Magic: the Gathering - Battlemage FAQ
Version 1.0
By chessjerk (John Kearsley IV)
Created - June 16, 2008
Questions? Comments? Contact me: chessjerk@msn.com
===============================================================
Welcome to my Magic: the Gathering - Battlemage FAQ. Many enjoy the card game
version of Magic: the Gathering, now you can play a different version with your
favorite cards from actual gameplay.
===============================================================
Table of Contents:
===============================================================
I. The Object of the Game
II. Controls
III. Main Menu
IV. Duel
V. Building a Deck
VI. Card Abilities
VII. Card List
VIII. On the Battlefield
IX. Campaign Mode
X. Credits/Disclaimer
XI. Version History
===============================================================
I. The Object of the Game
===============================================================
There are two modes of battle in this game: Duel and Campaign. In Duel, you
face off against another player or the computer with a predetermined deck of
spells for a one battle showdown. In Campaign mode, you select one of six
different wizards and attempt to prevent the evil wizard Ravidel from
conquering the continent of Corondor.
===============================================================
II. Controls
===============================================================
In the menus:
Circle - nothing
X - select
Triangle - go back one menu
Square - nothing
L1 - decrease number of a card
L2 - scroll up the card list
R1 - increase number of a card
R2 - scroll down the card list
In battle:
Circle - cancel a selection, deselect a target, discard a flashing card
X - cast a spell, activate an ability
Triangle - view a selected creature, enchantment, or artifact's abilities
Square - select creatures for attack or block/select targets for spells
L1 + any - scroll the battlefield map
L2 + left/right- cycle through hand in window
L2 + up/down - zoom in and out on the battlefield
R1 - open or close hand of cards
R2 + left/right- cycle through your creatures on the battlefield
R2 + up/down - switch between you and opposing wizard
L2 + R2 - toggle the "shadows" on the battlefield units
Select + Start - quit battle
===============================================================
III. Main Menu
===============================================================
The following options are on the main menu:
Archive - view all the cards that are available (see section VII)
Duel - challenge another player or the computer to a duel using one of the
many existing decks, or build your own deck of cards to use
Campaign - start or continue a campaign to save the world from the evil Ravidel
Options - change the settings of the game
Credits - see the creators of the game
===============================================================
IV. Duel
===============================================================
Here you can set up the conditions for your duel.
1. Select the "Player 1" heading to change from a human to a CPU opponent
2. Select the character portrait to change the wizard you will fight as
3. Select the book to change the deck that player will be using (be aware that
if you change the wizard, the deck changes to that wizard's default deck)
4. The map for the battle is chosen randomly. After a duel is complete, select
the lightning bolt to duel on the same battlefield or select the globe to
duel on a new random battlefield.
===============================================================
V. Building a Deck
===============================================================
Under the book icon in the Duel menu, you may select one of many pre-existing
decks saved inside the game (including the six default decks used by the six
characters you can choose) or you may build your own deck.
The window on the left displays the cards in the current deck that has been
selected. At the bottom left is the Load Deck button, where you may load a
different deck from the game itself or that has been saved on a memory card.
The first button at the top is the Edit Deck button. Turning this on allows the
player to modify the current deck. The second button is the New Deck button.
Pressing this starts a new deck from scratch. The third button changes the type
of cards shown in the window (creatures, enchantments, sorceries, instants,
interrupts, artifacts, and land). To change the color of the cards in the
window, select the color from the color wheel at the bottom right.
If you build a new deck, the button at the bottom left becomes a Save Deck
button. A deck must have at least 1 land and 40 spells before it is usable and
can be saved. There is no maximum to the amount of cards a deck can have,
however, you can only have 4 of a particular card in a deck (or 99 of a
particular land card). You do not have to save a deck to use it in a duel, but
the deck will be lost if the game is turned off before saving.
===============================================================
VI. Card Abilities
===============================================================
An explanation of the terms used on the cards is as follows:
Casting cost: The mana cost to play a card. For example, a casting cost of 3BB
means 2 black mana and 3 mana of any color are required to cast the spell.
Power/toughness: All creatures have a power/toughness indicator. When a
creature deals damage to a target, it deals damage equal to its power. When a
creature receives damage greater than its toughness, or if a creature's
permanent toughness is reduced below zero, it dies.
Activated abilities: Some spells have abilities that can be used. For example,
Drudge Skeletons have "B: Regenerate" as an ability. This means that the
controller can pay 1 black mana at any time to regenerate Drudge Skeletons.
Continuous abilities: Some spells have abilities that are always active. For
example, Howling Mine has "Each player draws one extra card per turn." There is
no activation cost required; as long as the spell is in play, its effect is
active.
"tap": A tapped card is a card in play but is not active. When a card is tapped
to use an ability, as a result of an attack or block, or any other fashion, it
will untap on its own after a certain period of time passes, unless the ability
specifically states that the card does not untap on its own. A tapped card on
the battlefield is denoted by a curved arrow.
Some creature abilities are as follows:
First Strike: A creature with first strike deals damage before creatures
without first strike. For example, if an Elvish Archers (2/1 first strike) is
blocked by a Grizzly Bears (2/2), the Elvish Archers would kill the Grizzly
Bears and not receive any damage since the Bears are killed before they can
deal their damage. If two creatures with first strike attack each other, damage
is dealt as if neither of them have first strike.
Flying: A creature with flying cannot be blocked by creatures without flying,
unless specifically stated (see: Giant Spider). Flying creatures also have the
advantage of not dealing with the terrain and tend to attack opposing wizards
more quickly than non-flyers.
Trample: A creature with trample is not tapped after a fight with another
creature, provided it is still alive. It can then go on to fight another
creature or attack the opposing wizard immediately without interruption and
deal any unused damage to another creature or the opposing wizard. For example,
if a War Mammoth (3/3 trample) is blocked by a Benalish Hero (1/1), the War
Mammoth kills the Benalish Hero, but is not tapped afterwards. It can then go
on and attack the opposing wizard, dealing the unused 2 damage directly to the
opposing wizard.
Regeneration: A creature that dies still appears on the battlefield for a few
seconds, during which time it can be regenerated with the appropriate
abilities. A creature that is regenerated returns next to its controller
(tapped) and all damage dealt to it so far is removed.
Protection from X: A creature with protection from a color cannot be targeted
by spells of that color, cannot be blocked by creatures of that color, and any
damage dealt to it from a source of that color is reduced to zero. However,
this does not protect against spells that do not specifically target it (for
example, a creature with Protection from White cannot be destroyed by Swords to
Plowshares since it specifically targets that creature, but Wrath of God will
still destroy that creature (and all other creatures) since Wrath of God does
not specifically target any one creature).
Landwalk: A creature with a landwalk ability (i.e. forestwalk) automatically
teleports next to an opposing wizard when commanded to attack him/her if the
opposing wizard has a land of that type in its mana pool. That creature can
still be blocked (contrary to the actual card game) if you're quick enough to
intercept them, but it's very difficult to do so.
Attacking does not cause the creature to tap: A creature with this ability does
not tap after attacking the opposing wizard (if it blocks or is blocked by a
creature, it will be tapped after the fight is over).
Walls: Creatures who are designated as Walls cannot attack the opposing wizard.
They can only be assigned to block other creatures. Interestingly, they can
"block" opposing walls.
===============================================================
VII. Card List
===============================================================
Here is a list of all the cards available for gameplay. The format is:
Card Name Casting Cost Type of Card Power/Toughness (if applicable) Abilities
(W=White, U=Blue, B-Black, R=Red, G=Green)
Artifacts:
Aladdin's Ring 8 Artifact 8, tap: Aladdin's Ring deals 4 damage to any
target
Amulet of Kroog 2 Artifact 2, tap: Prevent 1 damage to any target
Amulet of Unmaking 5 Artifact 5, tap, sacrifice: Destroy an artifact or
creature, it cannot regenerate
Ankh of Mishra 2 Artifact When a player plays a land, Ankh of Mishra deals
2 damage to that player
Black Vise 1 Artifact At the end of upkeep, Black Vise deals 1 damage
to opponent for every card in opponent's hand
over 4
Brass Man 1 Artifact Creature 1/3 Does not untap normally 1: Untap
Brass Man
Celestial Prism 3 Artifact 2, tap: Add 1 mana of any color to your mana
pool
Clay Statue 4 Artifact Creature 3/1 2: Regenerate Clay Statue
Conservator 4 Artifact 3, tap: Prevent 2 damage to the player
Cursed Rack 4 Artifact Your opponent's maximum hand size is reduced to
4. If that player has over 4 cards at the end of
any turn, that player randomly discard cards
down to 4.
Dancing Scimitar 4 Artifact Creature 1/5 Flying
Dingus Egg 4 Artifact When a mana point is permanently destroyed,
Dingus Egg deals 2 damage to that player
Dragon Engine 3 Artifact Creature 1/3 2: +1/+0 until end of turn
Grapeshot Catapault 4 Artifact Creature 2/3 tap: Grapeshot Catapault deals 1
damage to a flying creature
Howling Mine 2 Artifact Each player draws 1 extra spell per turn.
Jade Stone 2 Artifact Comes into play tapped tap: Add 1 green mana to
your mana pool.
