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    FAQ/Walkthrough by chessjerk

    Version: 2.0 | Updated: 06/26/11 | Printable Version | Search Guide | Bookmark Guide

    Magic: the Gathering - Battlemage FAQ
    Version 2.0
    
    By chessjerk (John Kearsley IV)
    
    Created - June 16, 2008
    Updated - June 26, 2011
    
    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. Building a Deck
    V. The Basics of Deck-Building
    VI. Card Abilities
      i. Terminology
      ii. Creature Abilities
    VII. Card List
      i. Artifacts
      ii. White
      iii. Blue
      iv. Black
      v. Red
      vi. Green
    VIII. Setting up a Duel
    IX. On the Battlefield
      i. Basics of Battle
      ii. General Rules of Combat
    X. Campaign Mode
      i. Jared
      ii. Kristina
      iii. Tevesh
      iv. Leshrac
      v. Sandruu
      vi. Geyadrone
      vii. General Strategies for Campaign Mode
      viii. List of Countries and Responses
    XI. Credits/Disclaimer
    XII. 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. 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.
    
    ===============================================================
    V. The Basics of Deck-Building
    ===============================================================
    
    Of course, it's one thing to build a deck with your favorite overpowered cards. 
    It's another thing entirely to build a deck that can quickly kill your 
    opponent.
    
    There are 2 ways to win a battle. The simplest (and most common) method is to 
    reduce your opponent's life total to zero. Each wizard starts a battle with 20 
    life points. When a wizard's life total is reduced to zero, the opposing wizard 
    wins. Reducing a wizard's life total is accomplished by summoning creatures to 
    attack the opposing wizard and casting spells that cause damage (directly or 
    indirectly) to the opposing wizard's life total.
    
    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. In Duel 
    mode, it is very difficult to win a battle this way simply due to the minimum 
    size of the decks that can be built. In Campaign mode (especially early on), 
    this method of victory happens more often, as the deck size in the beginning of 
    Campaign mode can easily be less than 20 cards, as compared to a minimum of 40 
    for Duel mode.
    
    As far as deck composition goes, there are 2 main parts of a deck: spells and 
    land. You need land to generate mana to cast spells, and depending on what 
    color cards you are using, you will need different types of land to cast the 
    spells you want to play in battle.
    
    First, decide on what color of cards you want to use. As an example, let's make 
    a deck using only white cards. The main staple of any deck is its creatures, 
    and you need a good mix of them in order to succeed in battle. What you cannot 
    do is simply pick the biggest creatures and no smaller creatures, because 
    bigger creature have a higher need for mana to play them. If you have nothing 
    but spells that cost 5 mana or more in your deck, in every game you will be 
    sitting around doing nothing for four turns while an opponent with smaller and 
    lower mana costing creatures will destroy you before you can do anything. You 
    need a mix of a lot of small creature and a few big creatures.
    
    Looking over the white creatures in the card list, let's pick some white 
    creatures. Savannah Lions, Tundra Wolves, and White Knights are good low mana 
    cost creatures. Pearled Unicorns and Northern Paladins are in the middle of the 
    road. Serra Angels are at the top of the list as far as power goes, but they 
    cost the most mana to play. Now, you can have up to four of each, but you don't 
    want four of the bigger creatures for two reasons. One: you probably won't need 
    more than one to use as a finishing blow to your opponent, and two: you don't 
    want to draw them too early, but you do want to eventually draw them at some 
    point. So, let's start with:
    
    Northern Paladin x3
    Pearled Unicorn x3
    Savannah Lions x4
    Serra Angel x2
    Tundra Wolves x4
    White Knight x4
    
    Now, there are other white spells to consider. Enchantments can either affect 
    the entire playing field ("global" enchantments) or can be directly cast on a 
    target ("local" enchantments). If an enchantment specifies where it can be 
    played (i.e. "Enchant Creature"), then it has to be played on a creature. If it 
    doesn't (i.e. just simply "Enchantment"), then it is a global enchantment. 
    Personally, I tend to shy away from enchantments that enhance a single one of 
    my creatures. The reason has to do with a battle concept I call "card 
    advantage". Simply put, if you have more cards in your hand and in play than 
    your opponent, most likely, you are winning the battle. The reason not to use 
    enchantments on your creatures is that if that creature is destroyed by one 
    spell of the opponent, you lose both the creature and the enchantment and thus 
    lose a card in card advantage.
    
