combat tricks. If she attacks with all her mana open and cards in hand, she either cannot play anything or, more likely, is going to try and pump her exalted attacker. Bant Charm and Sigil Blessing are her two main tricks in this encounter, so take those effects into consideration when deciding what to do in combat. Targeted removal or flying creatures are her biggest weaknesses. The only creature your removal will fall flat with is her Deft Duelists, but they have shroud so her own combat tricks won't work for her either. These creatures still get exalted triggers though, so don't think it is all gravy. Nissa Revane ------------ You are up against an elf tribal deck in this encounter. Nissa will quickly flood the field with elves, many of who pump each other, and rain on your parade if you are not fast enough. Defeating her in planeswalker duels will unlock the "Sylvan Might" deck for play. Copperhorn Scout, Essence Warden, Gladecover Scout are her one-drops and she seems to get a lot of them. Immaculate Magistrate and Imperious Perfect are her main pumpers, but she has a few others as well. Heedless One and Timberwatch Elf pop up a lot. The former can grow pretty big if Nissa keeps putting out elves. Timberwatch Elf works similiarly, but it taps to add power and toughness equal to her elves to a creature. Nissa likes to use this ability on unblocked elves, but will also use it to kill larger creatures if need be. Nissa is light on combat tricks from her hand for this fight it seems, so be more concerned with what is visible on the field for combat than what she might be holding. She does have a couple of things, but they don't seem to be stocked that well when you face her as an opponent. ================== =[CHL] Challenges= ================== There are five challenges added in the expansion. They are accessed below the the Expansion Campaign on the Expansion menu. The solutions for these puzzles are detailed below: Mountain Assault ---------------- Cast Blood Moon with three Mountains during the main phase. Skip to attack and attack with Goblin Mountaineer. Before damage is dealt, cast Cytoshape and target Goblin Mountaineer and your opponent's Kird Ape to make the Goblin Mountaineer a copy of Kird Ape. Let damage occur to finish the challenge. Beat the Angel -------------- Cast Vindicate and destroy one of your opponent's Mountains. Follow this up with Demolish and destroy another of your opponent's Mountains. Skip to attack and attack with both of your creatures. When Frost Titan's ability triggers, target your opponent's tapped Plains. This will prevent it from untapping on their next turn. Pass turn. At your opponent's upkeep, the ability on Magus of the Tabernacle will trigger and they will be unable to pay it, causing them to sacrifice their creatures and lose the game. Unleash the Beast ----------------- Cast Earthquake for two, leaving an Island open. This will clear out all of the creatures except Coalhauler Swine and your opponent's Nemesis of Reason. Skip to attack and attack with the Coalhauler Swine. Your opponent will be forced to block with Nemesis of Reason. When it declares blockers, cast Twisted Image on Nemesis of Reason. After damage is done, the resulting triggers will finish off your opponent. Riddle of Steel --------------- Cast Stoneforge Mystic. When her ability triggers, select Golem Skin Gauntlets from your deck. Cast both Golem Skin Gauntlets, Kite Shield, and Argentum Armor. Once these resolve, cast Puresteel Paladin. After this resolves, equip all your equipment to Jor Kadeen, the Prevailer. Skip to attack and declare Jor Kadeen, the Prevailer and Stonehewer Giant as your attackers. This will trigger, allowing you to kill one of your opponent's blockers. After your opponent declares a blocker, use Stonehewer Giant's ability to search your deck for Loxodon Warhammer. Attach Loxodon Warhammer to whoever is blocked. Your damage will go through and your opponent will be finished. Spellstorm ---------- This one is pretty crazy. Begin by casting Demonic Collusion with the buyback. For the buyback, discard Betrayal of Flesh and Coercion. Search your deck for Great Whale. Cast Demonic Collusion again with the buyback and discard everything except the Great Whale. Search your deck for Spitting Image. Use the ability on Sneak Attack to put the Great Whale into play. Untap all of your lands except an Island and a Swamp. Once this resolves, cast Spitting Image and target Great Whale to make a copy. This will cause the ability to trigger again, so untap all of your lands now. All of your lands should be untapped at this point. Cast Demonic Collusion a third time, this time without the buyback, and search for Past in Flames. Cast Past in Flames. Go to your graveyard and select Spitting Image. Cast it for it's flashback cost. Target Great Whale again. When the ability triggers again, untap all your Mountains and Islands first. When you finish untapping there should be five Swamps still tapped. Go back to your graveyard and select Infernal Tutor. Cast it for it's flashback cost and search your library for Snap. Cast Snap and target the non-token Great Whale; it will be the one with haste. Untap two Swamps when prompted. Go back to the graveyard and select Demonic Collusion again. Cast it for it's flashback and search for Hoodwink. Cast Hoodwink and target your opponent's Leyline of Sanctity. Highlight Sneak Attack and use the ability on it. Put Great Whale back into play and untap your lands so that you have a tapped Island and three tapped Swamps. Go to the graveyard and select the other Demonic Collusion there. Cast it for it's flashback cost and search for Tendrils of Agony. Go back to the graveyard again and find Coercion. Cast Coercion for it's flashback cost and make your opponent discard their only card. Cast Tendrils of Agony from your hand after this resolves. Make sure you have two Islands, three Mountains, and a Swamp untapped after this. Target your opponent for all the copies of Tendrils of Agony and wait for them. Go back to the graveyard and find Past in Flames. Cast this for the flashback cost. After the triggers finish, go back to the graveyard again and find Snap. Cast Snap for it's flashback cost and target the non-token Great Whale; again, the one with haste. When prompted, untap a Mountain and a Swamp. Highlight Sneak Attack and use the ability to put the Great Whale back into play a third time. Untap three Islands and four Swamps. Go back to the graveyard and select Hoodwink. Cast it for it's flashback cost and target one of your tapped Swamps. Put the Swamp back into play. Go back into your graveyard and find Brainspoil. Cast Brainspoil for it's flashback cost, leaving two Swamps open, and target one of the Great Whale tokens. Go to the graveyard one more time and find Tendrils of Agony. Cast Tendrils of Agony for it's flashback cost. After it resolves, skip to the attack. Declare the Great Whale with haste for the win. Congratulations, that was pretty involved. ======================== =[REV] Revenge Campaign= ======================== The expansion revenge campaign is unlocked after completing the normal expansion campaign. It features five duels against each of the new decks added in the expansion. These decks are slightly tuned from before to be better, but work much the same as before. Elspeth Tirel ------------- The only turn one drop Elspeth has is Akrasan Squire. Usually she plays this, but sometimes you get lucky and she doesn't have one in her opening hand. Her turn two drops are Deft Duelist and Qasali Pridemage. Neither of these is as big a threat as they seem due to Elspeth's play style. From turn three onward, Elspeth will either drop a creature or try combat tricks. If she attacks with all her mana open and cards in hand, she either cannot play anything