Lead Golem 5 Artifact Creature 3/5 If Lead Golem attacks, it does not
untap during your next untap phase
Mana Vault 1 Artifact Does not untap normally If Mana Vault is tapped
at the end of upkeep, it deals 1 damage to owner
4: Untap Mana Vault tap: Add 3 colorless mana to
mana pool
Meekstone 1 Artifact Creatures with power 3 or greater do not untap
normally
Nevinyrral's Disk 4 Artifact Comes into play tapped 1, tap: Destroy all
artifacts, creatures, and enchantments
Obsianus Golem 6 Artifact Creature 4/6
Ornithopter 0 Artifact Creature 0/2 Flying
Razor Pendulum 4 Artifact If the opponent has 5 or less life at the end of
their turn, Razor Pendulum deals 2 damage to
that player
Rod of Ruin 4 Artifact 3, tap: Rod of Ruin deals 1 damage to any target
Sunglasses of Urza 3 Artifact The player may use white mana as white or red
mana
Tawnos's Wand 4 Artifact 2, tap: Target creature with power 2 or less
cannot be blocked this turn
The Rack 1 Artifact At the end of upkeep, The Rack deals 1 damage to
opponent for every card in opponent's hand under
3
Wall of Spears 3 Artifact Creature - Wall 2/3 First strike
Winter Orb 2 Artifact Mana regenerates at half the normal rate
Yotian Soldier 3 Artifact Creature 1/4 Attacking does not cause Yotian
soldier to tap
White:
Animate Wall W Enchant Creature Play on a wall, that wall may attack as
though it were not a wall
Armageddon 3W Sorcery Destroy all mana in each pool
Benalish Hero W Creature - Hero 1/1
Black Ward W Enchant Creature Enchanted creature gains Protection from
Black
Blessing WW Enchant Creature W: Enchanted creature gains +1/+1 until
end of turn
Blinding Light 2W Sorcery Tap all nonwhite creatures
Blue Ward W Enchant Creature Enchanted creature gains Protection from
Blue
Circle of Protection: Artifacts 1W Enchantment 2: Prevent all damage to the
player from artifact sources for one turn
Circle of Protection: Black 1W Enchantment 1: Prevent all damage to the player
from black sources for one turn
Circle of Protection: Blue 1W Enchantment 1: Prevent all damage to the player
from blue sources for one turn
Circle of Protection: Green 1W Enchantment 1: Prevent all damage to the player
from green sources for one turn
Circle of Protection: Red 1W Enchantment 1: Prevent all damage to the player
from red sources for one turn
Circle of Protection: White 1W Enchantment 1: Prevent all damage to the player
from white sources for one turn
Conversion 2WW Enchantment During your upkeep, pay WW or destroy
Conversion All red mana becomes white mana,
mountains generate white mana as long as
Conversion is in play
Crusade WW Enchantment All white creatures gain +1/+1
Death Ward W Instant Regenerate target creature
Disenchant 1W Instant Destroy target artifact or enchantment
Divine Transformation 2WW Enchant Creature Enchanted creature gains +3/+3
Green Ward W Enchant Creature Enchanted creature gains Protection from
Green
Healing Salve W Instant Choose one: Target player gains 3 life, or
prevent 3 damage to any target
Holy Armor W Enchant Creature Enchanted creature gains +0/+2
W: Enchanted creature gains +0/+1 until end of
turn
Holy Strength W Enchant Creature Enchanted creature gains +1/+2
Mesa Pegasus 1W Creature - Pegasus 1/1 Flying
Morale 1WW Instant All attacking creatures gain +1/+1 until end of
turn
Northern Paladin 2WW Creature - Paladin 3/3 WW, tap: Destroy target black
permanent
Pearled Unicorn 2W Creature - Unicorn 2/2
Red Ward W Enchant Creature Enchant creature gain Protection from
Red
Reverse Damage 1WW Instant All damage done to you from one source is
retroactively added to your life total instead of
being subtracted
Samite Healer 1W Creature - Cleric 1/1 tap: Prevent 1 damage to any target
Savannah Lions W Creature - Lions 2/1
Seeker 2WW Enchant Creature Enchanted creature cannot be blocked
except by white or artifact creatures
Serra Angel 3WW Creature - Angel 4/4 Flying, attacking does not cause
Serra Angel to tap
Swords to Plowshares W Instant Destroy target creature without regenerating,
creature's controller gains life equal to that
creature's power
Teremko Griffin 3W Creature - Griffin 2/2 Flying
Tundra Wolves W Creature - Wolves 1/1 First strike
Wall of Swords 3W Creature - Wall 3/5 Flying
White Knight WW Creature - Knight 2/2 First strike, Protection from Black
White Ward W Enchant Creature Enchanted creature gains Protection from
White (does not destroy White Ward)
Wrath of God 2WW Sorcery Destroy all creatures without regenerating
Blue:
Air Elemental 3UU Creature - Elemental 4/4 Flying
Apprentice Wizard 1UU Creature - Wizard 0/1 U, tap: Add 3 colorless mana to
your mana pool
Backfire U Enchant Creature For each 1 damage enchanted creature
deals to you, Backfire deals 1 damage to that
creature's controller
Blue Elemental Blast U Interrupt Counter target player's red spell or destroy
target red permanent
Cerulean Wyvern 4U Creature - Wyvern 3/3 Flying, Protection from Green
Control Magic 2UU Enchant Creature Gain control of enchanted creature
Counterspell UU Interrupt Counter target player's spell
Creature Bond 1U Enchant Creature If enchanted creature is destroyed,
Creature Bond deals damage to that creature's controller
equal to the creature's toughness
Drain Power UU Sorcery Transfer all unused mana from opponent's pool
into yours
Feedback 2U Enchant Enchantment During enchanted enchantment's
controller's upkeep, Feedback deals 1 damage to
that player
Ghost Ship 2UU Creature - Ship 2/4 Flying UUU: Regenerate Ghost Ship
Giant Tortoise 1U Creature - Tortoise 1/3
Jolt 3U Instant Tap or untap target creature or artifact, draw an
extra card next turn
Lord of Atlantis UU Creature - Lord 2/2 All merfolk in play gain +1/+1 and
islandwalk
Mahamoti Djinn 4UU Creature - Djinn 5/6 Flying
Mana Short 2U Instant Empty target player's mana pool
Merfolk of the Pearl Trident U Creature - Merfolk 1/1
Phantom Monster 3U Creature - Phantasm 3/3 Flying
Power Leak 1U Enchant Enchantment During enchanted enchantment's
controller's upkeep, Power Leak deals 2 damage to
that player, for each 1 damage dealt, that player
may pay 1 to prevent that damage
Power Sink XU Interrupt Counter target player's spell unless that
player pays X, randomly drain X mana from that
player's pool until X is paid
Prodigal Sorcerer 2U Creature - Wizard 1/1 tap: Prodigal Sorcerer deals 1
damage to any target
Spell Blast XU Interrupt Counter target player's spell with casting cost
equal to X
Steal Artifact 2UU Enchant Artifact Gain control of enchanted artifact
Twiddle U Instant Tap or untap target artifact or creature, or add
or subtract one random mana from any mana pool
Unsummon U Instant Return target creature to owner's hand
Wall of Air 1UU Creature - Wall 1/5 Flying
Wall of Water 1UU Creature - Wall 0/5 U: Wall of Water gains +1/+0 until
end of turn
Water Elemental 3UU Creature - Elemental 5/4
Black:
Abomination 3BB Creature - Abomination 2/6 Any white or green creature
blocking or blocked by Abomination is destroyed
at end of combat
Ashes to Ashes 1BB Sorcery Destroy two non-artifact creatures without
regenerating, Ashes to Ashes deals 5 damage to
the caster
Bad Moon 1B Enchantment All black creatures gain +1/+1
Black Knight BB Creature - Knight 2/2 First strike, Protection from White
Bog Imp 1B Creature - Imp 1/1 Flying
Bog Wraith 3B Creature - Wraith 3/3 Swampwalk
Carrion Ants 2BB Creature - Ants 0/1 2: Carrion Ants gains +1/+1 until end
of turn
Cursed Land 2BB Enchant Mana Pool During enchanted mana pool's
controller's upkeep, Cursed Land deals 1 damage
to that player
Dark Ritual B Interrupt Add BBB to your mana pool
Deathgrip BB Enchantment BB: Counter target player's green spell, play
as an interrupt
Drain Life 1B Sorcery Drain Life deals 1 damage to any target for each
B paid in addition to the casting cost, the
caster gains 1 life for each damage dealt, the
caster cannot gain more life than the toughness
of the creature targeted or the life total of the
player targeted
Drudge Skeletons 1B Creature - Zombie 1/1 B: Regenerate Drudge Skeletons
Evil Presence B Enchant Land One random mana in the enchanted mana pool
is converted to a swamp
Fear BB Enchant Creature Enchanted creature cannot be blocked
except by black or artifact creatures
Feral Shadow 2B Creature - Shadow 2/1 Flying
Frozen Shade 2B Creature - Shade 0/1 B: Frozen Shade gains +1/+1 until
end of turn
Gloom 2B Enchantment White spells cost an additional 3 to play,
white enchantments with activation costs cost 3
more to use
Howl from Beyond XB Instant Targeted creature gains +X/+0 until end of turn
Hypnotic Specter 1BB Creature - Specter 2/2 Flying If Hypnotic Specter damages
an opponent, that opponent loses a random spell
from their hand
Kaervek's Hex 3B Sorcery Kaervek's Hex deals 1 damage to each nonblack
creature, then deals another 1 damage to each
green creature
Lord of the Pit 4BBB Creature - Lord 7/7 Flying, trample During your upkeep,
sacrifice a creature other that Lord of Pit, or
Lord of the Pit deals 7 damage to you
Mind Twist XB Sorcery Targeted player loses X spells from their hand,
or entire hand if not enough spells are there
Nightmare 5B Creature - Nightmare X/X Flying Nightmare's power and
toughness are equal to number of black mana in
your mana pool
Paralyze B Enchant Creature Tap enchanted creature, it does not
untap normally 4: Untap enchanted creature, may
only be activated by enchanted creature's
controller
Pestilence 2BB Enchantment Sacrifice Pestilence if there are no
creatures in play B: Pestilence deals 1 damage to
all creatures and players
Plague Rats 2B Creature - Rats X/X Plague Rats has power and toughness
equal to number of Plague Rats in play
Royal Assassin 1BB Creature - Assassin 1/1 tap: Destroy a tapped creature
Scathe Zombies 2B Creature - Zombies 2/2
Sengir Vampire 3BB Creature - Vampire 4/4 Flying If a creature dies the same
turn Sengir Vampire damaged it, Sengir Vampire
gains +1/+1
Terror 1B Instant Destroy a nonblack, nonartifact creature without
regenerating
Unholy Strength B Enchant Creature Enchanted creature gains +2/+1
Vampire Bats B Creature - Bats 0/1 Flying B: Vampire Bats gains +1/+0
until end of turn, cannot spend more than BB per
turn on this ability
Wall of Bone 2B Creature - Wall 1/4 B: Regenerate Wall of Bone
Warp Artifact BB Enchant Artifact During enchanted artifact's controller's
upkeep, Warp Artifact deals 1 damage to that
player
Weakness B Enchant Creature Enchanted creature gains -2/-1
Will-O'-the-Wisp B Creature - Will-O'-the-Wisp 0/1 Flying B: Regenerate
Will-O'-the-Wisp
Word of Binding XBB Sorcery Tap X target creatures
Zombie Master 1BB Creature - Lord 2/3 All zombies gain swampwalk B:
Regenerate target zombie
Red:
Ali Baba R Creature - Ali Baba 1/1 R: Tap target wall
Bird Maiden 2R Creature - Bird Maiden 1/2 Flying
Blood Lust 1R Instant Targeted creature gains +4/-4 until end of turn,
if toughness would be reduced below 1, it is
reduced to 1
Burrowing R Enchant Creature Enchanted creature gains mountainwalk
Crimson Manticore 2RR Creature - Manticore 2/2 Flying R, tap: Crimson Manticore
deals 1 damage to an attacking or blocking
creature
Disintegrate XR Sorcery Disintegrate deals X damage to any target, a
creature damaged by Disintegrate cannot be
regenerated until end of turn
Dragon Whelp 2RR Creature - Dragon 2/3 Flying R: Dragon Whelp gains +1/+0
until end of turn, if more than RRR is spent in
one turn, destroy Dragon Whelp at end of turn
Dwarven Warriors 2R Creature - Dwarves 1/1 tap: Target creature with power 2
or less cannot be blocked this turn
Earth Elemental 3RR Creature - Elemental 4/5
Earthquake XR Sorcery Earthquake deals X damage to all players and
nonflying creatures
Fire Elemental 3RR Creature - Elemental 5/4
Fireball XR Sorcery Fireball deals X damage divided evenly among any
number of creatures and/or players, pay an
additional 1 for each target beyond the first
Firebreathing R Enchant Creature R: Enchanted creature gains +1/+0 until
end of turn
Fissure 3RR Sorcery Destroy a creature without regenerating
Flare 2R Instant Flare deals 1 damage to any target, draw an extra
spell next turn
Flashfires 3R Sorcery Destroy all white mana in all mana pools
Giant Strength RR Enchant Creature Enchanted creature gains +2/+2
Goblin Balloon Brigade R Creature - Goblin 1/1 R: Goblin Balloon Brigade gains
flying until end of turn
Goblin King 1RR Creature - Lord 2/2 All goblins gain +1/+1 and
mountainwalk
Gray Ogre 2R Creature - Ogre 2/2
Hill Giant 3R Creature - Giant 3/3
Hurloon Minotaur 1RR Creature - Minotaur 2/3
Immolation R Enchant Creature Enchanted creature gains +2/-2
Inferno 5RR Instant Inferno deals 6 damage to all creatures and
players
Keldon Warlord 2RR Creature - Warlord X/X Keldon Warlord has power and
toughness equal to the number of non-wall
creatures you control
Lightning Bolt R Instant Lightning Bolt deals 3 damage to any target
Mana Flare 2R Enchantment Whenever mana is drawn from a pool, an
additional mana of the same color is also drawn
Mons's Goblin Raiders R Creature - Goblin 1/1
Orcish Artillery 1RR Creature - Orcs 1/3 R: Orcish Artillery deals 2 damage to
any target and 3 damage to you
Orcish Oriflamme 3R Enchantment All of your attacking creatures gain +1/+0
Pyrotechnics 4R Sorcery Pyrotechnics deals 4 damage divided any way you
choose among up to 4 targets
Red Elemental Blast R Interrupt Counter target player's blue spell or destroy a
blue permanent
Shatter 1R Instant Destroy target artifact
Shivan Dragon 4RR Creature - Dragon 5/5 Flying R: Shivan Dragon gains +1/+0
until end of turn
Talruum Minotaur 2RR Creature - Minotaur 3/3
Tunnel R Instant Destroy a wall without regenerating
Uthden Troll 2R Creature - Troll 2/2 R: Regenerate Uthden Troll
Wall of Fire 1RR Creature - Wall 0/5 R: Wall of Fire gains +1/+0 until end
of turn
Wall of Stone 1RR Creature - Wall 0/8
Green:
Aspect of Wolf 1G Enchant Creature Enchanted creature gains +X/+X where X
is equal to the numbers of forests you control,
rounded down for power and up for toughness
Birds of Paradise G Creature - Birds 0/1 tap: Add 1 mana of any color to your
mana pool
Channel GG Sorcery Until the end of your turn, you may pay 1 life to
add 1 colorless mana to your mana pool
Cockatrice 3GG Creature - Cockatrice 2/4 Flying Any non-wall creature
blocking or blocked by Cockatrice is destroyed at
end of combat
Crash of Rhinos 6GG Creature - Rhinos 8/4 Trample
Craw Wurm 4GG Creature - Wurm 6/4
Crumble G Instant Destroy an artifact without regenerating, that
artifact's controller gains life equal to the
artifact's casting cost
Desert Twister 4GG Sorcery Destroy target permanent
Durkwood Boars 4G Creature - Boars 4/4
Elvish Archers 1G Creature - Elves 2/1 First strike
Fog G Instant Creatures deal no combat damage until end of turn
Force of Nature 2GGGG Creature - Force 8/8 Trample, pay GGGG during your upkeep
or Force of Nature deals 8 damage to you
Fungusaur 3G Creature - Fungusaur 2/2 At the end of any turn where
Fungusaur was damaged and not killed, Fungusaur
gain +1/+1
Giant Growth G Instant Targeted creature gains +3/+3 until end of turn
Giant Spider 3G Creature - Spider 2/4 Giant Spider can block flying
creatures
Grizzly Bears 1G Creature - Bears 2/2
Hurricane XG Sorcery Hurricane deals X damage to all players and
flying creatures
Instill Energy G Enchant Creature 0: Untap enchanted creature, can only
use once per turn
Ironroot Treefolk 4G Creature - Treefolk 3/5
Killer Bees 1GG Creature - Bees 0/1 Flying G: Killer Bees gain +1/+1
until end of turn
Land Leeches 1GG Creature - Leeches 2/2 First strike
Lifeforce GG Enchantment GG: Counter target player's black spell, play
as an interrupt
Llanowar Elves G Creature - Elves 1/1 tap: Add G to your mana pool
Lure 1GG Enchant Creature All opposing creatures in range attempt
to attack enchanted creature until the spell is
removed or the creature dies
Regeneration 1G Enchant Creature G: Regenerate enchanted creature
Sandstorm G Instant Sandstorm deals 1 damage to each attacking
creature
Scryb Sprites G Creature - Sprites 1/1 Flying
Serene Heart 1G Instant Destroy all target-specific enchantments in play
Shanodin Dryads G Creature - Dryads 1/1 Forestwalk
Stream of Life XG Sorcery Target player gains X life
Thicket Basilisk 3GG Creature - Basilisk 2/4 Any non-wall creature blocking or
blocked by Thicket Basilisk is destroyed at end
of combat
Tranquil Domain 1G Instant Destroy all global enchantments in play
Tranquility 2G Sorcery Destroy all enchantments in play
Tsunami 3G Sorcery Destroy all blue mana in all mana pools
Venom 1GG Enchant Creature Any non-wall creature blocking or
blocked by enchanted creature is destroyed at end
of combat
Wall of Ice 2G Creature - Wall 0/7
Wall of Wood G Creature - Wall 0/3
Wanderlust 2G Enchant Creature During enchanted creature's controller's
upkeep, Wanderlust deals 1 damage to that player
War Mammoth 3G Creature - Mammoth 3/3 Trample
Web G Enchant Creature Enchanted creature gains +0/+2 and can
block flying creatures
Wild Growth G Enchant Land Adds an extra G to your mana pool
Winter Blast XG Sorcery Tap X target creatures, deal 2 damage to each of
those creatures with flying
===============================================================
VIII. On the Battlefield
===============================================================
When a duel begins, each wizard is placed on the battlefield, generally at
opposite ends from each other. Seven random cards from each player's library
are drawn and placed into each player's hand. Each player plays land cards to
generate mana in order to cast spells (creatures, enchantments, etc.). Each
player starts with 20 life, as noted by the red circles underneath each
player's mana pool. Dark red circles count as 5 life, light red circles count
as 1 life.