    Looking over the white enchantments, the best enchantment is Crusade. It 
    doesn't cost much mana (2), and it boosts all of your white creatures by +1/+1. 
    Be careful, though. If your opponent is also using white creatures, they will 
    receive the boost too. Since it will help all of your creatures and won't 
    always help your opponent, let's use three of them.
    
    Crusade x3
    
    Now look at the sorceries and instants. These are spells that have a one-time 
    effect and then are discarded. Armageddon and Wrath of God definitely have 
    their uses, generally depending on how the battle is going. If you are winning 
    handily, Armageddon can seal the victory, since destroying all lands in play 
    doesn't allow the opponent to cast any more spells very quickly, forcing them 
    to try and come back with the creatures they currently have in play. On the 
    other hand, Wrath of God is good for when you are behind and need to level the 
    playing field. Remember what I said about card advantage. If your opponent has 
    four creatures in play and you only have one, Wrath of God is a good play that 
    gains you two cards in card advantage (you lose Wrath of God and your one 
    creature, but your opponent loses four creatures). Also, Wrath of God is good 
    for dealing with annoying creatures that have Protection from White, meaning 
    that you can't touch them with anything else in your all-white deck. Let's use 
    two of each.
    
    Armageddon x2
    Wrath of God x2
    
    The instants to use include Disenchant, Healing Salve, and Swords to 
    Plowshares. Disenchant helps deal with annoying enemy enchantments and 
    artifacts, Healing Salve can give you a quick life boost for minimal mana cost, 
    and Swords to Plowshares gives you targeted creature destruction at the cost of 
    allowing your opponent to gain a little life. Let's use three of each since 
    they have very low mana cost.
    
    Disenchant x3
    Healing Salve x3
    Swords to Plowshares x3
    
    Speaking of artifacts, they can be used in any deck since they don't require 
    any particular color of mana to play. Since we have a lot of creatures already, 
    we don't need artifact creatures. However, two artifacts that have great uses 
    in this deck are Howling Mine and Nevinyrral's Disk. Howling Mine increases the 
    number of cards you draw each turn and Nevinyrral's Disk (like Wrath of God) 
    acts as a reset button to be used if you need to turn the tide of battle back 
    into your favor. Let's include two of each.
    
    Howling Mine x2
    Nevinyrral's Disk x2
    
    Here is how the deck looks so far (total 40 spells):
    
    Northern Paladin x3
    Pearled Unicorn x3
    Savannah Lions x4
    Serra Angel x2
    Tundra Wolves x4
    White Knight x4
    Crusade x3
    Armageddon x2
    Wrath of God x2
    Disenchant x3
    Healing Salve x3
    Swords to Plowshares x3
    Howling Mine x2
    Nevinyrral's Disk x2
    
    Another aspect of the deck to consider is the number of cards that cost a 
    certain number of mana in the deck. Ideally, in the first few turns of battle, 
    we want to play a spell every turn, otherwise we have wasted turns where we sit 
    around doing nothing. Here's is the analysis for this deck:
    
    1 mana: 14
    2 mana: 12
    3 mana: 3
    4 mana: 9
    5 mana: 2
    
    This distribution isn't bad. Since there are so many cards in the 1 or 2 mana 
    range, the lack of three mana spells isn't too bad, since we can possibly cast 
    two spells on the third turn (a one mana spell and a two mana spell), instead 
    of just one three mana spell. The four and five mana spells are finishing moves 
    (Serra Angel/Armageddon) and battle recovery spells (Wrath of God, Nevinyrral's 
    Disk).
    