or, more likely, is going to try and pump her exalted attacker. Bant Charm and Sigil Blessing are her two main tricks in this encounter, so take those effects into consideration when deciding what to do in combat. Targeted removal or flying creatures are her biggest weaknesses. The only creature your removal will fall flat with is her Deft Duelists, but they have shroud so her own combat tricks won't work for her either. These creatures still get exalted triggers though, so don't think it is all gravy. Dack Fayden ----------- Kiln Fiend is the primary creature you are likely to see early game. He does not always get the instant and sorcery support he needs from them, but he will play smart and only cast creatures on the second main phase. The AI is fickle though and sometimes it will boost the Kiln Fiends up and not attack. It is usually better to not block if he has cards in hand and lots of open mana though despite the shortcomings of the AI. All of this goes the same with regard to his Wee Dragonauts. Late game he'll just string spells so he can pump these creatures. Dack's sorceries and instants consist of lots of card draw and burn spells. His general go-to strategy is to burn out your creatures and then swing with the Kiln Fiends and Wee Dragonauts boosted by the process. Targeted removal can deal with the creatures, or you can go for life gain and just weather these mana storms. If you can make it through a big one, his card advantage will generally be gone and he'll be a sitting duck for a turn or two. The last thing to remember is Dack has got plenty on the counter side of the counter-burn equation. Be ready for a Remand, Thoughtbind, or Cancel because he usually has one or the other up his sleeve when you're in a pinch. Nissa Revane ------------ Copperhorn Scout, Essence Warden, Gladecover Scout are her one-drops and she seems to get a lot of them. Immaculate Magistrate and Imperious Perfect are her main pumpers, but she has a few others as well. Heedless One and Timberwatch Elf pop up a lot. The former can grow pretty big if Nissa keeps putting out elves. Timberwatch Elf works similiarly, but it taps to add power and toughness equal to her elves to a creature. Nissa likes to use this ability on unblocked elves, but will also use it to kill larger creatures if need be. Nissa is light on combat tricks from her hand for this fight it seems, so be more concerned with what is visible on the field for combat than what she might be holding. She does have a couple of things, but they don't seem to be stocked that well when you face her as an opponent. Sugihara -------- Early game your biggest foes may be the Araba Mothriders. If you don't have fliers or removal, the damage these things do can add up. Devoted Retainer and Kitsune Blademaster are also common early game sights. All these creatures get an additional +1/+1 when they block or are blocked, so that that into consideration with attackers. If you see mana open on the attack, expect a Double Cleave, Brute Force, or Call to Glory. This deck has plenty of combat tricks, so don't be caught unawares. Indebted Samurai will probably show up on turn four or five. This creature gets bigger every time a samurai dies. Depending on board position, this is either a non-threat or a big one. If there are a lot of samurai out, you might consider removing this one before the others to prevent it from getting out of hand. Late-game you are going to start seeing legendary samurai popping up. Down below in the card database for the deck you can see all the individual effects of these creatures, but suffice to say it can get really ugly for you if a bunch of them start showing up. The longer the game goes, the better it is for this deck. It is imperative to kill it quickly before it gets the mana for these big fatties. Bolkru ------ Early game you're going to be fending off Foul Imps, Onyx Mages, and Festering Goblins. Foul Imp, at least, damages the encounter when it enters play, but the other two can be annoying. Deathtouch is not to be underestimated. This encounter has a lot of removal and removal effects, so be prepared to lose a fair portion of whatever you summon. Don't get greedy and dump all your effects, enchantments, and equipment on one creature because it will probably die. You want to win fast because late-game the field is going to become demon central. If you can get a creature drop each turn you will be sitting pretty good. Once the demons start showing up it is going to be really hard for you to win, so play a fast deck and beat the demons to the punch. ======================== =[NCU] Non-Card Unlocks= ======================== Achievements/Trophies Demon Slayer (20) (Gold) -Defeat the "Lords of Darkness" deck in campaign mode. Champion of Kamigawa (20) (Bronze) -Defeat the "Sword of the Samurai" deck in campaign mode. Explorer Mage (10) (Bronze) -Win a game with each expansion deck. Master Mage (10) (Bronze) -Solve all expansion Challenges. Beastmaster (10) (Bronze) -Control an attacking creature with 10 power or greater. Equipped for Victory (10) (Bronze) -Control a permanent with two or more Equipment attached to it. Spellblast (10) (Bronze) -Deal 10 damage to a player with a single spell or ability. Back Against the Wall (10) (N/A) -Win a game at 1 life. Titles Bestower of Boons -Give a creature you control +10/+10 or more. Disciple of Marit Lage -Control a creature that's 20/20 or bigger. Lord of Legends -Control five legendary creatures. The Impaler -Sacrifice a creature. The Traveler -Visit every plane. ************************ * [DAB] Dodge and Burn * ************************ Dodge and Burn is a red and blue deck that fits squarely into the "counter- burn" archetype. Creature support is limited, although the Kiln Fiends and Wee Dragonanuts run well with the instant and sorcery support of this deck. Speaking of which, you have a large pool of those type of spells to pick from. A lot of that is going to come down to personal choice, but there are a few that you should consider. Breaking Point is a good board clearer. You cannot count on it every time because of the stipulation clause, but even if a player takes six damage to stop you that is a pretty good trade-off most of the time. Earthquake and Starstorm are your other options, although they both have a variable cost, and in the case of Earthquake, it does not hit fliers. Cancel and Memory Lapse are your two counter spells. Both are fine choices for that purpose. On the burn side of things you got a lot of choices. Searing Spear is the only "must-have," while your other choices are going to be dictated by play style. Other spells not covered by these categories include Pongify and Swerve. Swerve redirects the target of a spell that has a single target. This is actually more useful in this game than in most actual matches and you should consider using it. Pongify is a variation of removal, taking out a creature for cheap, but giving your opponent a 3/3. Just consider that a 3/3 can be better than an Eldrazi or Wurm. ======================= =[CA1] Cards Available= ======================= |Name | Number | Unlocked | | Banefire | 2 | Base Deck | | Breaking Point | 3 | Unlock 4, Unlock 14, Promo 4 | | Browbeat | 2 | Unlock 9, Unlock 15 | | Cancel | 2 | Base Deck | | Cerebral Vortex | 1 | Unlock 13 | | Char | 4 | Base Deck, Unlock 19 | | Charmbreaker Devils | 2 | Base Deck | | Compulsive Research | 3 | Base Deck | | Djinn Illuminatus | 1 | Unlock 10 | | Draining Whelk | 2 | Unlock 8, Promo 5 | | Earthquake | 2 | Unlock 7, Promo 1 | | Electrolyze | 2 | Base Deck | | Fireblast | 1 | Promo 6 | | Future Sight | 1 | Promo 8 | | Gather Specimens | 1 | Unlock 26 | | Invoke the Firemind | 2 | Unlock 1, Promo 2 | | Kiln Fiend | 4 | Base Deck | | Memory Lapse | 2 | Unlock 23, Unlock 28 | | Mnemonic Wall | 2 | Unlock 3, Unlock 12 | | Opportunity | 2 | Base Deck | | Overwhelming Intellect | 1 | Unlock 5 | | Peek | 2 | Unlock 21, Unlock 29 | | Pillage | 1 | Unlock 24 | | Pongify | 3 | Unlock 6, Unlock 17, Promo 7 | | Reins of Power | 1 | Unlock 30 | | Remand | 4 | Base Deck | | Searing Spear | 3 | Base Deck | | Spelltwine | 1 | Unlock 20 | | Spirit Away | 1 | Promo 9 | | Starstorm | 2 | Unlock 27, Promo 3 | | Stolen Goods | 1 | Promo 10 | | Sulfurous Blast | 4 | Base Deck | | Swerve | 1 | Unlock 11 | | Terramorphic Expanse | 4 | Base Deck | | Thoughtbind | 2 | Base Deck | | Volcanic Fallout | 2 | Unlock 16, Unlock 22 | | Volcanic Geyser | 1 | Unlock 25 | | Wee Dragonauts | 4 | Base Deck, Unlock 2, Unlock 18 | ================= =[CR1] Creatures= ================= Charmbreaker Devils Cost - (5)(R) Creature - Devil At the beginning of your upkeep, return an instant or sorcery card at random from your graveyard to your hand. Whenever you cast an instant or sorcery spell, Charmbreaker Devils gets +4/+0 until end of turn. 4/4 Djinn Illuminatus Cost - (5)(U/R)(U/R) Creature - Djinn Flying. Each instant and sorcery spell you cast has replicate. The replicate cost is equal to its mana cost. (When you cast it, copy it for each time you paid its replicate cost. You may choose new targets for the copies.) 3/5 Draining Whelk Cost - (4)(U)(U) Creature - Illusion Flash. (You may cast this spell any time you could cast an instant.) Flying. When Draining Whelk enters the battlefield, counter target spell. Put X +1/+1 counters on Draining Whelk, where X is that spell's converted mana cost. 1/1 Kiln Fiend Cost - (1)(R) Creature - Elemental Beast Whenever you cast an instant or sorcery spell, Kiln Fiend gets +3/+0 until end of turn. 1/2 Mnemonic Wall Cost - (4)(U) Creature - Wall Defender. When Mnemonic Wall enters the battlefield, you may return target instant or sorcery card from your graveyard to your hand. 0/4 Wee Dragonauts Cost - (1)(U)(R) Creature - Faerie Wizard Flying. Whenever you cast an instant or sorcery spell, Wee Dragonauts gets +2/+0 until end of turn. 1/3 ===================== =[NC1] Non-Creatures= ===================== Banefire Cost - (X)(R) Sorcery Banefire deals X damage to target creature or player. If X is 5 or more, Banefire can't be countered by spells or abilities and the damage can't be prevented. Breaking Point Cost - (1)(R)(R) Sorcery Any player may have Breaking Point deal 6 damage to him or her. If no one does, destroy all creatures. Creatures destroyed this way can't be regenerated. Browbeat Cost - (2)(R) Instant Any player may have Browbeat deal 5 damage to him or her. If no one does, target player draws three cards. Cancel Cost - (1)(U)(U) Instant Counter target spell. Cerebral Vortex Cost - (1)(U)(R) Instant Target player draws two cards, then Cerebral Vortex deals damage to that player equal to the number of cards he or she has drawn this turn. Char Cost - (2)(R) Instant Char deals 4 damage to target creature or player and 2 damage to you. Compulsive Research Cost - (2)(U) Sorcery Target player draws three cards. Then that player discards two cards unless he or she discards a land card. Earthquake Cost - (X)(R) Sorcery Earthquake deals X damage to each creature without flying and each player. Electrolyze Cost - (1)(U)(R) Instant Electrolyze deals 2 damage divided as you choose among one or two target creatures and/or players. Draw a card. Fireblast Cost - (4)(R)(R) Instant You may sacrifice two Mountains rather than pay Fireblast's mana cost. Fireblast deals 4 damage to target creature or player. Future Sight Cost - (2)(U)(U)(U) Enchantment Play with the top card of your library revealed. You may play the top card of your library. Gather Specimens Cost - (3)(U)(U)(U) Instant If a creature would enter the battlefield under an opponent's control this turn, it enters the battlefield under your control instead. Invoke the Firemind Cost - (X)(U)(U)(R) Sorcery Choose one â Draw X cards; or Invoke the Firemind deals X damage to target creature or player. Memory Lapse Cost - (1)(U) Instant Counter target spell. If that spell is countered this way, put it on top of its owner's library instead of into that player's graveyard. Opportunity Cost - (4)(U)(U) Instant Target player draws four cards. Overwhelming Intellect Cost - (4)(U)(U) Instant Counter target creature spell. Draw cards equal to that spell's converted mana cost. Peek Cost - (U) Instant Look at target player's hand. Draw a card. Pillage Cost - (1)(R)(R) Sorcery Destroy target artifact or land. It can't be regenerated. Pongify Cost - (U) Instant Destroy target creature. It can't be regenerated. That creature's controller puts a 3/3 green Ape creature token onto the battlefield. Reins of Power Cost - (2)(U)(U) Instant Untap all creatures you control and all creatures target opponent controls. You and that opponent each gain control of all creatures the other controls until end of turn. Those creatures gain haste until end of turn. Remand Cost - (1)(U) Instant Counter target spell. If that spell is countered this way, put it into its owner's hand instead of into that player's graveyard. Draw a card. Searing Spear Cost - (1)(R) Instant Searing Spear deals 3 damage to target creature or player. Spelltwine Cost - (5)(U) Sorcery Exile target instant or sorcery card from your graveyard and target instant or sorcery card from an opponent's graveyard. Copy those cards. Cast the copies if able without paying their mana costs. Exile Spelltwine. Spirit Away Cost - (5)(U)(U) Enchantment - Aura Enchant creature. You control enchanted creature. Enchanted creature gets +2/+2 and has flying. Starstorm Cost - (X)(R)(R) Instant Starstorm deals X damage to each creature. Cycling (3) ((3), Discard this card: Draw a card.) Stolen Goods Cost - (3)(U) Sorcery Target opponent exiles cards from the top of his or her library until he or she exiles a nonland card. Until end of turn, you may cast that card without paying its mana cost. Sulfurous Blast Cost - (2)(R)(R) Instant Sulfurous Blast deals 2 damage to each creature and each player. If you cast this spell during your main phase, Sulfurous Blast deals 3 damage to each creature and each player instead. Swerve Cost - (U)(R) Instant Change the target of target spell with a single target. Terramorphic Expanse Land (T), Sacrifice Terramorphic Expanse: Search your library for a basic land card and put it onto the battlefield tapped. Then shuffle your library. Thoughtbind Cost - (2)(U) Instant Counter target spell with converted mana cost 4 or less. Volcanic Fallout Cost - (1)(R)(R) Instant Volcanic Fallout can't be countered. Volcanic Fallout deals 2 damage to each creature and each player. Volcanic Geyser Cost - (X)(R)(R) Instant Volcanic Geyser deals X damage to target creature or player. *************************** * [HOC] Hall of Champions * *************************** Hall of Champions is a blue, green, and white exalted deck. Exalted runs on the premise of having only a single creature attack each turn, but your other creatures "pump" that creature up with their own exalted abilities. The creatures here have their uses, so there aren't really that many outright bad choices. More critical is keeping your curve right. You want to be able to drop creatures each turn, with an emphasis on the lower costing creatures. Each case of exalted counts, so the more you can flood, the better you will be sitting. Novablast Wurm is more of a board clearer than an addition to your creature pool. You can consider it for that option, as after it clears the board you will be in a good position with a large creature, but it should not be thought of as what you are aiming for every game. Non-creature support features a lot of pump spells, which are good choices in this deck. Bant Charm is also a good utility card. You should also replace some