There are 2 ways to win. The simplest method is to reduce the opponent's life
to zero. The alternate method is to run the opponent out of cards. There is no
way to tell how many cards are remaining in a player's library, but if you see
the screen fade to black and no one had been reduced to zero life, that's what
happened. If a player must draw a card and cannot, that player loses.
There are six colored indicators at the top of the screen, one for each color
mana and one for colorless mana. The number of boxes of each color show how
much mana of each color is currently available to cast spells. When you use
mana to cast spells, the used mana will regenerate on its own after a certain
period of time has passed.
When casting creature spells, if the spell only requires colored mana to cast
and the required mana is available, press X to cast the spell. If colorless
mana is needed, the announcer will say "Tap mana". Press left and right to
select a color of mana to use and press down until the required amount of mana
has been used, then press X to cast. You still have to tap the mana manually
even if you only have one color of mana to use.
When casting other spells, after the appropriate mana has been paid, the
announcer will say "Select target". Use the cursor to select the target and
press Square to select. If a spell can have multiple targets, the announcer
will repeat "Select target" until the required number of targets are selected.
Pay close attention to what the announcer is saying at all times. It will
announce whenever a spell is being cast, both for you and your enemy.
To attack the opposing wizard, select one of your creatures with the Square
button. That creature's portrait shows up in the top left of the screen. Move
the cursor to the opposing wizard and press Square again to begin the attack.
If the creature reaches the wizard without being blocked, it will deal its
damage to that wizard and teleport back to your side, tapped. Once it untaps,
it will attack the opposing wizard again (you do not need to tell it to attack
again), however, creatures who are assigned to block other creatures, who were
blocked during an attack, who were recently regenerated, or who were assigned
to move to a specific spot on the battlefield will not automatically attack
again; they will await further instructions once they are untapped. Repeat the
above steps to assign that creature to attack and it will do so.
Some general rules of combat:
1. Only one land can be played at a time. If you have already played a land
this turn, any other land cards in your hand will be grayed out. When you are
again able to play a land, the land cards will light up again.
2. If you play a deck with multiple colors of cards, make sure you play lands
that correspond to the cards in your hand. There no sense playing a mountain if
you have only forests and green spells in your hand.
3. Blocking enemy creatures is very difficult to accomplish in most cases,
since some creatures move very fast. Your best hope (if facing the computer) is
to simply attack the opposing wizard and hope the computer chooses to block
your attacker, which it will do most of the time. Also, since flying creatures
fly over non-flying creatures, getting flying creatures to block non-flyers is
quite difficult to pull off.
4. If you play a creature heavy deck, make sure you keep updated on the status
of your creatures. Press R2 + left and right to cycle through your creatures on
the battlefield and find those that are standing around waiting for new orders.
5. Memorize all cards abilities and the power and toughness of all creatures.
With the speed of battle, you rarely have time to look up the abilities of a
particular creature before it takes a bite out of you.
6. Each wizard can have a maximum of 6 creatures in play at any given moment.
If you try to cast a creature spell and the game won't let you, you have too
many creatures in play. When one of them leaves play, you may cast another one.
7. You can only hold seven cards in your hand. If you have seven cards and
can't play any of them, eventually the last card in your hand will begin
flashing, then disappear, and another card will take its place. If you have
your hand open and a card is flashing, press Circle to expedite the discard
process.
8. For those players that are familiar with the actual card game, this game
loosely follows the standard turn structure (untap, upkeep, draw, play spells,
attack, discard), except both players are doing it simultaneously instead of
alternating. Be sure to be aware of upkeep effects, as they will usually
automatically happen for you without much indication. Also, there is no "global
clock" for everything on the battlefield. In other words, there isn't a
specific time when everything untaps, anything that will untap on its own with
do so after a certain period of time has passed since it was tapped. Cards are
drawn at a certain interval, lands become playable a certain time after playing
the previous land, etc.
===============================================================
IX. Campaign Mode
===============================================================
For those players tired of playing the computer in random battles, this mode is
for you. Here you choose a wizard and attempt to rid the continent of the evil
sorcerer Ravidel. Select a wizard and click on the flag icon to begin, or click
the arrow up button to load a previous campaign.
Your choices for wizards and their deck colors are:
Jared - Red/Green
Kristina - White/Green
Tevesh - Blue/Black
Leshrac - Black/Red
Sandruu - White/Blue
Geyadrone - Black/Green
Each wizard starts in a specific location with specific opponents as follows:
Jared - Kristina's Woods, facing Tevesh, Leshrac, Geyadrone, and Ravidel
Kristina - Kristina's Woods, facing Tevesh, Leshrac, Geyadrone, and Ravidel
Tevesh - Telemar, facing Jared, Kristina, Sandruu, and Ravidel
Leshrac - Arathoxia, facing Jared, Kristina, Sandruu, and Ravidel
Sandruu - Kristina's Woods, facing Tevesh, Leshrac, Geyadrone, and Ravidel
Geyadrone - White Woods, facing Jared, Kristina, Sandruu, and Ravidel
As the Campaign mode starts, the first thing that will happen is you with have
a conversation with Ravidel (if you are Jared, Kristina, Sandruu, or
Geyadrone), Grenfell (if you are Tevesh), or Teferi (if you are Leshrac). This
exchange will demonstrate how you will communicate with people in each country
as well as other planeswalker. You'll have the option of responding to the
other person in a variety of ways. Normally, there will be three choices, one
verbally abusing whoever it is, one asking for help, and one being totally
dismissive, but there can be other types of responses. After you select a
response, they will respond accordingly. The idea is to respond "appropriately"
and whoever you are talking to may give you money and/or spells. How to respond
"appropriately" depends on what type of person you are talking to. Some want
your help, others demand respect, and a few just don't want you to show
weakness.
Once this exchange is done, you will be able to see the map. You may notice
this mode is similar to the game of Risk. There are 30 countries on the map and
you want to control as many as possible. Controlling countries increases your
mana base and the number of spells in your library, but beware! There may be
those out there who will take spells away from you if you aren't careful. I
recommend you save as often as possible to prevent an undesirable result.
Each wizard starts with a particular library as follows:
Jared - 5xForest, 3xMountain, 1 each of Jade Stone, Plains, Ali Baba, Fissure,
Giant Strength, Hurloon Minotaur, Lightning Bolt, Mons's Goblin Raiders, Elvish
Archers, Fog, Giant Growth, Scryb Sprites, and Wall of Wood.
Kristina - 6xForest, 3xPlains, 1 each of Meekstone, Death Ward, Green Ward,
Savannah Lions, Tundra Wolves, Fog, Giant Growth, Grizzly Bears, Killer Bees,
Llanowar Elves, Scryb Sprites, and Web.
Tevesh - 5xIsland, 4xSwamp, 3xVampire Bats, 2xCreature Bond, 1 each of
Ornithopter, Apprentice Wizard, Backfire, Giant Tortoise, Bad Moon, Fear, and
Weakness.
Leshrac - 5xMountain, 4xSwamp, 2xMons's Goblin Raiders, 1 each of Black Knight,
Dark Ritual, Drudge Skeletons, Unholy Strength, Wall of Bone, Firebreathing,
Flare, Goblin Balloon Brigade, Immolation, and Lightning Bolt.
Sandruu - 5xPlains, 2xForest, 2xIsland, 2xMerfolk of the Pearl Trident, 1 each
of Meekstone, Death Ward, Healing Salve, Holy Armor, Pearled Unicorn, Savannah
Lions, Tundra Wolves, White Knight, Blue Elemental Blast, and Creature Bond.
Geyadrone - 5xForest, 4xSwamp, 2xPlague Rats, 1 each of Amulet of Kroog, Black
Knight, Bog Imp, Cursed Land, Evil Presence, Fear, Unholy Strength, Fog,
Instill Energy, and Wall of Wood.