    Finally, we need land. I like to use a 2:1 ratio of spells to land in my decks. 
    This usually assures that I have two or three land in my opening hand. Let's go 
    with 20 plains, making the final deck 60 cards in total.
    
    Plains x20
    
    Try it out in a duel and see how you do. The basic strategy is cast as many 
    small creatures as you can and send them after the opposing wizard, hopefully 
    enhanced by Morale. If your opponent begins summoning threatening creatures 
    against you (mainly look out for high toughness creatures that block your 
    creatures and kill them), use Swords to Plowshares to get rid of them. If you 
    get a Serra Angel into play and your opponent has no way to deal with her, the 
    battle will quickly be over. If you fall behind because of a poor card draw, 
    feel free to sit back and unleash a Wrath of God on your unsuspecting opponent, 
    and begin the swarm again.
    
    Naturally, this is only one of many ways to build a deck, and you can use 
    multiple colors of cards instead of just one color. When in doubt, build a deck 
    and try it out in battle a few times. If you notice certain deficiencies, go 
    back and modify the deck as needed.
    
    ===============================================================
    VI. Card Abilities
    ===============================================================
    
    ===============================================================
    i. Terminology
    ===============================================================
    
    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.
    
    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.
    
    Activated abilities: Some spells have abilities that are not always active and 
    must be used manually. 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. Be careful though, since the ability will not 
    activate on its own, and if you forget to use it, the skeletons will simply die 
    without regenerating. You have to select the spell and bring up the menu to pay 
    the cost and activate the ability.
    
    "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 abilities require you to 
    simply tap it to use it, others may require a mana cost in addition to tapping 
    it.
    
    ===============================================================
    ii. Creature Abilities
    ===============================================================
    
    Some creature battle 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 
    battling 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. On the other hand, if the creature without first strike doesn't 
    die, the non-first strike creature deals its damage normally. If the Elvish 
    Archers were instead battling a Giant Spider (2/4), the Elvish Archers would 
    deal 2 damage to the Giant Spider, who would then in turn kill the archers with 
    its 2 damage attack. 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 
    continue to fight other creatures 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 3 damage directly to the opposing wizard. 
    This holds true even if the trampling creature does not kill the other creature 
    it fights.
    
    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 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 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:
    
    Color Legend:
    W=White
    U=Blue
    B-Black
    R=Red
    G=Green
    
    Column Titles:
    (1): Name
    (2): Casting Cost
    (3): Power/Toughness (if a creature)
    (4): Creature Type (if a creature), Target (if an enchantment)
    (5): Abilities
    
    ===============================================================
    i. Artifacts
    ===============================================================
    
    Artifacts:
    
    (1)                (2)(5)
    
    Aladdin's Ring      8 8+tap: Aladdin's Ring deals 4 damage to any target
    Amulet of Kroog     2 2+tap: Prevent the next 1 damage dealt to any target
    Amulet of Unmaking  5 5+tap+sacrifice: Destroy an artifact or creature, it
                          cannot regenerate
    Ankh of Mishra      2 When a player plays a land, Ankh of Mishra deals 2 damage
                          to that player
    Black Vise          1 At the end of target player's upkeep, Black Vise deals 1 
                          damage to that player for every card in that player's 
                          hand over 4
    Celestial Prism     3 2+tap: Add 1 mana of any color to your mana pool 
    Conservator         4 3+tap: Prevent the next 2 damage dealt to the player
    Cursed Rack         4 Target player's maximum hand size is reduced to 4. If
                          that player has over 4 cards at the end of any turn, that
                          player randomly discards cards down to 4
    Dingus Egg          4 When a mana point in a player's pool is permanently 
                          destroyed, Dingus Egg deals 2 damage to that player
    Howling Mine        2 Each player draws 1 extra card per turn
    Jade Stone          2 Comes into play tapped; tap: Add 1 green mana to your
                          mana pool
    Mana Vault          1 Does not untap normally; if Mana Vault is tapped at the
                          end of upkeep, it deals 1 damage to its controller;
                          4: Untap Mana Vault; tap: Add 3 colorless mana to your 
                          mana pool, play as an interrupt
    Meekstone           1 Creatures with power 3 or greater do not untap normally
    Nevinyrral's Disk   4 Comes into play tapped; 1+tap: Destroy all artifacts,
                          creatures, and enchantments
    Razor Pendulum      4 If a player has 5 or less life at the end of their turn,
                          Razor Pendulum deals 2 damage to that player
    Rod of Ruin         4 3+tap: Rod of Ruin deals 1 damage to any target
    Sunglasses of Urza  3 The player may use white mana as white or red mana
    Tawnos's Wand       4 2+tap: Target creature with power 2 or less cannot be
                          blocked this turn
    The Rack            1 At the end of target player's upkeep, The Rack deals 1 
                          damage to that player for every card in that player's 
                          hand under 3
    Winter Orb          2 Mana regenerates at half the normal rate
    