of your lands with Terramorphic Expanses. They're no dual lands, but they are the best you got on that front in this game. ======================= =[CA2] Cards Available= ======================= |Name |Number |Unlocked | | Akrasan Squire | 4 | Base Deck | | Aven Squire | 2 | Base Deck | | Bant Charm | 4 | Base Deck, Unlock 11 | | Battleflight Eagle | 2 | Unlock 21, Unlock 29 | | Battlegrace Angel | 1 | Promo 7 | | Behemoth Sledge | 3 | Base Deck, Unlock 5, Promo 3 | | Court Archers | 3 | Base Deck | | Dauntless Escort | 2 | Unlock 4, Promo 2 | | Deft Duelist | 2 | Base Deck | | Devout Invocation | 1 | Unlock 18 | | Empyrial Archangel | 1 | Unlock 10 | | Faith's Reward | 1 | Unlock 28 | | Finest Hour | 2 | Unlock 1, Promo 5 | | Giltspire Avenger | 1 | Base Deck | | Gleam of Resistance | 2 | Base Deck | | Guardians of Akrasa | 2 | Base Deck | | Iridescent Angel | 2 | Unlock 23, Promo 8 | | Ivory Mask | 1 | Unlock 24 | | Jenara, Asura of War | 1 | Unlock 13 | | Jhessian Infiltrator | 2 | Unlock 3, Unlock 15 | | Knight of New Alara | 1 | Unlock 26 | | Knotvine Paladin | 1 | Unlock 16 | | Leonin Armorguard | 2 | Base Deck, Unlock 6 | | Martial Coup | 2 | Base Deck, Promo 1 | | Mirror-Sigil Sergeant | 1 | Unlock 27 | | Novablast Wurm | 1 | Unlock 19 | | Pariah | 2 | Unlock 7, Unlock 17 | | Phantom Nishoba | 1 | Promo 6 | | Privileged Position | 1 | Unlock 22 | | Qasali Ambusher | 1 | Unlock 9 | | Qasali Pridemage | 3 | Base Deck | | Rafiq of the Many | 1 | Unlock 20 | | Restoration Angel | 1 | Unlock 12 | | Rhox Charger | 3 | Base Deck | | Rhox War Monk | 4 | Unlock 2, Unlock 14, Unlock 25, Promo 4 | | Sigil Blessing | 3 | Base Deck | | Skyward Eye Prophets | 2 | Base Deck | | Sublime Archangel | 2 | Unlock 30, Promo 9 | | Terramorphic Expanse | 4 | Base Deck | | Tolsimir Wolfblood | 1 | Promo 10 | | Wargate | 1 | Unlock 8 | | Waveskimmer Aven | 2 | Base Deck | ================= =[CR2] Creatures= ================= Akrasan Squire Cost - (W) Creature - Human Soldier Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) 1/1 Aven Squire Cost - (1)(W) Creature - Bird Soldier Flying. Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) 1/1 Battleflight Eagle Cost - (4)(W) Creature - Bird Flying. When Battleflight Eagle enters the battlefield, target creature gets +2/+2 and gains flying until end of turn. 2/2 Battlegrace Angel Cost - (3)(W)(W) Creature - Angel Flying. Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) 4/4 Court Archers Cost - (2)(G) Creature - Human Archer Reach. Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) 1/3 Dauntless Escort Cost - (1)(G)(W) Creature - Rhino Soldier Sacrifice Dauntless Escort: Creatures you control gain indestructible until end of turn. 3/3 Deft Duelist Cost - (W)(U) Creature - Human Rogue First strike. Shroud. 2/1 Empyrial Archangel Cost - (4)(G)(W)(W)(U) Creature - Angel Flying, shroud. All damage that would be dealt to you is dealt to Empyrial Archangel instead. 5/8 Giltspire Avenger Cost - (G)(W)(U) Creature - Human Soldier Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) (T): Destroy target creature that dealt damage to you this turn. 2/2 Guardians of Akrasa Coat - (2)(W) Creature - Human Soldier Defender. Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) 0/4 Iridescent Angel Cost - (5)(W)(U) Creature - Angel Flying, protection from all colors. 4/4 Jenara, Asura of War Cost - (G)(W)(U) Legendary Creature - Angel Flying. (1)(W): Put a +1/+1 counter on Jenara, Asura of War. 3/3 Jhessian Infiltrator Cost - (G)(U) Creature - Human Rogue Jhessian Infiltrator can't be blocked. 2/2 Knight of New Alara Cost - (2)(G)(W) Creature - Human Knight Each other multicolored creature you control gets +1/+1 for each of its colors. 2/2 Knotvine Paladin Cost - (G)(W) Creature - Human Knight Whenever Knotvine Paladin attacks, it gets +1/+1 until end of turn for each untapped creature you control. 2/2 Leonin Armorguard Cost - (2)(G)(W) Creature - Cat Soldier When Leonin Armorguard enters the battlefield, creatures you control get +1/+1 until end of turn. 3/3 Mirror-Sigil Sergeant Cost - (5)(W) Creature - Rhino Soldier Trample. At the beginning of your upkeep, if you control a blue permanent, you may put a token that's a copy of Mirror-Sigil Sergeant onto the battlefield. 4/4 Novablast Wurm Cost - (3)(G)(G)(W)(W) Creature - Wurm Whenever Novablast Wurm attacks, destroy all other creatures. 7/7 Phantom Nishoba Cost - (5)(G)(W) Creature - Cat Beast Spirit Trample. Phantom Nishoba enters the battlefield with seven +1/+1 counters on it. Whenever Phantom Nishoba deals damage, you gain that much life. If damage would be dealt to Phantom Nishoba, prevent that damage. Remove a +1/+1 counter from Phantom Nishoba. 0/0 Qasali Ambusher Cost - (1)(G)(W) Creature - Cat Warrior Reach. If a creature is attacking you and you control a Forest and a Plains, you may cast Qasali Ambusher without paying its mana cost and as though it had flash. 2/3 Qasali Pridemage Cost - (G)(W) Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) (1), Sacrifice Qasali Pridemage: Destroy target artifact or enchantment. 2/2 Rafiq of the Many Cost - (1)(G)(W)(U) Legendary Creature - Human Knight Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) Whenever a creature you control attacks alone, it gains double strike until end of turn. 3/3 Restoration Angel Cost - (3)(W) Creature - Angel Flash. Flying. When Restoration Angel enters the battlefield, you may exile target non-Angel creature you control, then return that card to the battlefield under your control. 3/4 Rhox Charger Cost - (3)(G) Creature - Rhino Soldier Trample. Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) 3/3 Rhox War Monk Cost - (G)(W)(U) Creature - Rhino Monk Lifelink. 3/4 Skyward Eye Prophets Cost - (3)(G)(W)(U) Creature - Human Wizard Vigilance. (T): Reveal the top card of your library. If it's a land card, put it onto the battlefield. Otherwise, put it into your hand. 3/3 Sublime Archangel Cost - (2)(W)(W) Creature - Angel Flying. Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) Other creatures you control have exalted. (If a creature has multiple instances of exalted, each triggers separately.) 4/3 Tolsimir Wolfblood Cost - (4)(G)(W) Legendary Creature - Elf Warrior Other green creatures you control get +1/+1. Other white creatures you control get +1/+1. (T): Put a legendary 2/2 green and white Wolf creature token named Voja onto the battlefield. 3/4 Waveskimmer Aven Cost - (2)(G)(W)(U) Creature - Bird Soldier Flying. Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) 2/4 ===================== =[NC2] Non-Creatures= ===================== Bant Charm Cost - (G)(W)(U) Instant Choose one â Destroy target artifact; or put target creature on the bottom of its owner's library; or counter target instant spell. Behemoth Sledge Cost - (1)(G)(W) Artifact - Equipment Equipped creature gets +2/+2 and has lifelink and trample. Equip (3). Devout Invocation Cost - (6)(W) Sorcery Tap any number of untapped creatures you control. Put a 4/4 white Angel creature token with flying onto the battlefield for each creature tapped this way. Faith's Reward Cost - (3)(W) Instant Return to the battlefield all permanent cards in your graveyard that were put there from the battlefield this turn. Finest Hour Cost - (2)(G)(W)(U) Enchantment Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) Whenever a creature you control attacks alone, if it's the first combat phase of the turn, untap that creature. After this phase, there is an additional combat phase. Gleam of Resistance Cost - (4)(W) Instant Creatures you control get +1/+2 until end of turn. Untap those creatures. Basic landcycling (1)(W) ((1)(W), Discard this card: Search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library.) Ivory Mask Cost - (2)(W)(W) Enchantment You have shroud. Martial Coup Cost - (X)(W)(W) Sorcery Put X 1/1 white Soldier creature tokens onto the battlefield. If X is 5 or more, destroy all other creatures. Pariah Cost - (2)(W) Enchantment - Aura Enchant creature. All damage that would be dealt to you is dealt to enchanted creature instead. Privileged Position Cost - (2)(W/G)(W/G)(W/G) Enchantment Other permanents you control have hexproof. Sigil Blessing Cost - (G)(W) Instant Until end of turn, target creature you control gets +3/+3 and other creatures you control get +1/+1. Terramorphic Expanse Land (T), Sacrifice Terramorphic Expanse: Search your library for a basic land card and put it onto the battlefield tapped. Then shuffle your library. Wargate Cost - (X)(G)(W)(U) Sorcery Search your library for a permanent card with converted mana cost X or less, put it onto the battlefield, then shuffle your library. *************************** * [LOD] Lords of Darkness * *************************** Lords of Death is a mono-black deck that features a lot of demons. This is the "boss deck" of the expansion campaign, but it is playable this year so have at it. Most of the spells here are pretty expensive, but it does have a lot of removal to keep you going. On the small side of the creature spectrum you have some solid choices. Festering Goblin can allow you to take out two creatures in some situations, or can be used to give that last one "damage" needed to eliminate an injured creature. Onyx Mage is another good choice for the ability to add deathtouch to anything. Your larger creatures are mostly demons. Demon of Death's Gate can be played by sacrificing three creatures instead of its mana cost, which can be useful at times. Reiver Demon will clear out most opponents you face, so long as they aren't running mirror or zombies. Harvester of Souls is another good choice. Doom Blade, Diabolic Edict, and Hideous End are all three good choices for removal. Damnation is your board clearer and is a definite must. No Mercy is another solid choice for non-creature support. Heartless Summoning can be useful, but it can also hurt you with the drawback. Try it out and decide if it fits your play style. ======================= =[CA3] Cards Available= ======================= |Name |Number |Unlocked | | Bloodgift Demon | 3 | Base Deck, Promo 7 | | Corrupt | 1 | Promo 8 | | Damnation | 2 | Unlock 30, Promo 1 | | Demon of Death's Gate | 1 | Unlock 19 | | Diabolic Edict | 4 | Base Deck, Unlock 25 | | Diabolic Servitude | 1 | Unlock 24 | | Doom Blade | 2 | Base Deck | | Exhume | 1 | Unlock 8 | | Festering Goblin | 2 | Base Deck | | Foul Imp | 4 | Base Deck | | Grave Pact | 2 | Unlock 3, Unlock 26 | | Halo Hunter | 3 | Unlock 9, Unlock 16, Promo 9 | | Harrowing Journey | 2 | Base Deck | | Harvester of Souls | 1 | Unlock 12 | | Heartless Summoning | 3 | Unlock 17, Unlock 23, Promo 10 | | Hellcarver Demon | 1 | Unlock 18 | | Hideous End | 2 | Unlock 6, Unlock 15 | | Infernal Tutor | 1 | Unlock 27 | | Innocent Blood | 1 | Unlock 13 | | Lord of the Pit | 2 | Base Deck, Unlock 5 | | Lord of the Void | 1 | Base Deck | | Mortician Beetle | 2 | Base Deck, Unlock 7 | | Mutilate | 1 | Promo 3 | | No Mercy | 1 | Unlock 21 | | Onyx Mage | 4 | Base Deck | | Pestilence Demon | 2 | Unlock 10, Promo 6 | | Promise of Power | 2 | Unlock 2, Promo 4 | | Reaper from the Abyss | 1 | Unlock 14 | | Reiver Demon | 2 | Unlock 1, Promo 2 | | Renegade Demon | 3 | Base Deck | | Rune-Scarred Demon | 1 | Promo 5 | | Screams from Within | 3 | Unlock 4, Unlock 22, Unlock 29 | | Shadowborn Demon | 1 | Unlock 20 | | Soot Imp | 2 | Base Deck | | Soulcage Fiend | 4 | Base Deck | | Tendrils of Corruption | 2 | Base Deck | | Triumph of Cruelty | 4 | Base Deck, Unlock 11, Unlock 28 | ================= =[CR3] Creatures= ================= Bloodgift Demon Cost - (3)(B)(B) Creature - Demon Flying. At the beginning of your upkeep, target player draws a card and loses 1 life. 5/4 Demon of Death's Gate Cost - (6)(B)(B)(B) Creature - Demon You may pay 6 life and sacrifice three black creatures rather than pay Demon of Death's Gate's mana cost. Flying, trample. 9/9 Festering Goblin Cost - (B) Creature - Zombie Goblin When Festering Goblin dies, target creature gets -1/-1 until end of turn. 1/1 Foul Imp Cost - (B)(B) Creature - Imp Flying. When Foul Imp enters the battlefield, you lose 2 life. 2/2 Halo Hunter Cost - (2)(B)(B)(B) Creature - Demon Intimidate. When Halo Hunter enters the battlefield, destroy target Angel. 6/3 Harvester of Souls Cost - (4)(B)(B) Creature - Demon Deathtouch. Whenever another nontoken creature dies, you may draw a card. 5/5 Hellcarver Demon Cost - (3)(B)(B)(B) Creature - Demon Flying. Whenever Hellcarver Demon deals combat damage to a player, sacrifice all other permanents you control and discard your hand. Exile the top six cards of your library. You may cast any number of nonland cards exiled this way without paying their mana costs. 6/6 Lord of the Pit Cost - (4)(B)(B)(B) Creature - Demon Flying, trample. At the beginning of your upkeep, sacrifice a creature other than Lord of the Pit. If you can't, Lord of the Pit deals 7 damage to you. 7/7 Lord of the Void Cost - (4)(B)(B)(B) Creature - Demon Flying. Whenever Lord of the Void deals combat damage to a player, exile the top seven cards of that player's library, then put a creature card from among them onto the battlefield under your control. 7/7 Mortician Beetle Cost - (B) Creature - Insect Whenever a player sacrifices a creature, you may put a +1/+1 counter on Mortician Beetle. 1/1 Onyx Mage Cost - (1)(B) Creature - Human Wizard (1)(B): Target creature you control gains deathtouch until end of turn. 2/1 Pestilence Demon Cost - (5)(B)(B)(B) Creature - Demon Flying. B: Pestilence Demon deals 1 damage to each creature and each player. 7/6 Reaper from the Abyss Cost - (3)(B)(B)(B) Creature - Demon Flying. Morbid â At the beginning of each end step, if a creature died this turn, destroy target non-Demon creature. 6/6 Reiver Demon Cost - (4)(B)(B)(B)(B) Creature - Demon Flying. When Reiver Demon enters the battlefield, if you cast it from your hand, destroy all nonartifact, nonblack creatures. They can't be regenerated. 6/6 Renegade Demon Cost - (3)(B)(B) Creature - Demon 5/3 Rune-Scarred Demon Cost - (5)(B)(B) Creature - Demon Flying When Rune-Scarred Demon enters the battlefield, search your library for a card, put it into your hand, then shuffle your library. 6/6 Shadowborn Demon Cost - (3)(B)(B) Creature - Demon Flying. When Shadowborn Demon enters the battlefield, destroy target non-Demon creature. At the beginning of your upkeep, if there are fewer than six creature cards in your graveyard, sacrifice a creature. 5/6 Soot Imp Cost - (1)(B)(B) Creature - Imp Flying. Whenever a player casts a nonblack spell, that player loses 1 life. 1/2 Soulcage Fiend Cost - (1)(B)(B) Creature - Demon When Soulcage Fiend dies, each player loses 3 life. 3/2 ===================== =[NC3] Non-Creatures= ===================== Corrupt Cost - (5)(B) Sorcery Corrupt deals damage equal to the number of Swamps you control to target creature or player. You gain life equal to the damage dealt this way. Damnation Cost - (2)(B)(B) Sorcery Destroy all creatures. They can't be regenerated. Diabolic Edict Cost - (1)(B) Instant Target player sacrifices a creature. Diabolic Servitude Cost - (3)(B) Enchantment When Diabolic Servitude enters the battlefield, return target creature card from your graveyard to the battlefield. When the creature put onto the battlefield with Diabolic Servitude dies, exile it and return Diabolic Servitude to its owner's hand. When Diabolic Servitude leaves the battlefield, exile the creature put onto the battlefield with Diabolic Servitude. Doom Blade Cost - (1)(B) Instant Destroy target nonblack creature. Exhume Cost - (1)(B) Sorcery Each player puts a creature card from his or her