Each wizard acquires bonus land cards after conquering the first, third, fifth,
etc. countries. Each wizard acquired bonus spells after conquering even-
numbered countries as follows:
Jared:
2. Grizzly Bears, Elvish Archers
4. Ornithopter, Wall of Fire
6. Lightning Bolt, Tranquil Domain
8. Crimson Manticore, Shatter
10. Giant Spider, Wanderlust
12. Talruum Minotaur, Fireball
14. Stream of Life, Ironroot Treefolk
16. Fog, Flare
18. Desert Twister, Shatter
20. Fire Elemental, Elvish Archers
22. Keldon Warlord, Land Leeches
24. Disintegrate, Cockatrice
26. Mons's Goblin Raiders, Grizzly Bears
28. Disintegrate, Fireball
Kristina:
2. Shanodin Dryads, White Knight
4. Killer Bees, COP: Green
6. Serene Heart, Elvish Archers
8. Mesa Pegasus, Grizzly Bears
10. Giant Spider, Jade Stone
12. Wanderlust, War Mammoth
14. Tawnos's Wand, Disenchant
16. Giant Growth, Elvish Archers
18. Stream of Life, Serra Angel
20. Death Ward, Aspect of Wolf
22. Wall of Ice, Ironroot Treefolk
24. Pearled Unicorn, Lifeforce
26. COP: Black, War Mammoth
28. Clay Statue, Tsunami
30. Crash of Rhinos, Teremko Griffin
32. Tranquility, Winter Blast
34. Stream of Life, Serra Angel
Tevesh:
2. Drain Life, Dark Ritual
4. Paralyze, Apprentice Wizard
6. Gloom, Giant Tortoise
8. Terror, Prodigal Sorcerer
10. Deathgrip, Hypnotic Specter
12. Kaervek's Hex, Wall of Air
14. Weakness, Sengir Vampire
16. Drain Power, Cerulean Wyvern
18. Kaervek's Hex, Hypnotic Specter
20. Apprentice Wizard, Prodigal Sorcerer
22. Winter Orb, Phantom Monster
Leshrac:
2. Scathe Zombies, Immolation
4. Firebreathing, Wall of Fire
6. Ashes to Ashes, Scathe Zombies
8. Goblin King, Flare
10. Drudge Skeleton, Mana Vault
12. Dragon Whelp, Pyrotechnics
14. Drain Life, Scathe Zombies
16. Black Knight, Pyrotechnics
18. Nightmare, Fireball
20. Zombie Master, Flare
Sandruu:
2. Mesa Pegasus, Benalish Hero
4. Savannah Lions, Creature Bond
6. Wall of Air, Twiddle
8. Blinding Light, Lord of Atlantis
10. Disenchant, COP: Artifacts
12. Spell Blast, White Knight
14. Benalish Hero, Cerulean Wyvern
16. Northern Paladin, COP: Red
18. Merfolk of the Pearl Trident, Howling Mine
20. Tundra Wolves, Serra Angel
22. Divine Transformation, Water Elemental
24. Disenchant, Ankh of Mishra
26. Healing Salve, Teremko Griffin
28. Death Ward, Holy Armor
30. Conversion, Serra Angel
32. Prodigal Sorcerer, Armageddon
Geyadrone:
2. Bog Imp, Giant Spider
4. Evil Presence, Plague Rats
6. Dark Ritual, Giant Spider
8. Bad Moon, Fog
10. Pestilence, Black Knight
12. Frozen Shade, Wanderlust
14. Evil Presence, Giant Spider
16. Bog Wraith, Word of Binding
18. Plague Rats, Stream of Life
20. Bog Imp, Wanderlust
22. Dancing Scimitar, Pestilence
24. Black Knight, Desert Twister
26. Unholy Strength, Force of Nature
28. Jade Stone, Cursed Rack
30. Bog Wraith, Evil Presence
32. Deathgrip, Lord of the Pit
At the start of your turn, you collect taxes depending on the number of
countries you control. The currency in this world is "taels". Use these taels
to buy spells, pay for information, or curry favor with certain country
leaders. You then have the opportunity to review the contents of your library,
construct your battle deck, "attack" a country, and review the status of other
countries.
The buttons on the left of the screen are used for loading a previously saved
game, or for saving your current game. The square button in the middle
indicates that you have finished your turn, allowing the computer-controlled
wizards to take their turns. On the right side there are four buttons. The
first (a lightning bolt) starts an attack. Select a country you control, then
select a country that shares a border to attack. The first time you attack a
particular country, a picture of the country and a short narrative will be
shown before the attack is carried out. The pen icon allows you to see all
available cards you have and those that are currently in your library. The
first screen shows all the artifacts and lands you own, select a color from the
bottom of the screen to see your cards of that color. The number on the left
shows how many of a particular card you own, the number on the right shows how
many on currently in your library. Back on the main map, the ? button allows
you to select a country and see what kinds of lands it controls and a short
narrative about the country. This allows you to watch the FMV again if you
wish. Finally, the scroll icon allows you to view the stats on a particular
planeswalker, including how many countries they control and their wealth
status. If you select your own planeswalker, you can see how many taels you
have available to spend.
You do not have to use your entire available card list in your battle deck, and
you shouldn't, due to the number of quite useless cards there are out there. Be
careful not to use too few cards, though, since you can lose battles by not be
able to draw cards. Make sure you acquire a few decent spells and creatures to
use before engaging in difficult battles.
You can "attack" one country per turn, and there's no reason why you shouldn't
do so every turn. The term "attack" is misleading, since most countries you
acquire throughout the game will really be those you negotiate the use of the
land with important people from that country. However, if you "attack" a
country owned by another planeswalker, they may outright challenge you to a
battle, and if you win, you take control of that country. Later on in the FAQ I
will list all the people you will talk with in each country and the appropriate
responses that you can use to acquire their countries' powers quickly and
effortlessly.
When you acquire a country, you will receive a message that that country has
joined your cause and some cards have been added to your library. Each country
has a specific set of land cards that get added to your library when you take
them over, and you can lose them if you lose control of the country. In
addition, on odd-number country conquests (1st, 3rd, 5th, etc.) you will
receive an extra land that matches the color combination deck for your
particular wizard. On even-number country conquests (2nd, 4th, 6th, etc.) you
will receive two extra spells for your library. Remember, these cards are not
added to your battle deck automatically, you must go to the library screen and
add them to your battle deck. However, if you lose control of a country and
lose lands that match lands in your deck, these lands will be taken out of your
battle deck.
However, you are not alone in this world. Once your turn is over, the other
wizards take their turns, and they will each try to take over one country per
turn as well. If they attack a country of yours, the game will shift to the
battlefield and the battle will start. Win this battle to keep control of your
country.
Ravidel is the most powerful of the wizards and will always go last in the turn
order. He plays a Blue/Red deck that can be very difficult to play against if
you are unprepared. He has the Merfolk + Lord of Atlantis combo, he has the
Goblins + Goblin King combo, he has the Black Vise/The Rack/Cursed Rack combo,
he has direct damage (Lightning Bolt/Fireball) and he has counter-magic
(Counterspell/Power Sink) as well as Control Magic, a VERY devastating spell
used to steal control of one of your creatures.
Now it's time for the big list of countries and people to talk to. I've
designated the responses to the people you encounter as A, B, C, etc. since the
exact responses vary depending on which wizard you are, so rather than typing
out 100 pages of text, indicating them as such is just easier on the eyes...and
my hands. :) So, for example, BACB - lose 100 taels means that the 2nd response
is chosen at the first step in the conversation, then the 1st response is
chosen at the second step, then the 3rd at the third step, then the 2nd at the
fourth step, and the result is you lose 100 taels. If a line below has a * at
the beginning, that particular line of responses results in the country joining
your cause. All other responses cause the country to remain neutral or under
the rule of whoever currently controls it.
Also note that some people you talk to cannot turn control of the country over
to you, they will simply point you along to another person to talk to, causing
you to have to "attack" that country multiple times to get to the person you
need. In addition, if you attack a country that is not controlled by anyone
else, they may simply join your cause without you talking to anyone.
Country Name - Land Cards Under Country's Control
Person to talk to
Responses A, B, C, etc.
1. Arathoxia - Swamp x2, Mountain
(1) Survivor
- AAA - nothing
- AAB - nothing
- AACA - gain 30 taels
- AACB - gain Black Vise
- AACC - gain Ankh of Mishra
- ABAA - gain 30 taels
- ABCB - gain Black Vise
- ABCC - gain Ankh of Mishra
- ACA - gain 30 taels
- ACB - gain Black Vise
- ACC - gain Ankh of Mishra
- B - nothing
- CAAA - nothing
- CAAB - nothing
- CAACA - gain 30 taels
- CAACB - gain Black Vise
- CAACC - gain Ankh of Mishra
- CABAA - gain 30 taels
- CABAB - gain Black Vise
- CABAC - gain Ankh of Mishra
- CABB - gain 5 taels
- CABC - nothing
- CACA - gain 30 taels
- CACB - gain Black Vise
- CACC - gain Ankh of Mishra
- CBA - - gain 30 taels
- CBB - gain Black Vise
- CBC - gain Ankh of Mishra
- CC - gain 5 taels
(2) Yorgo
- A - lose 100 taels
* BAA - gain Dragon Engine
- BAB - gain 150 taels
- BACA - gain Ornithopter
- BACB - lose 100 taels
- BACC - gain Celestial Prism
- BBA - gain 2 taels
- BBB - lose 100 taels
- BC - nothing
* CAA - gain Dragon Engine
- CAB - gain 150 taels
- CACA - gain Ornithopter
- CACB - lose 100 taels
- CACC - gain Celestial Prism
- CBA - gain 2 taels
- CBB - lose 100 taels
- CC - nothing
2. Battle Rising - Plains x2, Swamp
(1) Dragonfly
- AAAAAAAA - nothing
- AAAAAAABAA - nothing
- AAAAAAABAB - lose a spell
- AAAAAAABAC - nothing
- AAAAAAABB - lose a spell
- AAAAAAABC - nothing
- AAAAAAAC - nothing
- AAAAAAB - nothing
- AAAAAACAA - nothing
- AAAAAACAB - lose a spell
- AAAAAACAC - nothing
- AAAAAACB - lose a spell
- AAAAAACC - nothing
- AAAAABAA - nothing
- AAAAABAB - lose a spell
- AAAAABAC - nothing