    Artifact Creatures:
    
    (1)                (2)(3)(5)
    
    Brass Man           1 1/3 Does not untap normally; 1: Untap Brass Man
    Clay Statue         4 3/1 2: Regenerate Clay Statue
    Dancing Scimitar    4 1/5 Flying
    Dragon Engine       3 1/3 2: Dragon Engine gains +1/+0 until end of turn
    Grapeshot Catapult  4 2/3 tap: Grapeshot Catapult deals 1 damage to a flying
                              creature
    Lead Golem          5 3/5 If Lead Golem attacks, it does not untap during your
                              next untap phase
    Obsianus Golem      6 4/6
    Ornithopter         0 0/2 Flying
    Wall of Spears      3 2/3 Counts as a wall, First Strike
    Yotian Soldier      3 1/4 Attacking does not cause Yotian Soldier to tap
    
    ===============================================================
    ii. White
    ===============================================================
    
    White Creatures:
    
    (1)                (2)(3)(4)     (5)
    
    Benalish Hero       W 1/1 Hero
    Mesa Pegasus       1W 1/1 Pegasus Flying
    Northern Paladin  2WW 3/3 Paladin WW+tap: Destroy target black permanent
    Pearled Unicorn    2W 2/2 Unicorn
    Samite Healer      1W 1/1 Cleric  tap: Prevent 1 damage to any target
    Savannah Lions      W 2/1 Lions
    Serra Angel       3WW 4/4 Angel   Flying, attacking does not cause Serra Angel
                                      to tap
    Teremko Griffin    3W 2/2 Griffin Flying
    Tundra Wolves       W 1/1 Wolves  First strike
    Wall of Swords     3W 3/5 Wall    Flying
    White Knight       WW 2/2 Knight  First strike, Protection from Black
    
    White Enchantments:
    
    (1)                (2)(4)     (5)
    
    Animate Wall        W Wall     Enchanted wall may attack the opposing player as 
                                   though it were not a wall
    Black Ward          W Creature Enchanted creature gains Protection from Black
    Blessing           WW Creature W: Enchanted creature gains +1/+1 until end of
                                   turn
    Blue Ward           W Creature Enchanted creature gains Protection from Blue
    CoP: Artifacts     1W -        2: Prevent all damage to the player from
                                   artifact sources for one turn
    CoP: Black         1W -        1: Prevent all damage to the player from
                                   black sources for one turn
    CoP: Blue          1W -        1: Prevent all damage to the player from
                                   blue sources for one turn
    CoP: Green         1W -        1: Prevent all damage to the player from
                                   green sources for one turn
    CoP: Red           1W -        1: Prevent all damage to the player from
                                   red sources for one turn
    CoP: White         1W -        1: Prevent all damage to the player from
                                   white sources for one turn
    Conversion        2WW -        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 -        All white creatures gain +1/+1
    Divine Transform. 2WW Creature Enchanted creature gains +3/+3
    Green Ward          W Creature Enchanted creature gains Protection from Green
    Holy Armor          W Creature Enchanted creature gains +0/+2; W: Enchanted
                                   creature gains +0/+1 until end of turn
    Holy Strength       W Creature Enchanted creature gains +1/+2
    Red Ward            W Creature Enchanted creature gain Protection from Red
    Seeker            2WW Creature Enchanted creature cannot be blocked except by
                                   white or artifact creatures
    White Ward          W Creature Enchanted creature gains Protection from White
                                   (this does not destroy White Ward)
    