graveyard onto the battlefield. Grave Pact Cost - (1)(B)(B)(B) Enchantment Whenever a creature you control dies, each other player sacrifices a creature. Harrowing Journey Cost - (4)(B) Sorcery Target player draws three cards and loses 3 life. Heartless Summoning Cost - (1)(B) Enchantment Creature spells you cast cost (2) less to cast. Creatures you control get -1/-1. Hideous End Cost - (1)(B)(B) Instant Destroy target nonblack creature. Its controller loses 2 life. Infernal Tutor Cost - (1)(B) Sorcery Reveal a card from your hand. Search your library for a card with the same name as that card, reveal it, put it into your hand, then shuffle your library. Hellbent â If you have no cards in hand, instead search your library for a card, put it into your hand, then shuffle your library. Innocent Blood Cost - (B) Sorcery Each player sacrifices a creature. Mutilate Cost - (2)(B)(B) Sorcery All creatures get -1/-1 until end of turn for each Swamp you control. No Mercy Cost - (2)(B)(B) Enchantment Whenever a creature deals damage to you, destroy it. Promise of Power Cost - (2)(B)(B)(B) Sorcery Choose one â You draw five cards and you lose 5 life; or put an X/X black Demon creature token with flying onto the battlefield, where X is the number of cards in your hand as the token enters the battlefield. Entwine (4). Screams from Within Cost - (1)(B)(B) Enchantment - Aura Enchant creature. Enchanted creature gets -1/-1. When enchanted creature dies, return Screams from Within from your graveyard to the battlefield. Tendrils of Corruption Cost - (3)(B) Instant Tendrils of Corruption deals X damage to target creature and you gain X life, where X is the number of Swamps you control. Triumph of Cruelty Cost - (2)(B) Enchantment At the beginning of your upkeep, target opponent discards a card if you control the creature with the greatest power or tied for the greatest power. ****************************** * [SOS] Sword of the Samurai * ****************************** Sword of the Samurai is a red and white samurai deck. It also doubles as an equipment deck. Other than your low-end support samurai, much of this deck is legendary. You can run this deck a couple ways. Fumiko the Lowblood and Godo, Bandit Warlord are probably the two best of the legendaries. From there Iizuka the Ruthless is another good choice, depending on if you want to run this as samurai tribal or just plain red- white aggro. Brute Force, Call to Glory, and Double Cleave are all three must-have spells. Gift of Estates is very good to help you get your land drops as well, so be sure to include it. Lightning Helix and Intimidation Bolt are your removal, and you should not run the deck without them. ======================= =[CA4] Cards Available= ======================= |Name |Number|Unlocked | | Araba Mothrider | 3 | Base Deck | | Avatar of Slaughter | 2 | Unlock 30, Promo 5 | | Balefire Liege | 1 | Unlock 21 | | Battle-Mad Ronin | 4 | Base Deck | | Brute Force | 2 | Base Deck | | Call to Glory | 2 | Base Deck, Unlock 2 | | Devoted Retainer | 4 | Base Deck | | Double Cleave | 2 | Base Deck | | Fumiko the Lowblood | 1 | Unlock 1 | | Gift of Estates | 1 | Unlock 29 | | Glory of Warfare | 3 | Base Deck, Unlock 9, Promo 4 | | Godo, Bandit Warlord | 1 | Unlock 10 | | Hand of Honor | 1 | Unlock 25 | | Heartless Hidetsugu | 1 | Promo 8 | | Iizuka the Ruthless | 1 | Unlock 7 | | Indebted Samurai | 2 | Base Deck | | Intimidation Bolt | 1 | Unlock 28 | | Isamaru, Hound of Konda | 1 | Unlock 5 | | Kitsune Blademaster | 4 | Base Deck | | Konda, Lord of Eiganjo | 1 | Unlock 12 | | Konda's Banner | 1 | Unlock 15 | | Konda's Hatamoto | 4 | Unlock 4, Unlock 8, Unlock 13, Unlock 19| | Lightning Helix | 4 | Base Deck, Unlock 6, Promo 9 | | Mana Tithe | 1 | Unlock 22 | | Masako the Humorless | 1 | Unlock 18 | | Mothrider Samurai | 2 | Base Deck | | Myojin of Cleansing Fire | 1 | Promo 6 | | Myojin of Infinite Rage | 1 | Promo 7 | | Nagao, Bound by Honor | 1 | Base Deck | | No-Dachi | 2 | Base Deck | | Oathkeeper, Takeno's Daisho | 1 | Base Deck | | Path to Exile | 1 | Unlock 24 | | Ronin Warclub | 1 | Base Deck | | Ryusei, the Falling Star | 1 | Base Deck | | Show of Valor | 1 | Unlock 17 | | Steelshaper's Gift | 2 | Unlock 14, Unlock 23 | | Stonehewer Giant | 2 | Unlock 20, Promo 3 | | Sword of Fire and Ice | 1 | Promo 1 | | Sword of War and Peace | 1 | Promo 2 | | Takeno, Samurai General | 1 | Base Deck | | Tatsumasa, the Dragon's Fang| 1 | Unlock 11 | | Tenza, Godo's Maul | 1 | Unlock 3 | | Terramorphic Expanse | 3 | Base Deck | | Umezawa's Jitte | 1 | Promo 10 | | Warstorm Surge | 2 | Unlock 16, Unlock 27 | | Yosei, the Morning Star | 1 | Base Deck | | Zealous Conscripts | 1 | Unlock 26 | ================= =[CR4] Creatures= ================= Araba Mothrider Cost - (1)(W) Creature - Human Samurai Flying. Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.) 1/1 Avatar of Slaughter Cost - (6)(R)(R) Creature - Avatar All creatures have double strike and attack each turn if able. 8/8 Balefire Liege Cost - (2)(R/W)(R/W)(R/W) Creature - Spirit Horror Other red creatures you control get +1/+1. Other white creatures you control get +1/+1. Whenever you cast a red spell, Balefire Liege deals 3 damage to target player. Whenever you cast a white spell, you gain 3 life. 2/4 Battle-Mad Ronin Cost - (1)(R) Creature - Human Samurai Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.) 1/1 Devoted Retainer Cost - (W) Creature - Human Samurai Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.) 1/1 Fumiko the Lowblood Cost - (2)(R)(R) Legendary Creature - Human Samurai Fumiko the Lowblood has bushido X, where X is the number of attacking creatures. (When this blocks or becomes blocked, it gets +X/+X until end of turn.) Creatures your opponents control attack each turn if able. 3/2 Godo, Bandit Warlord Cost - (5)(R) Legendary Creature - Human Barbarian When Godo, Bandit Warlord enters the battlefield, you may search your library for an Equipment card and put it onto the battlefield. If you do, shuffle your library. Whenever Godo attacks for the first time each turn, untap it and all Samurai you control. After this phase, there is an additional combat phase. 3/3 Hand of Honor Cost - (W)(W) Creature - Human Samurai Protection from black. Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.) 2/2 Heartless Hidetsugu Cost - (3)(R)(R) Legendary Creature - Ogre Shaman (T): Heartless Hidetsugu deals damage to each player equal to half that player's life total, rounded down. 4/3 Indebted Samurai Cost - (3)(W) Creature - Human Samurai Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.) Whenever a Samurai you control dies, you may put a +1/+1 counter on Indebted Samurai. 2/3 Isamaru, Hound of Konda Cost - (W) Legendary Creature - Hound 2/2 Iizuka the Ruthless Cost - (3)(R)(R) Legendary Creature - Human Samurai Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.) (2)(R), Sacrifice a Samurai: Samurai creatures you control gain double strike until end of turn. 3/3 Kitsune Blademaster Cost - (2)(W) Creature - Fox Samurai First strike. Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.) 2/2 Konda, Lord of Eiganjo Cost - (5)(W)(W) Legendary Creature - Human Samurai Indestructible. Vigilance. Bushido 5 (When this blocks or becomes blocked, it gets +5/+5 until end of turn.) 3/3 Konda's Hatamoto Cost - (1)(W) Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.) As long as you control a legendary Samurai, Konda's Hatamoto gets +1/+2 and has vigilance. 1/2 Masako the Humorless Cost - (2)(W) Legendary Creature - Human Advisor Flash. Tapped creatures you control can block as though they were untapped. 2/1 Mothrider Samurai Cost - (3)(W) Creature - Human Samurai Flying. Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.) 