- AAAAABB - lose a spell
- AAAAABC - nothing
- AAAAAC - nothing
- AAAABAA - nothing
- AAAABABAA - nothing
- AAAABABAB - lose a spell
- AAAABABAC - nothing
- AAAABABB - lose a spell
- AAAABABC - nothing
- AAAABAC - nothing
- AAAABB - nothing
- AAAABCAA - nothing
- AAAABCAB - lose a spell
- AAAABCAC - nothing
- AAAABCB - lose a spell
- AAAABCC - nothing
- AAAACAA - nothing
- AAAACAB - lose a spell
- AAAACAC - nothing
- AAAACB - lose a spell
- AAAACC - nothing
- AAAB - nothing
- AAAC - nothing
- AABAAAA - nothing
- AABAAABAA - nothing
- AABAAABAB - lose a spell
- AABAAABAC - nothing
- AABAAABB - lose a spell
- AABAAABC - nothing
- AABAAAC - nothing
- AABAAB - nothing
- AABAACAA - nothing
- AABAACAB - lose a spell
- AABAACAC - nothing
- AABAACB - lose a spell
- AABAACC - nothing
- AABABAA - nothing
- AABABAB - lose a spell
- AABABAC - nothing
- AABABB - lose a spell
- AABABC - nothing
- AABAC - nothing
- AABBAA - nothing
- AABBABAA - nothing
- AABBABAB - lose a spell
- AABBABAC - nothing
- AABBABB - lose a spell
- AABBABC - nothing
- AABBAC - nothing
- AABBB - nothing
- AABBCAA - nothing
- AABBCAB - lose a spell
- AABBCAC - nothing
- AABBCB - lose a spell
- AABBCC - nothing
- AABCAA - nothing
- AABCAB - lose a spell
- AABCAC - nothing
- AABCB - lose a spell
- AABCC - nothing
- AAC - nothing
- ABAAAA - nothing
- ABAAABAA - nothing
- ABAAABAB - lose a spell
- ABAAABAC - nothing
- ABAAABB - lose a spell
- ABAAABC - nothing
- ABAAAC - nothing
- ABAAB - nothing
- ABAACAA - nothing
- ABAACAB - lose a spell
- ABAACAC - nothing
- ABAACB - lose a spell
- ABAACC - nothing
- ABABAA - nothing
- ABABAB - lose a spell
- ABABAC - nothing
- ABABB - lose a spell
- ABABC - nothing
- ABAC - nothing
- ABBAA - nothing
- ABBABAA - nothing
- ABBABAB - lose a spell
- ABBABAC - nothing
- ABBABB - lose a spell
- ABBABC - nothing
- ABBAC - nothing
- ABBB - nothing
- ABBCAA - nothing
- ABBCAB - lose a spell
- ABBCAC - nothing
- ABBCB - lose a spell
- ABBCC - nothing
- ABCAA - nothing
- ABCAB - lose a spell
- ABCAC - nothing
- ABCB - lose a spell
- ABCC - nothing
- AC - nothing
- B - nothing
- C - nothing
(2) Elder Druid
- AA - gain Scryb Sprites
- ABA - nothing
- ABB - gain Scryb Sprites
* ABCA - gain Force of Nature
- ABCB - nothing
- ABCC - gain Dancing Scimitar
- AC - gain 35 taels
- BA - gain Aspect of Wolf, Craw Wurm
* BB - gain Killer Bees, Fungusaur, Instill Energy
- BCAA - nothing
- BCAB - gain Aspect of Wolf, Craw Wurm
- BCAC - gain War Mammoth
* BCBA - gain Force of Nature
- BCBB - nothing
- BCBC - gain Dancing Scimitar
- BCC - gain Scryb Sprites
- CA - nothing
- CB - gain Aspect of Wolf, Craw Wurm
- CC - gain War Mammoth
3. Cape of Casindral - Island x2
(1) Ghost
- AA - lose 200 taels and a spell
- ABA - gain Wall of Water, lose 100 taels
- ABB - nothing
- ABC - nothing
- AC - gain Blue Elemental Blast
* BA - gain 120 taels, Control Magic, Steal Artifact, Counterspell
- BB - nothing
- BC - lose 200 taels and a spell
- CA - nothing
- CB - gain Ghost Ship
- CCA - gain 150 taels, Drain Power, Mahamoti Djinn
- CCB - lose 200 taels and a spell
- CCC - nothing
(2) Teferi
- A - gain Kaervek's Hex, Jolt, Blinding Light
- B - gain Crash of Rhinos, Cerulean Wyvern, Teremko Griffin
- C - gain Razor Pendulum, Aladinn's Ring, Obsianus Golem
4. Darkling Plain - Plains x2, Swamp
(1) Yotian Soldier
- AAAA - lose 2 spells
- AAAB - nothing
- AAACA - gain Yotian Soldier
- AAACB - nothing
- AAACC - lose 2 spells
- AAB - lose 2 spells
- AAC - lose 2 spells
- AB - lose 2 spells
- ACAA - gain Yotian Soldier
- ACAB - nothing
- ACAC - lose 2 spells
- ACB - lose a spell
- ACCA - gain 250 taels
- ACCB - nothing
- ACCC - lose 2 spells
- BAA - gain 75 taels and Yotian Soldier
- BAB - lose 2 spells
- BAC - nothing
- BBAA - gain 75 taels and Yotian Soldier
- BBAB - lose 2 spells
- BBAC - nothing
- BBB - lose 2 spells
- BBCAA - gain Yotian Soldier
- BBCAB - lose 2 spells
- BBCAC - nothing
- BBCB - lose a spell
- BBCCA - gain 250 taels
- BBCCB - nothing
- BBCCC - lose 2 spells
- BC - lose a spell
- CAAA - gain 75 taels and Yotian Soldier
- CAAB - lose 2 spells
- CAAC - nothing
- CABAA - gain 75 taels and Yotian Soldier
- CABAB - lose 2 spells
- CABAC - nothing
- CABB - lose 2 spells
- CABCAA - gain Yotian Soldier
- CABCAB - nothing
- CABCAC - lose 2 spells
- CABCB - lose a spell
- CABCCA - gain 250 taels
- CABCCB - nothing
- CABCCC - lose 2 spells
- CAC - lose a spell
- CB - lose 2 spells
- CC - nothing
5. Dueling Chasm - Mountain x2
(1) Grenfell
- AAA - nothing
- AABAA - nothing
- AABAB - lose 75 taels and 2 spells
- AABACA - lose 100 taels and 3 spells
* AABACB - gain 150 taels, Cursed Land, Hypnotic Specter
- AABACC - gain Mind Twist and Word of Binding, lose 2 spells
- AABB - nothing
- AABCA - lose 6 spells
- AABCB - lose 400 taels
- AABCC - lose 200 taels and 4 spells
- AACA - lose 200 taels and 3 spells
- AACB - lose a spell
- AACC - lose 3 spells
- AB - nothing
- AC - lose 200 taels and 4 spells
- BA - lose 6 spells
- BB - lose 400 taels
- BC - lose 5 spells
- CAA - nothing
- CAB - lose 75 taels and 2 spells
- CACA - lose 100 taels and 3 spells
* CACB - gain 150 taels, Cursed Land, Hypnotic Specter
- CACC - gain Mind Twist and Word of Binding, lose 2 spells
- CB - nothing
- CCA - lose 6 spells
- CCB - lose 400 taels
- CCC - lose 200 taels and 4 spells
(2) Leshrac
- A - gain Nightmare, Lord of the Pit
- B - nothing
- C - lose 5 spells
6. Ephren - Plains, Mountain
(1) Taffan
- AA - nothing
- AB - nothing
- AC - nothing
- BA - nothing
- BBA - gain Dancing Scimitar
- BBBA - nothing
- BBBB - gain Dancing Scimitar
- BBBC - gain Fireball and Disintegrate
- BBC - nothing
- BCA - nothing
- BCB - nothing
- BCC - nothing
- CA - gain Dancing Scimitar
- CBA - nothing
- CBB - gain Dancing Scimitar
- CBC - gain Fireball and Disintegrate
- CC - nothing
7. Great Salt Marsh - Swamp x2
(1) Apparition
- AA - nothing
- ABAAA - gain Gloom, lose 2 taels
- ABAAB - lose 2 taels
- ABAAC - nothing
- ABABA - nothing
- ABABB - lose 2 taels
- ABABC - gain Gloom, lose 2 taels
- ABAC - lose 2 taels
- ABBA - gain Gloom, lose 2 taels
- ABBB - lose 2 taels
- ABBC - nothing
- ABCA - nothing
- ABCB - lose 2 taels
- ABCC - gain Gloom, lose 2 taels
- ACA - nothing
- ACBA - gain Gloom, lose 2 taels
- ACBB - lose 2 taels
- ACBC - nothing
- ACCAA - gain Gloom, lose 2 taels
- ACCAB - lose 2 taels
- ACCAC - nothing
- ACCBA - nothing
- ACCBB - lose 2 taels
- ACCBC - gain Gloom, lose 2 taels
- ACCC - nothing
- BA - nothing
- BBAA - gain Gloom, lose 2 taels
- BBAB - lose 2 taels
- BBAC - nothing
- BBBA - nothing
- BBBB - lose 2 taels
- BBBC - gain Gloom, lose 2 taels
- BBC - lose 2 taels
- BCAAA - gain Gloom, lose 2 taels
- BCAAB - lose 2 taels
- BCAAC - nothing
- BCABA - nothing
- BCABB - lose 2 taels
- BCABC - gain Gloom, lose 2 taels
- BCAC - lose 2 taels
- BCBA - gain Gloom, lose 2 taels
- BCBB - lose 2 taels
- BCBC - nothing
- BCCA - nothing
- BCCB - lose 2 taels
- BCCC - gain Gloom, lose 2 taels
- CA - nothing
- CBA - gain Gloom, lose 2 taels
- CBB - lose 2 taels
- CBC - nothing
- CCAA - gain Gloom, lose 2 taels
- CCAB - lose 2 taels
- CCAC - nothing
- CCBA - nothing
- CCBB - lose 2 taels
- CCBC - gain Gloom, lose 2 taels
- CCC - lose 2 taels
(2) Morglauum
- AA - nothing
- ABAA - gain 10 taels
- ABAB - nothing
- ABAC - gain 10 taels
- ABBA - gain 10 taels
- ABBB - gain 10 taels and Bog Imp
- ABBC - nothing
- ABCA - gain 10 taels and Bog Imp
- ABCB - nothing
- ABCC - nothing
- AC - gain 10 taels
- BAAA - gain 10 taels
- BAAB - nothing
- BAAC - gain 10 taels
- BABA - gain 10 taels
- BABB - gain 10 taels and Bog Imp
- BABC - nothing
- BACA - gain 10 taels and Bog Imp
- BACB - nothing
- BACC - nothing
- BB - gain 10 taels
- BCA - gain 10 taels and Bog Imp
- BCB - nothing
- BCC - nothing
- C - gain 10 taels
(3) Mirannon
- AA - nothing
- ABA - nothing
- ABBA - nothing
* ABBB - gain 100 tales and Amulet of Kroog, lose Gloom
- ABBC - nothing
- ABCA - nothing
- ABCB - nothing
* ABCC - gain 100 tales and Amulet of Kroog, lose Gloom
- ACA - nothing
- ACB - nothing
* ACC - gain 100 tales and Amulet of Kroog, lose Gloom
- B - nothing
- CAA - nothing
- CABA - nothing
- CABBA - nothing
* CABBB - gain 100 tales and Amulet of Kroog, lose Gloom
- CABBC - nothing
- CABCA - nothing
- CABCB - nothing
* CABCC - gain 100 tales and Amulet of Kroog, lose Gloom
- CACA - nothing
- CACB - nothing
* CACC - gain 100 tales and Amulet of Kroog, lose Gloom
- CB - nothing
- CCA - nothing
- CCB - nothing
* CCC - gain 100 tales and Amulet of Kroog, lose Gloom
8. Hamath - Plains x2, Island
(1) Kadesha
- AA - gain 2 taels
* ABA - gain Serra Angel, Wall of Swords, Wrath of God, Sunglasses of Urza
- ABBA - nothing
- ABBB - gain Holy Armor and Holy Strength, lose 200 taels
- ABC - gain Tundra Wolves and Mesa Pegasus
- ACA - nothing
- ACB - gain Holy Armor and Holy Strength, lose 200 taels
- BA - gain Swords to Plowshares
- BB - gain 100 taels
- BC - gain Sunglasses of Urza
- CAA - nothing
- CAB - gain Holy Armor and Holy Strength, lose 200 taels
* CB - gain Serra Angel, Wall of Swords, Wrath of God, Sunglasses of Urza
- CC - gain Samite Healer and Savannah Lions
9. Ice Wastes - Plains, Island, Swamp
(1) Griem
- AAA - gain 20 taels and Blessing
- AAB - nothing
- AAC - gain Crusade
- AB - nothing
- AC - gain 20 taels and Blessing
- BA - gain Crusade
- BBAA - nothing
- BBAB - nothing
- BBACA - nothing
- BBACB - nothing
- BBACC - gain COP: Black and Armageddon, lose a black spell
- BBBA - nothing
- BBBB - gain Grizzly Bears
- BBBCAA - gain 20 taels and Blessing
- BBBCAB - nothing
- BBBCAC - gain Crusade
- BBBCB - nothing
- BBBCC - gain 20 taels and Blessing
- BBC - nothing
- BC - lose 2 spells
- CA - nothing
- CB - gain Grizzly Bears
- CCAA - gain 20 taels and Blessing
- CCAB - nothing
- CCAC - gain Crusade
- CCB - nothing
- CCC - gain 20 taels and Blessing
(2) Sprites
- A - lose 50 taels and a spell
- BAA - gain Wrath of God
- BAB - lose 50 taels and a spell
- BAC - gain Tundra Wolves and Reverse Damage, lose 100 taels
- BB - gain Wrath of God
- BCA - lose 2 spells
- BCB - lose 50 taels and a spell
- BCC - nothing
- CA - lose 2 spells
- CB - gain Swords to Plowshares
- CC - nothing
(3) Kuuvogeg