    White Sorceries:
    
    (1)                (2)(5)
    
    Armageddon         3W Destroy all mana in each mana pool
    Blinding Light     2W Tap all nonwhite creatures
    Wrath of God      2WW Destroy all creatures without regenerating
    
    White Instants:
    
    (1)                (2)(5)
    
    Death Ward          W Regenerate target creature
    Disenchant         1W Destroy target artifact or enchantment
    Healing Salve       W Choose one: Target player gains 3 life, or prevent the 
                          next 3 damage dealt to any target
    Morale            1WW All attacking creatures gain +1/+1 until end of turn
    Reverse Damage    1WW All damage done to you from one source is retroactively
                          added to your life total instead of being subtracted
    Swords/Plowshares   W Destroy target creature without regenerating, creature's
                          controller gains life equal to that creature's power
    
    ===============================================================
    iii. Blue
    ===============================================================
    
    Blue Creatures:
    
    (1)                (2)(3)(4)       (5)
    
    Air Elemental     3UU 4/4 Elemental Flying
    Apprentice Wizard 1UU 0/1 Wizard    U+tap: Add 3 colorless mana to your mana 
                                        pool
    Cerulean Wyvern    4U 3/3 Wyvern    Flying, Protection from Green
    Ghost Ship        2UU 2/4 Ship      Flying; UUU: Regenerate Ghost Ship
    Giant Tortoise     1U 1/3 Tortoise 
    Lord of Atlantis   UU 2/2 Lord      All merfolk gain +1/+1 and islandwalk
    Mahamoti Djinn    4UU 5/6 Djinn     Flying
    Merfolk/Prl Trident U 1/1 Merfolk
    Phantom Monster    3U 3/3 Phantasm  Flying
    Prodigal Sorcerer  2U 1/1 Wizard    tap: Prodigal Sorcerer deals 1 damage to
                                        any target
    Wall of Air       1UU 1/5 Wall      Flying
    Wall of Water     1UU 0/5 Wall      U: Wall of Water gains +1/+0 until end of 
                                        turn
    Water Elemental   3UU 5/4 Elemental
    
    Blue Enchantments:
    
    (1)                (2)(4)        (5)
    
    Backfire            U Creature    For each 1 damage enchanted creature deals to
                                      you, Backfire deals 1 damage to that 
                                      creature's controller
    Control Magic     2UU Creature    Gain control of enchanted creature
    Creature Bond      1U Creature    If enchanted creature is destroyed, Creature
                                      Bond deals damage to that creature's 
                                      controller equal to that creature's toughness
    Feedback           2U Enchantment During enchanted enchantment's controller's
                                      upkeep, Feedback deals 1 damage to that 
                                      player
    Power Leak         1U 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
    Steal Artifact    2UU Artifact    Gain control of enchanted artifact
    
    Blue Sorceries:
    
    (1)                (2)(5)
    
    Drain Power        UU Target player loses all available mana from their mana 
                          pool, gain mana equal to the mana drained until end of 
                          turn
    
    Blue Instants:
    
    (1)                (2)(5)
    
    Jolt               3U Tap or untap target artifact or creature, after the 
                          target is tapped or untapped, the caster immediately 
                          draws a card
    Mana Short         2U Empty target player's mana pool of unused mana
    Twiddle             U Tap or untap target artifact or creature, or add or
                          subtract one random mana from any mana pool
    Unsummon            U Return target creature to owner's hand
    