2/2 Myojin of Cleansing Fire Cost - (5)(W)(W)(W) Legendary Creature - Spirit Myojin of Cleansing Fire enters the battlefield with a divinity counter on it if you cast it from your hand. Myojin of Cleansing Fire has indestructible as long as it has a divinity counter on it. Remove a divinity counter from Myojin of Cleansing Fire: Destroy all other creatures. 4/6 Myojin of Infinite Rage Cost - (7)(R)(R)(R) Legendary Creature - Spirit Myojin of Infinite Rage enters the battlefield with a divinity counter on it if you cast it from your hand. Myojin of Infinite Rage has indestructible as long as it has a divinity counter on it. Remove a divinity counter from Myojin of Infinite Rage: Destroy all lands. 7/4 Nagao, Bound by Honor Cost - (3)(W) Legendary Creature - Human Samurai Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.) Whenever Nagao, Bound by Honor attacks, Samurai creatures you control get +1/+1 until end of turn. 3/3 Ryusei, the Falling Star Cost - (5)(R) Legendary Creature - Dragon Spirit Flying. When Ryusei, the Falling Star dies, it deals 5 damage to each creature without flying. 5/5 Stonehewer Giant Cost - (3)(W)(W) Creature - Giant Warrior Vigilance. (1)(W), (T): Search your library for an Equipment card and put it onto the battlefield. Attach it to a creature you control. Then shuffle your library. 4/4 Takeno, Samurai General Cost - (5)(W) Legendary Creature - Human Samurai Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.) Each other Samurai creature you control gets +1/+1 for each point of bushido it has. 3/3 Yosei, the Morning Star Cost - (4)(W)(W) Legendary Creature - Dragon Spirit Flying. When Yosei, the Morning Star dies, target player skips his or her next untap step. Tap up to five target permanents that player controls. 5/5 Zealous Conscripts Cost - (4)(R) Creature - Human Warrior Haste. When Zealous Conscripts enters the battlefield, gain control of target permanent until end of turn. Untap that permanent. It gains haste until end of turn. 3/3 ===================== =[NC4] Non-Creatures= ===================== Brute Force Cost - (R) Instant Target creature gets +3/+3 until end of turn. Call to Glory Cost - (1)(W) Instant Untap all creatures you control. Samurai creatures you control get +1/+1 until end of turn. Double Cleave Cost - (1)(R/W) Instant Target creature gains double strike until end of turn. Gift of Estates Cost - (1)(W) Sorcery If an opponent controls more lands than you, search your library for up to three Plains cards, reveal them, and put them into your hand. Then shuffle your library. Glory of Warfare Cost - (2)(R)(W) Enchantment As long as it's your turn, creatures you control get +2/+0. As long as it's not your turn, creatures you control get +0/+2. Intimidation Bolt Cost - (1)(R)(W) Instant Intimidation Bolt deals 3 damage to target creature. Other creatures can't attack this turn. Konda's Banner Cost - (2) Legendary Artifact - Equipment Konda's Banner can be attached only to a legendary creature. Creatures that share a color with equipped creature get +1/+1. Creatures that share a creature type with equipped creature get +1/+1. Equip (2) Lightning Helix Cost - (R)(W) Instant Lightning Helix deals 3 damage to target creature or player and you gain 3 life. Mana Tithe Cost - (W) Instant Counter target spell unless its controller pays (1). No-Dachi Cost - (2) Artifact - Equipment Equipped creature gets +2/+0 and has first strike. Equip (3). Oathkeeper, Takeno's Daisho Cost - (3) Legendary Artifact - Equipment Equipped creature gets +3/+1. Whenever equipped creature dies, return that card to the battlefield under your control if it's a Samurai card. When Oathkeeper, Takeno's Daisho is put into a graveyard from the battlefield, exile equipped creature. Equip (2). Path to Exile Cost - (W) Instant Exile target creature. Its controller may search his or her library for a basic land card, put that card onto the battlefield tapped, then shuffle his or her library. Ronin Warclub Cost - (3) Artifact - Equipment Equipped creature gets +2/+1. Whenever a creature enters the battlefield under your control, attach Ronin Warclub to that creature. Equip (5). Show of Valor Cost - (1)(W) Instant Target creature gets +2/+4 until end of turn. Steelshaper's Gift Cost - (W) Sorcery Search your library for an Equipment card, reveal that card, and put it into your hand. Then shuffle your library. Sword of Fire and Ice Cost - (3) Artifact - Equipment Equipped creature gets +2/+2 and has protection from red and from blue. Whenever equipped creature deals combat damage to a player, Sword of Fire and Ice deals 2 damage to target creature or player and you draw a card. Equip (2). Sword of War and Peace Cost - (3) Artifact - Equipment Equipped creature gets +2/+2 and has protection from red and from white. Whenever equipped creature deals combat damage to a player, Sword of War and Peace deals damage to that player equal to the number of cards in his or her hand and you gain 1 life for each card in your hand. Equip (2). Tatsumasa, the Dragon's Fang Cost - (6) Legendary Artifact - Equipment Equipped creature gets +5/+5. (6), Exile Tatsumasa, the Dragon's Fang: Put a 5/5 blue Dragon Spirit creature token with flying onto the battlefield. Return Tatsumasa to the battlefield under its owner's control when that token dies. Equip (3). Tenza, Godo's Maul Cost - (3) Legendary Artifact - Equipment Equipped creature gets +1/+1. As long as it's legendary, it gets an additional +2/+2. As long as it's red, it has trample. Equip (1). Terramorphic Expanse Land (T), Sacrifice Terramorphic Expanse: Search your library for a basic land card and put it onto the battlefield tapped. Then shuffle your library. Umezawa's Jitte Cost - (2) Legendary Artifact - Equipment Whenever equipped creature deals combat damage, put two charge counters on Umezawa's Jitte. Remove a charge counter from Umezawa's Jitte: Choose one â Equipped creature gets +2/+2 until end of turn; or target creature gets -1/-1 until end of turn; or you gain 2 life. Equip (2). Warstorm Surge Cost - (5)(R) Enchantment Whenever a creature enters the battlefield under your control, it deals damage equal to its power to target creature or player. ********************** * [SYM] Sylvan Might * ********************** Sylvan Might is a mono-green deck with an elven theme. You unlock this deck not in the expansion campaign like the others, but by defeating Nissa Revane in the planeswalker duels. This deck leans heavy on the creatures. Copperhorn Scout and Essence Warden are both excellent one-drops and should be included. Immaculate Magistrate and Imperious Perfect are your tribal pumpers, so be sure to include them. On that same note, Coat of Arms is your friend as well. Ambush Commander is useful late game for the inevitable creature flood. It will also cause your Coat of Arms to boost to ridiculous heights. Ezuri, Renegade Leader is your only legendary and is not a bad choice for this deck. Lastly, Fauna Shaman is a must to tutor up your creatures. Blanchwood Armor and Rancor are two enchantments definately worth playing. Blanchwood Armor boosts the creature it enchants for each Forest you have, while Rancor might be the hardest to kill aura ever printed. ======================= =[CA5] Cards Available= ======================= |Name |Number |Unlocked | | Alpha Status | 2 | Unlock 4, Unlock 13 | | Asceticism | 1 | Unlock 7 | | Ambush Commander | 1 | Promo 5 | | Beastmaster Ascension | 1 | Unlock 18 | | Biorhythm | 1 | Unlock 12 | | Blanchwood Armor | 1 | Unlock 16 | | Caller of the Claw | 1 | Base Deck | | Coat of Arms | 2 | Unlock 10, Promo 7 | | Copperhorn Scout | 1 | Unlock 27 | | Elvish Branchbender | 3 | Base Deck | | Elvish Vanguard | 1 | Base Deck | | Enlarge | 2 | Unlock 9, Unlock 19 | | Essence Warden | 3 | Base Deck, Unlock 3 | | Ezuri, Renegade Leader | 1 | Promo 6 | | Fauna Shaman | 1 | Promo 3 | | Gaea's Herald | 2 | Unlock 2, Unlock 