- AA - nothing
- ABA - nothing
- ABBA - nothing
- ABBBA - nothing
- ABBBB - lose a white spell
* ABBBC - lose a white spell
- ABBC - nothing
- ABC - nothing
- ACA - nothing
- ACBA - nothing
- ACBB - lose a white spell
* ACBC - lose a white spell
- ACC - nothing
- BAA - nothing
- BABA - nothing
- BABB - lose a white spell
* BABC - lose a white spell
- BAC - nothing
- BB - nothing
- BC - nothing
- C - nothing
(4) Rarnas
- AA - nothing
- ABAA - gain 180 taels
- ABAB - nothing
- ABAC - gain 10 taels
- ABB - gain 10 taels
- ABC - nothing
- AC - nothing
- BA - nothing
- BB - nothing
- BCA - nothing
- BCBAA - gain 180 taels
- BCBAB - nothing
- BCBAC - gain 10 taels
- BCBB - gain 10 taels
- BCBC - nothing
- BCCAA - gain 180 taels
- BCCAB - nothing
- BCCAC - gain 10 taels
- BCCB - gain 10 taels
- BCCC - nothing
- CA - nothing
- CBA - nothing
- CBB - nothing
- CBC - nothing
- CC - gain 10 taels
10. Island of Corundus - Island x4
(1) Zareel
- AA - nothing
- ABA - gain Vampire Bats and Giant Tortoise, lose 165 taels
* ABB - lose 2 spells
* ABC - lose 200 taels
- AC - lose 90 taels and a spell
- BA - gain Creature Bond and Twiddle, lose 150 taels
- BB - gain Dingus Egg and Razor Pendulum, lose 200 taels
- BC - gain 200 taels, lose 2 spells
- CA - lose 150 taels and 4 spells
- CB - gain Steal Artifact and Cerulean Wyvern
- CC - gain 200 taels
(2) Jorvll
- AAA - nothing
- AABA - nothing
* AABB - gain Wall of Water
- AABC - nothing
- AAC - nothing
- ABA - nothing
* ABB - gain Wall of Water
- ABC - nothing
- AC - nothing
- BA - nothing
- BBA - nothing
* BBB - gain Wall of Water
- BBC - nothing
- BC - nothing
- CA - nothing
- CBA - nothing
* CBB - gain Wall of Water
- CBC - nothing
- CC - nothing
11. Khone - Swamp x3
(1) Street Preacher
- AA - gain Conversion, lose 35 taels
- ABA - lose 50 taels and a spell
- ABB - gain Bog Imp and Abomination
- ABC - gain Conversion, lose 35 taels
- ACA - gain 75 taels
- ACB - lose 75 taels and 2 spells
- ACC - nothing
- B - lose 75 taels and 2 spells
- CA - lose 75 taels and 2 spells
- CB - lose 1 spell
- CCA - lose 20 taels
- CCB - lose 1 spell
- CCC - lose 75 and 2 spells
(2) Black Knight
* AAAAA - gain 150 taels and a spell
* AAAAB - gain 75 taels and a spell
- AAAAC - nothing
* AAABA - gain 175 taels and a spell
- AAABB - nothing
* AAABC - gain 150 taels and a spell
- AAAC - nothing
* AABAA - gain 150 taels and a spell
* AABAB - gain 75 taels and a spell
- AABAC - nothing
* AABBAAAA - joined cause
- AABBAAAB - lose 125 taels and 4 spells
- AABBAAB - nothing
- AABBAB - nothing
- AABBB - lose a spell
- AABBC - nothing
- AABC - nothing
- AAC - nothing
* ABAAA - gain 150 taels and a spell
* ABAAB - gain 75 taels and a spell
- ABAAC - nothing
* ABABA - gain 175 taels and a spell
- ABABB - nothing
* ABABC - gain 150 taels and a spell
- ABAC - nothing
- ABB - lose 2 spells
* ABCAA - gain 150 taels and a spell
* ABCAB - gain 75 taels and a spell
- ABCAC - nothing
* ABCBAAAA - joined cause
- ABCBAAAB - lose 125 taels and 4 spells
- ABCBAAB - nothing
- ABCBAB - nothing
- ABCBB - lose a spell
- ABCBC - nothing
- ABCC - nothing
* ACAAA - gain 150 taels and a spell
* ACAAB - gain 75 taels and a spell
- ACAAC - nothing
* ACABA - gain 175 taels and a spell
- ACABB - nothing
* ACABC - gain 150 taels and a spell
- ACAC - nothing
* ACBAAAA - joined cause
- ACBAAAB - lose 125 taels and 4 spells
- ACBAAB - nothing
- ACBAB - nothing
- ACBB - lose a spell
- ACBC - nothing
- ACC - nothing
* BAAAA - gain 150 taels and a spell
* BAAAB - gain 75 taels and a spell
- BAAAC - nothing
* BAABA - gain 175 taels and a spell
- BAABB - nothing
* BAABC - gain 150 taels and a spell
- BAAC - nothing
* BABAA - gain 150 taels and a spell
* BABAB - gain 75 taels and a spell
- BABAC - nothing
* BABBAAAA - joined cause
- BABBAAAB - lose 125 taels and 4 spells
- BABBAAB - nothing
- BABBAB - nothing
- BABBB - lose a spell
- BABBC - nothing
- BABC - nothing
* BACAA - gain 175 taels and a spell
- BACAB - nothing
* BACAC - gain 150 taels and a spell
* BACBAAA - joined cause
- BACBAAB - lose 125 taels and 4 spells
- BACBAB - nothing
- BACBB - nothing
- BACC - nothing
* BBAAAA - joined cause
- BBAAAB - lose 125 taels and 4 spells
- BBAAB - nothing
- BBAB - nothing
- BBB - lose a spell
- BBC - nothing
* BCAAA - gain 150 taels and a spell
* BCAAB - gain 75 taels and a spell
- BCAAC - nothing
* BCABA - gain 175 taels and a spell
- BCABB - nothing
* BCABC - gain 150 taels and a spell
- BCAC - nothing
* BCBAAAA - joined cause
- BCBAAAB - lose 125 taels and 4 spells
- BCBAAB - nothing
- BCBAB - nothing
- BCBB - lose a spell
- BCBC - nothing
- BCC - gain 2 spells
- CAA - lose 2 spells
* CABAA - gain 150 taels and a spell
* CABAB - gain 75 taels and a spell
- CABAC - nothing
* CABBA - gain 175 taels and a spell
- CABBB - nothing
* CABBC - gain 150 taels and a spell
- CABC - nothing
- CAC - gain 2 spells
* CBAAA - gain 150 taels and a spell
* CBAAB - gain 75 taels and a spell
- CBAAC - nothing
* CBABA - gain 175 taels and a spell
- CBABB - nothing
* CBABC - gain 150 taels and a spell
- CBAC - nothing
- CBB - nothing
* CBCAA - gain 150 taels and a spell
* CBCAB - gain 75 taels and a spell
- CBCAC - nothing
* CBCBAAAA - joined cause
- CBCBAAAB - lose 125 taels and 4 spells
- CBCBAAB - nothing
- CBCBAB - nothing
- CBCBB - lose a spell
- CBCBC - nothing
- CBCC - nothing
- CC - nothing
12. Kristina's Woods - Plains, Forest x2
(1) Sandruu
- AA - nothing
- ABA - nothing
- ABB - lose 50 taels and a spell
- ABC - lose 5 spells
- ACAA - nothing
- ACAB - nothing
- ACAC - gain Red Ward and Disenchant, lose 100 taels
- ACB - gain Unsummon, Blinding Light, Teremko Griffin and Wall of Swords, lose
200 taels
- ACC - gain Savannah Lions, lose 2 spells
- B - lose 5 spells
- CA - lose 50 taels and a spell
* CB - gain Savannah Lions, Mana Vault, Serra Angel and COP: Black
- CC - lose 4 spells
13. Krysalthus - Forest x3
(1) Forest
* AAAA - gain Ironroot Treefolk
- AAAB - nothing
- AAAC - nothing
- AABA - gain Lure, lose a spell
- AABB - nothing
- AABC - nothing
- AAC - nothing
* ABAA - gain Ironroot Treefolk
- ABAB - nothing
- ABAC - nothing
- ABB - lose a spell
- ABC - nothing
- AC - nothing
* BAA - gain Ironroot Treefolk
- BAB - nothing
- BAC - nothing
- BB - lose a spell
- BC - nothing
- C - nothing
14. Melmereth - Plains, Swamp
(1) Nikko
- AAA - nothing
- AAB - gain Orcish Artillery, Ali Baba, lose half your taels
- AACA - lose all taels
- AACB - nothing
- AACC - nothing
- ABA - nothing
- ABB - nothing
- ABC - lose all taels
- AC - nothing
- BAA - nothing
- BABA - lose all taels
- BABB - nothing
- BABC - nothing
- BACAA - lose an artifact
- BACAB - lose an artifact
- BACAC - lose an artifact
- BACADA - gain Dancing Scimitar, Black Knight, lose 2 artifacts
- BACADB - lose an artifact
- BACAE - lose an artifact
- BACB - nothing
- BB - nothing
- BCAAA - lose an artifact
- BCAAB - lose an artifact
- BCAAC - lose an artifact
- BCAADA - gain Dancing Scimitar, Black Knight, lose 2 artifacts
- BCAADB - lose an artifact
- BCAAE - lose an artifact
- BCAB - nothing
- BCB - nothing
- BCCA - nothing
- BCCBA - lose all taels
- BCCBB - nothing
- BCCBC - nothing
- BCCCAA - lose an artifact
- BCCCAB - lose an artifact
- BCCCAC - lose an artifact
- BCCCADA - gain Dancing Scimitar, Black Knight, lose 2 artifacts
- BCCCADB - lose an artifact
- BCCCAE - lose an artifact
- BCCCB - nothing
- C - nothing
15. Minorad - Mountain x2
(1) Daelus
- A - nothing
- BA - nothing
- BBAA - gain 250 taels and Power Sink
- BBAB - gain 375 taels
- BBAC - nothing
- BBBAA - gain Power Sink
- BBBAB - gain Control Magic
- BBBAC - nothing
- BBBB - go back one step
- BBBC - nothing
- BBCAAA - lose 50 taels, go back one step
- BBCAAB - lose 75 taels, go back one step
- BBCAAC - lose 75 taels, go back one step
- BBCAAD - lose 100 taels, go back one step
- BBCAAE - joined cause
- BBCABAA - lose 50 taels, go back one step
- BBCABAB - lose 75 taels, go back one step
- BBCABAC - lose 75 taels, go back one step
- BBCABAD - lose 100 taels, go back one step
- BBCABAE - joined cause
- BBCABB - nothing
- BBCAC - nothing
- BBCB - go back one step
- BBCC - nothing
- BCAA - gain Power Sink
- BCAB - gain Control Magic
- BCAC - nothing
- BCB - go back one step
- BCC - nothing
- CAAA - lose 50 taels, go back one step
- CAAB - lose 75 taels, go back one step
- CAAC - lose 75 taels, go back one step
- CAAD - lose 100 taels, go back one step
- CAAE - joined cause
- CABAA - lose 50 taels, go back one step
- CABAB - lose 75 taels, go back one step
- CABAC - lose 75 taels, go back one step
- CABAD - lose 100 taels, go back one step
- CABAE - joined cause
- CABB - nothing
- CAC - nothing
- CB - go back one step
- CC - nothing
(2) Taysir
- AAA - nothing
- AAB - gain 150 taels, Aladdin's Ring, Mahamoti Djinn
- AAC - nothing
- AB - nothing
- AC - nothing
- B - nothing
- CA - nothing
- CB - gain 150 taels, Aladdin's Ring, Mahamoti Djinn
- CC - nothing
(3) Taysir
- A - nothing
- B - nothing
- C - nothing
(4) Taysir
- A - nothing
- B - nothing
- C - nothing
16. Northern Wilds - Forest x3
(1) Eiayna
- AA - nothing
- ABA - go back one step
* ABBA - joined cause
* ABBB - joined cause
- ABBC - nothing
- ABC - nothing
- ACAAA - gain Sandstorm
- ACAAB - gain Regeneration
- ACAAC - gain Blinding Light
- ACAB - gain Llanowar Elves
- ACAC - nothing
- ACB - go back one step
- ACC - nothing
- B - nothing
- CAAA - gain Sandstorm
- CAAB - gain Regeneration
- CAAC - gain Blinding Light
- CAB - gain Llanowar Elves
- CAC - nothing
- CB - go back one step
- CC - nothing
(2) Brownie
- A - lose 20 taels
- BAAA - lose a spell
- BAAB - nothing
- BAAC - nothing
- BAB - nothing
- BACA - gain Cockatrice
- BACB - nothing
- BACC - gain Durkwood Boars
- BB - nothing
- BCA - lose a spell
- BCB - nothing
- BCC - nothing
- C - nothing
(3) Cirrush
- AAA - nothing
* AABAA - lose 500 taels and 3 spells
- AABABA - nothing
- AABABBAA - nothing
* AABABBAB - lose 500 taels and 3 spells
- AABABBAC - lose 50 taels
- AABABBB - gain Fog
- AABABBC - gain Rod of Ruin, Fog
* AABABCA - lose 500 taels and 3 spells
- AABABCB - lose 50 taels
- AABABCCAA - nothing
* AABABCCAB - lose 500 taels and 3 spells
- AABABCCAC - lose 50 taels