    Blue Interrupts:
    
    Blue Elem. Blast    U Counter target player's red spell or destroy target red
                          permanent
    Counterspell       UU Counter target player's spell
    Power Sink         XU Counter target player's spell unless that player pays X, 
                          randomly drain X mana from that player's pool until X is 
                          paid
    Spell Blast        XU Counter target player's spell with casting cost equal to 
                          or less than X
    
    ===============================================================
    iv. Black
    ===============================================================
    
    Black Creatures: 
    
    (1)                (2)(3)(4)         (5)
    
    Abomination       3BB 2/6 Abomination Any white or green creature blocking or
                                          blocked by Abomination is destroyed at
                                          end of combat
    Black Knight       BB 2/2 Knight      First strike, Protection from White
    Bog Imp            1B 1/1 Imp         Flying
    Bog Wraith         3B 3/3 Wraith      Swampwalk
    Carrion Ants      2BB 0/1 Ants        2: Carrion Ants gains +1/+1 until end 
                                          of turn
    Drudge Skeletons   1B 1/1 Zombies     B: Regenerate Drudge Skeletons
    Feral Shadow       2B 2/1 Shadow      Flying
    Frozen Shade       2B 0/1 Shade       B: Frozen Shade gains +1/+1 until end of
                                          turn
    Hypnotic Specter  1BB 2/2 Specter     Flying; if Hypnotic Specter damages an
                                          opponent, that opponent loses a random 
                                          card from their hand
    Lord of the Pit  4BBB 7/7 Lord        Flying, Trample; during your upkeep, 
                                          randomly sacrifice a creature other that 
                                          Lord of Pit, or Lord of the Pit deals 7 
                                          damage to you
    Nightmare          5B X/X Nightmare   Flying; Nightmare's power and toughness
                                          are equal to number of swamps in your
                                          mana pool
    Plague Rats        2B X/X Rats        Plague Rats has power and toughness equal
                                          to the number of Plague Rats in play
    Royal Assassin    1BB 1/1 Assassin    tap: Destroy a tapped creature
    Scathe Zombies     2B 2/2 Zombies 
    Sengir Vampire    3BB 4/4 Vampire     Flying; if a creature dies the same turn
                                          Sengir Vampire damages it, Sengir Vampire 
                                          gains +1/+1 permanently
    Vampire Bats        B 0/1 Bats        Flying; B: Vampire Bats gains +1/+0 until
                                          end of turn, you cannot spend more than 
                                          BB per turn on this ability
    Wall of Bone       2B 1/4 Wall        B: Regenerate Wall of Bone
    Will-O'-the-Wisp    B 0/1 Wisp        Flying; B: Regenerate Will-O'-the-Wisp
    Zombie Master     1BB 2/3 Lord        All zombies gain swampwalk; B: Regenerate
                                          target zombie
    
    Black Enchantments:
    
    (1)                (2)(4)       (5)
    
    Bad Moon           1B -         All black creatures gain +1/+1
    Cursed Land       2BB Mana Pool During enchanted mana pool's controller's
                                    upkeep, Cursed Land deals 1 damage to that 
                                    player
    Deathgrip          BB -         BB: Counter target player's green spell, play 
                                    this ability as an interrupt
    Evil Presence       B Land      One random land in the enchanted player's mana 
                                    pool is converted into a swamp
    Fear               BB Creature  Enchanted creature cannot be blocked except by
                                    black or artifact creatures
    Gloom              2B -         White spells cost an additional 3 to play, and
                                    white enchantments with activation costs cost 3 
                                    more to activate
    Paralyze            B Creature  Tap enchanted creature, it does not untap
                                    normally; 4: Untap enchanted creature, this 
                                    ability may only be activated by the enchanted 
                                    creature's controller
    Pestilence        2BB -         Sacrifice Pestilence if there are no creatures
                                    in play; B: Pestilence deals 1 damage to all
                                    creatures and players
    Unholy Strength     B Creature  Enchanted creature gains +2/+1
    Warp Artifact      BB Artifact  During enchanted artifact's controller's upkeep
                                    Warp Artifact deals 1 damage to that player
    Weakness            B Creature  Enchanted creature gains -2/-1
    