25 | | Gempalm Strider | 2 | Base Deck | | Genesis Wave | 1 | Unlock 20 | | Gladecover Scout | 1 | Base Deck | | Groundbreaker | 1 | Unlock 30 | | Heedless One | 3 | Base Deck | | Immaculate Magistrate | 2 | Base Deck | | Imperious Perfect | 1 | Promo 1 | | Insist | 1 | Unlock 11 | | Joraga Warcaller | 3 | Base Deck, Unlock 15, Promo 10 | | Lead the Stampede | 4 | Base Deck, Unlock 8 | | Mythic Proportions | 1 | Unlock 1 | | Nissa's Chosen | 3 | Base Deck | | Primitive Etchings | 2 | Unlock 22, Unlock 28 | | Rancor | 2 | Unlock 6, Unlock 17 | | Seedborn Muse | 1 | Unlock 21 | | Slate of Ancestry | 2 | Unlock 5, Promo 9 | | Spire Tracer | 2 | Base Deck | | Sylvan Messenger | 4 | Base Deck, Unlock 26 | | Talara's Battalion | 1 | Unlock 24 | | Taunting Elf | 2 | Base Deck | | Timberwatch Elf | 4 | Base Deck, Promo 4 | | Verdant Embrace | 2 | Unlock 14, Unlock 29 | | Voice of the Woods | 1 | Base Deck | | Weatherseed Treefolk | 1 | Unlock 23 | | Wellwisher | 4 | Base Deck, Unlock 8, Promo 2 | ================= =[CR5] Creatures= ================= Ambush Commander Cost - (3)(G)(G) Creature - Elf Forests you control are 1/1 green Elf creatures that are still lands. (1)(G), Sacrifice an Elf: Target creature gets +3/+3 until end of turn. 2/2 Caller of the Claw Cost - (2)(G) Creature - Elf Flash. When Caller of the Claw enters the battlefield, put a 2/2 green Bear creature token onto the battlefield for each nontoken creature put into your graveyard from the battlefield this turn. 2/2 Copperhorn Scout Cost - (G) Creature - Elf Scout Whenever Copperhorn Scout attacks, untap each other creature you control. 1/1 Elvish Branchbender Cost - (2)(G) Creature - Elf Druid (T): Until end of turn, target Forest becomes an X/X Treefolk creature in addition to its other types, where X is the number of Elves you control. 2/2 Elvish Vanguard Cost - (1)(G) Creature - Elf Whenever another Elf enters the battlefield, put a +1/+1 counter on Elvish Vanguard. 1/1 Essence Warden Cost - (G) Creature - Elf Shaman Whenever another creature enters the battlefield, you gain 1 life. 1/1 Ezuri, Renegade Leader Cost - (1)(G)(G) Legendary Creature - Elf Warrior (G): Regenerate target Elf. (2)(G)(G)(G): Elf creatures you control get +3/+3 and gain trample until end of turn. 2/2 Fauna Shaman Cost - (1)(G) Creature - Elf Shaman (G), (T), Discard a creature card: Search your library for a creature card, reveal it, and put it into your hand. Then shuffle your library. 2/2 Gaea's Herald Cost - (1)(G) Creature - Elf Creature spells can't be countered. 1/1 Gempalm Strider Cost - (1)(G) Creature - Elf Cycling (2)(G)(G). When you cycle Gempalm Strider, Elf creatures get +2/+2 until end of turn. 2/2 Gladecover Scout Cost - (G) Creature - Elf Scout Hexproof. 1/1 Groundbreaker Cost - (G)(G)(G) Creature - Elemental Trample, haste. At the beginning of the end step, sacrifice Groundbreaker. 6/1 Heedless One Cost - (3)(G) Creature - Elf Avatar Trample. Heedless One's power and toughness are each equal to the number of Elves on the battlefield. */* Immaculate Magistrate Cost - (3)(G) Creature - Elf Shaman (T): Put a +1/+1 counter on target creature for each Elf you control. 2/2 Imperious Perfect Cost - (2)(G) Creature - Elf Warrior Other Elf creatures you control get +1/+1. (G), (T): Put a 1/1 green Elf Warrior creature token onto the battlefield. 2/2 Joraga Warcaller Cost - (G) Creature - Elf Warrior Multikicker (1)(G) (You may pay an additional (1)(G) any number of times as you cast this spell.) Joraga Warcaller enters the battlefield with a +1/+1 counter on it for each time it was kicked. Other Elf creatures you control get +1/+1 for each +1/+1 counter on Joraga Warcaller. 1/1 Nissa's Chosen Cost - (G)(G) Creature - Elf Warrior If Nissa's Chosen would die, put it on the bottom of its owner's library instead. 2/3 Seedborn Muse Cost - (3)(G)(G) Creature - Spirit Untap all permanents you control during each other player's untap step. 2/4 Spire Tracer Cost - (G) Creature - Elf Rogue Spire Tracer can't be blocked except by creatures with flying or reach. 1/1 Sylvan Messenger Cost - (3)(G) Creature - Elf Trample. When Sylvan Messenger enters the battlefield, reveal the top four cards of your library. Put all Elf cards revealed this way into your hand and the rest on the bottom of your library in any order. 2/2 Talara's Battalion Cost - (1)(G) Creature - Elf Warrior Trample. Cast Talara's Battalion only if you've cast another green spell this turn. 4/3 Taunting Elf Cost - (G) Creature - Elf All creatures able to block Taunting Elf do so. 0/1 Timberwatch Elf Cost - (2)(G) Creature - Elf (T): Target creature gets +X/+X until end of turn, where X is the number of Elves on the battlefield. 1/2 Voice of the Woods Cost - (3)(G)(G) Creature - Elf Tap five untapped Elves you control: Put a 7/7 green Elemental creature token with trample onto the battlefield. 2/2 Weatherseed Treefolk Cost - (2)(G)(G)(G) Creature - Treefolk Trample. When Weatherseed Treefolk dies, return it to its owner's hand. 5/3 Wellwisher Cost - (1)(G) Creature - Elf (T): You gain 1 life for each Elf on the battlefield. 1/1 ===================== =[NC5] Non-Creatures= ===================== Alpha Status Cost - (2)(G) Enchantment - Aura Enchant creature. Enchanted creature gets +2/+2 for each other creature on the battlefield that shares a creature type with it. Asceticism Cost - (3)(G)(G) Enchantment Creatures you control have hexproof. (1)(G): Regenerate target creature. Beastmaster Ascension Cost - (2)(G) Enchantment Whenever a creature you control attacks, you may put a quest counter on Beastmaster Ascension. As long as Beastmaster Ascension has seven or more quest counters on it, creatures you control get +5/+5. Biorhythm Cost - (6)(G)(G) Sorcery Each player's life total becomes the number of creatures he or she controls. Blanchwood Armor Cost - (2)(G) Enchantment - Aura Enchant creature. Enchanted creature gets +1/+1 for each Forest you control. Coat of Arms Cost - (5) Artifact Each creature gets +1/+1 for each other creature on the battlefield that shares at least one creature type with it. Enlarge Cost - (3)(G)(G) Sorcery Target creature gets +7/+7 and gains trample until end of turn. It must be blocked this turn if able. Genesis Wave Cost - (X)(G)(G)(G) Sorcery Reveal the top X cards of your library. You may put any number of permanent cards with converted mana cost X or less from among them onto the battlefield. Then put all cards revealed this way that weren't put onto the battlefield into your graveyard. Insist Cost - (G) Sorcery The next creature spell you cast this turn can't be countered by spells or abilities. Draw a card. Lead the Stampede Cost - (2)(G) Sorcery Look at the top five cards of your library. You may reveal any number of creature cards from among them and put the revealed cards into your hand. Put the rest on the bottom of your library in any order. Mythic Proportions Cost - (4)(G)(G)(G) Enchantment - Aura Enchant creature. Enchanted creature gets +8/+8 and has trample. Primitive Etchings Cost - (2)(G)(G) Enchantment Reveal the first card you draw each turn. Whenever you reveal a creature card this way, draw a card. Rancor Cost - (G) Enchantment - Aura. Enchant creature. Enchanted creature gets +2/+0 and has trample. When Rancor is put into a graveyard from the battlefield, return Rancor to its owner's hand. Slate of Ancestry Cost - (4) Artifact (4), (T), Discard your hand: Draw a card for each creature you control. Verdant Embrace Cost - (3)(G)(G) Enchantment - Aura Enchant creature. Enchanted creature gets +3/+3 and has "At the beginning of each upkeep, put a 1/1 green Saproling creature token onto the battlefield." ******************** * [CPY] Copyrights * ******************** Magic the Gathering: Duels of the Planeswalkers 2014 is (c) Stainless Games and Wizards of the Coast