- AABABCCB - gain Fog
- AABABCCC - gain Rod of Ruin, Fog
- AABACA - nothing
* AABACB - lose 500 taels and 3 spells
- AABACC - nothing
- AABB - nothing
- AABCA - gain Rod of Ruin
- AABCB - nothing
* AABCCA - lose 500 taels and 3 spells
- AABCCBA - nothing
- AABCCBBAA - nothing
* AABCCBBAB - lose 500 taels and 3 spells
- AABCCBBAC - lose 50 taels
- AABCCBBB - gain Fog
- AABCCBBC - gain Rod of Ruin, Fog
* AABCCBCA - lose 500 taels and 3 spells
- AABCCBCB - lose 50 taels
- AABCCBCCAA - nothing
* AABCCBCCAB - lose 500 taels and 3 spells
- AABCCBCCAC - lose 50 taels
- AABCCBCCB - gain Fog
- AABCCBCCC - gain Rod of Ruin, Fog
- AABCCCA - nothing
* AABCCCB - lose 500 taels and 3 spells
- AABCCCC - nothing
* AACA - lose 500 taels and 3 spells
- AACBA - nothing
- AACBBAA - nothing
* AACBBAB - lose 500 taels and 3 spells
- AACBBAC - lose 50 taels
- AACBBB - gain Fog
- AACBBC - gain Rod of Ruin, Fog
* AACBCA - lose 500 taels and 3 spells
- AACBCB - lose 50 taels
- AACBCCAA - nothing
* AACBCCAB - lose 500 taels and 3 spells
- AACBCCAC - lose 50 taels
- AACBCCB - gain Fog
- AACBCCC - gain Rod of Ruin, Fog
- AACCA - nothing
* AACCB - lose 500 taels and 3 spells
- AACCC - nothing
- AB - nothing
* ACAA - lose 500 taels and 3 spells
- ACABA - nothing
- ACABBAA - nothing
* ACABBAB - lose 500 taels and 3 spells
- ACABBAC - lose 50 taels
- ACABBB - gain Fog
- ACABBC - gain Rod of Ruin, Fog
* ACABCA - lose 500 taels and 3 spells
- ACABCB - lose 50 taels
- ACABCCAA - nothing
* ACABCCAB - lose 500 taels and 3 spells
- ACABCCAC - lose 50 taels
- ACABCCB - gain Fog
- ACABCCC - gain Rod of Ruin, Fog
- ACACA - nothing
* ACACB - lose 500 taels and 3 spells
- ACACC - nothing
- ACB - nothing
- ACCA - gain Rod of Ruin
- ACCB - nothing
* ACCCA - lose 500 taels and 3 spells
- ACCCBA - nothing
- ACCCBBAA - nothing
* ACCCBBAB - lose 500 taels and 3 spells
- ACCCBBAC - lose 50 taels
- ACCCBBB - gain Fog
- ACCCBBC - gain Rod of Ruin, Fog
* ACCCBCA - lose 500 taels and 3 spells
- ACCCBCB - lose 50 taels
- ACCCBCCAA - nothing
* ACCCBCCAB - lose 500 taels and 3 spells
- ACCCBCCAC - lose 50 taels
- ACCCBCCB - gain Fog
- ACCCBCCC - gain Rod of Ruin, Fog
- ACCCCA - nothing
* ACCCCB - lose 500 taels and 3 spells
- ACCCCC - nothing
- BAA - nothing
* BABAA - lose 500 taels and 3 spells
- BABABA - nothing
- BABABBAA - nothing
* BABABBAB - lose 500 taels and 3 spells
- BABABBAC - lose 50 taels
- BABABBB - gain Fog
- BABABBC - gain Rod of Ruin, Fog
* BABABCA - lose 500 taels and 3 spells
- BABABCB - lose 50 taels
- BABABCCAA - nothing
* BABABCCAB - lose 500 taels and 3 spells
- BABABCCAC - lose 50 taels
- BABABCCB - gain Fog
- BABABCCC - gain Rod of Ruin, Fog
- BABACA - nothing
* BABACB - lose 500 taels and 3 spells
- BABACC - nothing
- BABB - nothing
- BABCA - gain Rod of Ruin
- BABCB - nothing
* BABCCA - lose 500 taels and 3 spells
- BABCCBA - nothing
- BABCCBBAA - nothing
* BABCCBBAB - lose 500 taels and 3 spells
- BABCCBBAC - lose 50 taels
- BABCCBBB - gain Fog
- BABCCBBC - gain Rod of Ruin, Fog
* BABCCBCA - lose 500 taels and 3 spells
- BABCCBCB - lose 50 taels
- BABCCBCCAA - nothing
* BABCCBCCAB - lose 500 taels and 3 spells
- BABCCBCCAC - lose 50 taels
- BABCCBCCB - gain Fog
- BABCCBCCC - gain Rod of Ruin, Fog
- BABCCCA - nothing
* BABCCCB - lose 500 taels and 3 spells
- BABCCCC - nothing
* BACA - lose 500 taels and 3 spells
- BACBA - nothing
- BACBBAA - nothing
* BACBBAB - lose 500 taels and 3 spells
- BACBBAC - lose 50 taels
- BACBBB - gain Fog
- BACBBC - gain Rod of Ruin, Fog
* BACBCA - lose 500 taels and 3 spells
- BACBCB - lose 50 taels
- BACBCCAA - nothing
* BACBCCAB - lose 500 taels and 3 spells
- BACBCCAC - lose 50 taels
- BACBCCB - gain Fog
- BACBCCC - gain Rod of Ruin, Fog
- BACCA - nothing
* BACCB - lose 500 taels and 3 spells
- BACCC - nothing
- BB - nothing
* BCAA - lose 500 taels and 3 spells
- BCABA - nothing
- BCABBAA - nothing
* BCABBAB - lose 500 taels and 3 spells
- BCABBAC - lose 50 taels
- BCABBB - gain Fog
- BCABBC - gain Rod of Ruin, Fog
* BCABCA - lose 500 taels and 3 spells
- BCABCB - lose 50 taels
- BCABCCAA - nothing
* BCABCCAB - lose 500 taels and 3 spells
- BCABCCAC - lose 50 taels
- BCABCCB - gain Fog
- BCABCCC - gain Rod of Ruin, Fog
- BCACA - nothing
* BCACB - lose 500 taels and 3 spells
- BCACC - nothing
- BCB - nothing
- BCCA - gain Rod of Ruin
- BCCB - nothing
* BCCCA - lose 500 taels and 3 spells
- BCCCBA - nothing
- BCCCBBAA - nothing
* BCCCBBAB - lose 500 taels and 3 spells
- BCCCBBAC - lose 50 taels
- BCCCBBB - gain Fog
- BCCCBBC - gain Rod of Ruin, Fog
* BCCCBCA - lose 500 taels and 3 spells
- BCCCBCB - lose 50 taels
- BCCCBCCAA - nothing
* BCCCBCCAB - lose 500 taels and 3 spells
- BCCCBCCAC - lose 50 taels
- BCCCBCCB - gain Fog
- BCCCBCCC - gain Rod of Ruin, Fog
- BCCCCA - nothing
* BCCCCB - lose 500 taels and 3 spells
- BCCCCC - nothing
* CAA - lose 500 taels and 3 spells
- CABA - nothing
- CABBAA - nothing
* CABBAB - lose 500 taels and 3 spells
- CABBAC - lose 50 taels
- CABBB - gain Fog
- CABBC - gain Rod of Ruin, Fog
* CABCA - lose 500 taels and 3 spells
- CABCB - lose 50 taels
- CABCCAA - nothing
* CABCCAB - lose 500 taels and 3 spells
- CABCCAC - lose 50 taels
- CABCCB - gain Fog
- CABCCC - gain Rod of Ruin, Fog
- CACA - nothing
* CACB - lose 500 taels and 3 spells
- CACC - nothing
- CBA - nothing
- CBBAA - nothing
* CBBAB - lose 500 taels and 3 spells
- CBBAC - lose 50 taels
- CBBB - gain Fog
- CBBC - gain Rod of Ruin, Fog
* CBCA - lose 500 taels and 3 spells
- CBCB - lose 50 taels
- CBCCAA - nothing
* CBCCAB - lose 500 taels and 3 spells
- CBCCAC - lose 50 taels
- CBCCB - gain Fog
- CBCCC - gain Rod of Ruin, Fog
- CC - nothing
17. Nyx - Swamp x2, Forest
(1) Tansont
- A - nothing
- BA - nothing
- BBA - nothing
- BBBA - nothing
- BBBBA - nothing
- BBBBB - nothing
- BBBBC - nothing
- BBBCA - nothing
- BBBCB - nothing
- BBBCCA - nothing
- BBBCCB - nothing
- BBBCCC - nothing
- BBC - nothing
- BC - nothing
- CA - nothing
- CBA - nothing
- CBB - nothing
- CBC - nothing
- CCA - nothing
- CCB - nothing
- CCCA - nothing
- CCCB - nothing
- CCCC - nothing
(2) Garwen
- AAA - nothing
- AAB - nothing
- AAC - nothing
- ABA - nothing
- ABB - nothing
- ABC - nothing
- AC - nothing
- B - nothing
- CAA - nothing
- CAB - nothing
- CAC - nothing
- CB - nothing
- CC - gain Pestilence
(3) Janord
- AAAA - gain Holy Strength
- AAAB - gain Holy Strength
- AAAC - gain Holy Strength
- AABA - gain Holy Strength
- AABB - gain Holy Strength
- AABC - gain Holy Strength
- AACA - gain Holy Strength
- AACB - nothing
- AACC - gain Holy Strength
- ABA - gain Holy Strength
- ABB - nothing
- ABC - gain Holy Strength
- ACA - gain Holy Strength
- ACB - gain Holy Strength
- ACC - gain Holy Strength
- BAA - gain Holy Strength
- BAB - gain Holy Strength
- BAC - gain Holy Strength
- BB - nothing
- BCAA - gain Holy Strength
- BCAB - gain Holy Strength
- BCAC - gain Holy Strength
- BCB - nothing
- BCCA - gain Holy Strength
- BCCB - nothing
- BCCC - gain Holy Strength
- C - nothing
(4) Ezoin
- A - lose 2 spells
- B - nothing
* CAAA - gain Word of Binding
* CAAB - gain 20 taels
* CAAC - nothing
- CAB - lose 2 spells
- CAC - nothing
- CBA - lose 2 spells
* CBBA - gain Word of Binding
* CBBB - gain 20 taels
* CBBC - nothing
- CBC - nothing
* CCAA - gain Word of Binding
* CCAB - gain 20 taels
* CCAC - nothing
- CCB - nothing
- CCC - lose 2 spells
18. Oremon - Mountain x2
* joined cause
19. Quirion - Forest x3
(1) Amadis
- A - nothing
* BAA - gain 200 taels, lose a spell
- BAB - lose 100 taels
* BACA - gain Wall of Wood, Llanowar Elves, lose 100 taels
* BACB - gain Thicket Basilisk, Giant Spider, Channel, Killer Bees, lose 200
taels
* BACC - gain Ironroot Treefolk, Force of Nature, Wall of Ice, Obsianus Golem,
lose 500 taels
- BACD - nothing
- BB - gain Crumble
- BC - lose 100 taels
- CA - lose 200 taels
* CBA - Wall of Wood, Llanowar Elves, lose 100 taels
* CBB - gain Thicket Basilisk, Giant Spider, Channel, Killer Bees, lose 200
taels
* CBC - gain Ironroot Treefolk, Force of Nature, Wall of Ice, Obsianus Golem,
lose 500 taels
- CBD - nothing
* CC - gain 200 taels, lose a spell
(2) Fungusaur
- AAA - gain 100 taels
- AAB - nothing
- AAC - gain Fungusaur
- ABA - nothing
- ABB - gain 100 taels
- ABC - nothing
- AC - nothing
- BAA - gain 100 taels
- BAB - nothing
- BAC - nothing
- BB - nothing
- BC - gain Fungusaur
- CAAA - gain 100 taels
- CAAB - nothing
- CAAC - gain Fungusaur
- CABA - nothing
- CABB - gain 100 taels
- CABC - nothing
- CAC - nothing
- CBAA - gain 100 taels
- CBAB - nothing
- CBAC - nothing
- CBB - nothing
- CBC - gain Fungusaur
- CC - gain Fungusaur
20. Sand Seas - Plains x2, Mountain
(1) Ettew
- AAA - lose a spell
- AAB - nothing
- AAC - gain Healing Salve
- ABA - nothing
- ABBA - lose a spell
- ABBB - nothing
- ABBC - nothing
- ABC - nothing
- AC - nothing
- BA - lose a spell
- BB - nothing
- BC - gain Healing Salve
- CA - nothing
- CB - nothing
- CC - lose a spell
(2) Binya
- AA - nothing
* ABA - joined cause
- ABB - lose a spell
* ABC - gain 35 taels and a random spell
* AC - joined cause
- BA - gain Mana Short
- BB - nothing
* BC - joined cause
* C - joined cause
(3) Nocwa
- AAA - gain COP: Black, lose 25 taels
- AAB - nothing
- AACA - nothing
- AACB - nothing
- AACC - gain COP: Black, lose 25 taels
- ABAA - nothing
- ABABA - gain COP: Black, lose 25 taels
- ABABB - nothing
- ABABCA - nothing
- ABABCB - nothing
- ABABCC - gain COP: Black, lose 25 taels
- ABAC - nothing
- ABB - nothing
- ABCA - gain COP: Black, lose 25 taels
- ABCB - nothing
- ABCCA - nothing
- ABCCB - nothing
- ABCCC - gain COP: Black, lose 25 taels
- ACA - nothing
- ACBA - gain COP: Black, lose 25 taels
- ACBB - nothing
- ACBCA - nothing
- ACBCB - nothing
- ACBCC - gain COP: Black, lose 25 taels
- ACC - nothing
- B - gain 25 taels
- CA - gain COP: Black, lose 25 taels
- CB - nothing
- CCA - nothing
- CCB - nothing
- CCC - gain COP: Black, lose 25 taels
(4) Sand Mage
- AAA - nothing
* AABA - joined cause
- AABB - gain Crumble, Desert Twister
- AABC - nothing
* AACAA - joined cause
- AACAB - nothing
- AACAC - nothing
- AACB - nothing
* AACCA - joined cause
- AACCB - gain Crumble, Desert Twister
- AACCC - nothing