    Black Sorceries:
    
    (1)                (2)(5)
    
    Ashes to Ashes    1BB Destroy two non-artifact creatures without regenerating,
                          Ashes to Ashes deals 5 damage to the caster
    Drain Life         1B 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
    Kaervek's Hex      3B Kaervek's Hex deals 1 damage to each non-black creature,
                          then deals another 1 damage to each green creature
    Mind Twist         XB Targeted player randomly discards X cards from their 
                          hand, or their entire hand if not enough cards are there
    Word of Binding   XBB Tap X target creatures
    
    Black Instants:
    
    Howl from Beyond   XB Targeted creature gains +X/+0 until end of turn
    Terror             1B Destroy target non-black, non-artifact creature without 
                          regenerating
    
    Black Interrupts:
    
    Dark Ritual         B Add BBB to your mana pool
    
    ===============================================================
    v. Red
    ===============================================================
    
    Red Creatures:
    
    (1)                (2)(3)(4)         (5)
    
    Ali Baba            R 1/1 Ali Baba    R: Tap target wall
    Bird Maiden        2R 1/2 Bird Maiden Flying
    Crimson Manticore 2RR 2/2 Manticore   Flying; R+tap: Crimson Manticore deals
                                          1 damage to target attacking or blocking 
                                          creature
    Dragon Whelp      2RR 2/3 Dragon      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 1/1 Dwarves     tap: Target creature with power 2 or less
                                          cannot be blocked this turn
    Earth Elemental   3RR 4/5 Elemental  
    Fire Elemental    3RR 5/4 Elemental 
    Goblin Balloon Bri. R 1/1 Goblin      R: Goblin Balloon Brigade gains flying
                                          until end of turn
    Goblin King       1RR 2/2 Lord        All goblins gain +1/+1 and mountainwalk
    Gray Ogre          2R 2/2 Ogre
    Hill Giant         3R 3/3 Giant 
    Hurloon Minotaur  1RR 2/3 Minotaur 
    Keldon Warlord    2RR X/X Warlord     Keldon Warlord has power and toughness 
                                          equal to the number of non-wall creatures
                                          you control
    Mons's Goblin Raid. R 1/1 Goblin 
    Orcish Artillery  1RR 1/3 Orcs        tap: Orcish Artillery deals 2 damage to 
                                          any target and 3 damage to you
    Shivan Dragon     4RR 5/5 Dragon      Flying; R: Shivan Dragon gains +1/+0
                                          until end of turn
    Talruum Minotaur  2RR 3/3 Minotaur 
    Uthden Troll       2R 2/2 Troll       R: Regenerate Uthden Troll
    Wall of Fire      1RR 0/5 Wall        R: Wall of Fire gains +1/+0 until end of
                                          turn
    Wall of Stone     1RR 0/8 Wall 
    
    Red Enchantments:
    
    (1)                (2)(4)      (5)
    
    Burrowing           R Creature Enchanted creature gains mountainwalk
    Firebreathing       R Creature R: Enchanted creature gains +1/+0 until end of
                                   turn
    Giant Strength     RR Creature Enchanted creature gains +2/+2
    Immolation          R Creature Enchanted creature gains +2/-2
    Mana Flare         2R -        Whenever mana is drawn from a pool, an
                                   additional mana of the same color is also drawn
    Orcish Oriflamme   3R -        All of your attacking creatures gain +1/+0
    
    Red Sorceries:
    
    (1)                (2)(5)
    