- AB - nothing
* ACA - joined cause
- ACB - gain Crumble, Desert Twister
- ACC - nothing
* BAA - joined cause
- BAB - gain Crumble, Desert Twister
- BAC - nothing
- BB - lose a spell
- BC - gain Aladdin's Ring
* CA - joined cause
- CB - gain Crumble, Desert Twister
- CC - nothing
21. Shikar - Island x2
(1) Urchin
- A - nothing
- BA - nothing
- BBAA - gain Fog, lose 20 taels
- BBAB - nothing
- BBAC - lose 10 taels
- BBB - nothing
- BBC - nothing
- BCA - nothing
- BCB - lose 5 taels
- BCCAA - gain Fog, lose 20 taels
- BCCAB - nothing
- BCCAC - lose 10 taels
- BCCB - nothing
- BCCC - nothing
- CA - nothing
- CBAA - gain Fog, lose 20 taels
- CBAB - nothing
- CBAC - lose 10 taels
- CBB - nothing
- CBC - nothing
- CC - lose 10 taels
(2) Nimel
- A - nothing
- BA - nothing
- BBAA - gain a random spell
- BBAB - nothing
- BBAC - lose a spell
- BBB - nothing
- BBCA - lose 10 taels
- BBCB - nothing
- BBCCA - nothing
- BBCCBA - nothing
- BBCCBB - nothing
- BC - nothing
- CAAA - gain Giant Tortoise
- CAAB - nothing
- CAAC - lose a spell
- CAB - nothing
- CACA - lose 10 taels
- CACB - nothing
- CACCA - nothing
- CACCBA - nothing
- CACCBB - nothing
- CBA - gain a random spell
- CBB - nothing
- CBC - lose a spell
- CC - gain a random spell
(3) Merchant
- A - nothing
- BA - nothing
- BB - gain 20 taels
- BCA - gain Air Elemental, lose 20 taels
- BCB - gain 50 taels
- BCC - gain Twiddle
- CAA - nothing
- CAB - lose 5 taels
- CACA - lose 50 taels
- CACB - lose a spell
- CACC - nothing
- CB - gain 50 taels
- CC - nothing
(4) Caliph
- A - nothing
- BAA - nothing
* BAB - gain 75 taels
- BAC - nothing
- BB - lose a spell
- BCA - gain 150 taels
- BCBA - lose 35 taels
- BCBBA - nothing
* BCBBB - gain 180 taels
- BCBBC - nothing
- BCBCA - nothing
* BCBCB - gain 75 taels
- BCBCC - nothing
- BCC - nothing
- CA - gain 150 taels
- CBA - lose 35 taels
- CBBA - nothing
* CBBB - gain 180 taels
- CBBC - nothing
- CBCA - nothing
* CBCB - gain 75 taels
- CBCC - nothing
- CC - nothing
22. Spine of Corondor - Mountain x2
(1) Cnug
- AAA - nothing
- AAB - gain 75 taels, Orcish Artillery
- AAC - gain 75 taels, Orcish Artillery
- AB - nothing
- AC - nothing
- BAA - gain 75 taels, Orcish Artillery
- BAB - nothing
- BAC - nothing
- BBA - nothing
- BBB - gain 75 taels, Orcish Artillery
- BBCA - nothing
- BBCB - gain 75 taels, Orcish Artillery
- BBCC - gain 75 taels, Orcish Artillery
- BCA - gain 75 taels, Orcish Artillery
- BCB - nothing
- BCC - gain 75 taels, Blood Lust
- C - nothing
(2) Scholug
- A - nothing
- BAA - lose 75 taels and 2 spells
- BAB - nothing
- BACAA - lose 75 taels and 2 spells
- BACAB - nothing
- BACAC - gain Hill Giant
- BACBAA - lose 75 taels and 2 spells
- BACBAB - nothing
- BACBAC - gain Hill Giant
- BACBBA - lose 75 taels and 2 spells
- BACBBB - nothing
- BACBBC - gain Hill Giant
* BACBC - gain 65 taels
- BACCA - lose 75 taels and 2 spells
- BACCB - nothing
- BACCC - gain Hill Giant
- BBA - lose 75 taels and 2 spells
- BBB - nothing
- BBCA - lose 75 taels and 2 spells
- BBCB - nothing
- BBCCAA - lose 75 taels and 2 spells
- BBCCAB - nothing
- BBCCAC - gain Hill Giant
- BBCCBAA - lose 75 taels and 2 spells
- BBCCBAB - nothing
- BBCCBAC - gain Hill Giant
- BBCCBBA - lose 75 taels and 2 spells
- BBCCBBB - nothing
- BBCCBBC - gain Hill Giant
* BBCCBC - gain 65 taels
- BBCCCA - lose 75 taels and 2 spells
- BBCCCB - nothing
- BBCCCC - gain Hill Giant
- BC - nothing
- CA - lose 75 taels and 2 spells
- CB - nothing
- CCA - lose 75 taels and 2 spells
- CCB - nothing
- CCCAA - lose 75 taels and 2 spells
- CCCAB - nothing
- CCCAC - gain Hill Giant
- CCCBAA - lose 75 taels and 2 spells
- CCCBAB - nothing
- CCCBAC - gain Hill Giant
- CCCBBA - lose 75 taels and 2 spells
- CCCBBB - nothing
- CCCBBC - gain Hill Giant
* CCCBC - gain 65 taels
- CCCCA - lose 75 taels and 2 spells
- CCCCB - nothing
- CCCCC - gain Hill Giant
23. Stonehaven Plains - Plains x2
(1) Raffan
- AA - nothing
- ABA - gain Llanowar Elves
- ABB - gain Winter Orb
- ACA - gain 25 taels
- ACB - joined cause
- ACC - gain Llanowar Elves
- BA - nothing
- BBA - gain Llanowar Elves
- BBB - gain Winter Orb
- BCA - gain 25 taels
- BCB - joined cause
- BCC - gain Llanowar Elves
- C - gain 25 taels
24. Stonehaven - Island x3
(1) Jorvil
- AAA - nothing
- AABA - nothing
* AABB - gain Wall of Water
- AABC - nothing
- AAC - nothing
- ABA - nothing
* ABB - gain Wall of Water
- ABC - nothing
- AC - nothing
- BA - nothing
- BBA - nothing
* BBB - gain Wall of Water
- BBC - nothing
- BC - nothing
- CA - nothing
- CBA - nothing
* CBB - gain Wall of Water
- CBC - nothing
- CC - nothing
25. Sulgh - Island, Swamp x2
(1) Rat
- AAA - nothing
- AAB - gain Plague Rats
- AAC - nothing
- AB - nothing
- ACA - nothing
- ACB - gain Plague Rats
- ACC - nothing
- B - lose a spell
- CA - nothing
- CB - nothing
- CC - gain Ashes to Ashes, Cursed Rack
(2) Caliphear
- A - nothing
- BA - nothing
- BBAA - gain Will-O'-the-Wisp
- BBAB - gain Word of Binding
- BBAC - gain Paralyze
- BBB - nothing
- BBC - nothing
- BC - nothing
* CA - joined cause
- CBA - gain Will-O'-the-Wisp
- CBB - gain Will-O'-the-Wisp
- CBC - gain Will-O'-the-Wisp
* CC - gain Nightmare
26. Telemar - Island x2, Swamp
(1) Keeper
- AAAA - lose 100 taels and a spell
- AAAB - gain Disintegrate, Lightning Bolt
- AAAC - gain Armageddon, Reverse Damage
- AAB - gain Armageddon
- AAC - lose 300 taels and a spell
- ABA - gain Power Sink, Wall of Air, Morale
- ABB - gain Howl from Beyond, Disintegrate, Lord of the Pit
- ABC - lose 5 spells
- AC - lose 100 and 1 spells
- B - lose 175 and 2 spells
- C - lose 100 and 4 spells
27. Trovash - Mountain x3
(1) Dort
- A - nothing
- BA - nothing
- BBAA - lose 50 taels
- BBAB - lose 20 taels
- BBAC - nothing
- BBB - lose 20 taels
- BBC - gain 10 taels
- BCA - nothing
- BCB - lose 20 taels
- BCC - gain 10 taels
- CAAA - nothing
- CAAB - gain 10 taels
- CAACAA - lose 50 taels
- CAACAB - lose 20 taels
- CAACAC - nothing
- CAACB - lose 20 taels
- CAACC - gain 10 taels
- CAB - gain 10 taels
- CAC - lose 50 taels
- CBA - nothing
- CBB - gain 10 taels
- CBCAA - lose 50 taels
- CBCAB - lose 20 taels
- CBCAC - nothing
- CBCB - lose 20 taels
- CBCC - gain 10 taels
- CCA - nothing
- CCBAA - nothing
- CCBAB - gain 10 taels
- CCBACAA - lose 50 taels
- CCBACAB - lose 20 taels
- CCBACAC - nothing
- CCBACB - lose 20 taels
- CCBACC - gain 10 taels
- CCBB - gain 10 taels
- CCBC - lose 50 taels
- CCC - lose 50 taels
(2) Za-Meer
- A - nothing
- BAA - nothing
- BAB - gain Flashfires
- BAC - nothing
- BB - nothing
- BCA - nothing
- BCB - nothing
- BCCA - nothing
- BCCB - lose 50 taels and a spell
- BCCCA - nothing
- BCCCB - nothing
- BCCCC - lose 50 taels and a spell
- CA - nothing
- CB - lose 50 taels and a spell
- CCA - nothing
- CCB - nothing
- CCC - lose 50 taels and a spell
(3) Shivan
* AAAA - gain Shivan Dragon
- AAAB - nothing
- AAB - gain a random spell
* AAC - gain Shivan Dragon
- AB - nothing
- AC - nothing
- BA - nothing
- BB - nothing
- BC - nothing
- C - nothing
28. Urlan Wild - Mountain, Forest
(1) Etty
- AAA - lose a spell
- AAB - lose a spell
- AACA - gain Dingus Egg
- AACB - nothing
- AACC - lose a spell
- ABA - gain Dingus Egg
- ABB - nothing
- ABC - lose a spell
- AC - gain Dingus Egg
- BAA - gain Dingus Egg
- BAB - nothing
- BAC - lose a spell
- BBA - lose a spell
- BBB - lose a spell
- BBCA - gain Dingus Egg
- BBCB - nothing
- BBCC - lose a spell
- BC - lose a spell
- CA - lose a spell
- CBA - gain Dingus Egg
- CBB - nothing
- CBC - lose a spell
- CCA - lose a spell
- CCB - lose a spell
- CCCA - gain Dingus Egg
- CCCB - nothing
- CCCC - lose a spell
29. Urlan - Plains x2, Mountain
(1) Astronomer
- AA - nothing
* ABA - gain Divine Transformation, Armageddon
- ABB - lose a spell
- ABC - nothing
- AC - lose a spell
- BAA - nothing
- BAB - gain Desert Twister
- BAC - lose a spell
- BB - lose a spell
* BCA - gain Divine Transformation, Armageddon
- BCB - lose a spell
- BCC - nothing
- C - lose a spell
30. White Woods - Forest x3
(1) Craw Wurm
- AA - nothing
- AB - nothing
- AC - nothing
- BAA - lose 60 taels
- BAB - nothing
- BBA - nothing
- BBBA - gain Killer Bees, lose 160 taels
- BBBB - gain Wild Growth, lose 160 taels
- BCA - nothing
- BCB - gain Craw Wurm, lose 200 taels
- C - nothing
Strategies for the Campaign mode:
1. Try not to get involved in battle with other wizards until you've acquired
some decent spells. This is especially important if you are Tevesh or
Geyadrone, since their starting decks are quite poor. Also, go through your
active library and take out cards that are utterly useless against your
opponents or just useless in general. Make sure you add spells you your active
library as you acquire them.
2. Analyze the country list above and go after those who only need to be
"attacked" once to gain their power first to gain new spells quickly. Also,
check the list for countries that you can gain powerful spells from for your
particular deck. Stay away from countries that require two or more attacks to
gain their powers in the early going.
3. If you're going for a quick win and you have a decent deck, go after Ravidel
right away. As he conquers more countries, he becomes more powerful.
4. Save often! I can't stress this enough. There's no reason to go through a
conversation with someone and not get anything out of it (or worse, lose some
of your best spells). I would save at the beginning of every turn and at the
end of every turn, and if something doesn't go your way, reload and try again.
===============================================================
X. Credits and Disclaimer
===============================================================
This FAQ is copyright 2008 by John Kearsley IV. This FAQ may be distributed
freely as long as it is not altered and I am credited for its existence.
Thanks go to everyone else involved with the NES FAQ Completion Project, of
which I am proud to be a part. Also, thanks go to GameFAQs.com and CJayC for
hosting a great site. Keep up the good work!
===============================================================
XI. Version History
===============================================================
Version 1.0 - Original FAQ submitted