    Disintegrate       XR Disintegrate deals X damage to any target, a creature
                          damaged by Disintegrate cannot be regenerated this turn
    Earthquake         XR Earthquake deals X damage to all players and nonflying 
                          creatures
    Fireball           XR Fireball deals X damage divided evenly among any number
                          of target creatures and/or players, pay an additional 1 
                          for each target beyond the first
    Fissure           3RR Destroy target creature without regenerating
    Flashfires         3R Destroy all white mana in all mana pools
    Pyrotechnics       4R Pyrotechnics deals 4 damage divided any way you choose 
                          among up to 4 targets
    
    Red Instants:
    
    (1)                (2)(5)
    
    Blood Lust         1R Target creature gains +4/-4 until end of turn, if
                          toughness would be reduced below 1, it is reduced to 1
    Flare *            2R Flare deals 1 damage to any target, after damage is 
                          dealt, the caster immediately draws a card
    Inferno           5RR Inferno deals 6 damage to all creatures and players
    Lightning Bolt      R Lightning Bolt deals 3 damage to any target
    Shatter            1R Destroy target artifact
    Tunnel              R Destroy target wall without regenerating
    
    * - If Flare targets a player, the targeted player draws the extra card instead 
    of the casting player.
    
    Red Interrupts:
    
    Red Elem. Blast     R Counter target player's blue spell or destroy target blue
                          permanent
    
    ===============================================================
    vi. Green
    ===============================================================
    
    Green Creatures:
    
    (1)                (2)(3)(4)         (5)
    
    Birds of Paradise   G 0/1 Birds      tap: Add 1 mana of any color to your mana
                                         pool
    Cockatrice        3GG 2/4 Cockatrice Flying; any non-wall creature blocking or
                                         blocked by Cockatrice is destroyed at end
                                         combat
    Crash of Rhinos   6GG 8/4 Rhinos     Trample
    Craw Wurm         4GG 6/4 Wurm 
    Durkwood Boars     4G 4/4 Boars
    Elvish Archers     1G 2/1 Elves      First strike
    Force of Nature 2GGGG 8/8 Force      Trample, pay GGGG during your upkeep or
                                         Force of Nature deals 8 damage to you
    Fungusaur          3G 2/2 Fungusaur  At the end of any turn where Fungusaur
                                         was damaged and not killed, Fungusaur
                                         gains +1/+1 permanently
    Giant Spider       3G 2/4 Spider     Giant Spider can block flying creatures
    Grizzly Bears      1G 2/2 Bears
    Ironroot Treefolk  4G 3/5 Treefolk
    Killer Bees       1GG 0/1 Bees       Flying; G: Killer Bees gains +1/+1 until
                                         end of turn
    Land Leeches      1GG 2/2 Leeches    First strike
    Llanowar Elves      G 1/1 Elves      tap: Add G to your mana pool *
    Scryb Sprites       G 1/1 Sprites    Flying
    Shanodin Dryads     G 1/1 Dryads     Forestwalk
    Thicket Basilisk  3GG 2/4 Basilisk   Any non-wall creature blocking or blocked
                                         by Thicket Basilisk is destroyed at end of
                                         combat
    Wall of Ice        2G 0/7 Wall
    Wall of Wood        G 0/3 Wall
    War Mammoth        3G 3/3 Mammoth    Trample
    
    * - If this ability is used quickly more than once, it can be activated more 
    than once per turn, even though that should not be possible.
    
    Green Enchantments:
    
    (1)                (2)(4)      (5)
    
    Aspect of Wolf     1G 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
    Instill Energy      G Creature 0: Untap enchanted creature, this ability can 
                                   only be used once per turn
    Lifeforce          GG -        GG: Counter target player's black spell, play
                                   this ability as an interrupt
    Lure              1GG Creature All opposing creatures in range attempt to
                                   attack enchanted creature until the spell is 
                                   removed or the creature dies
    Regeneration       1G Creature G: Regenerate enchanted creature
    Venom             1GG Creature Any non-wall creature blocking or blocked by
                                   enchanted creature is destroyed at end of combat
    Wanderlust         2G Creature During enchanted creature's controller's upkeep,
                                   Wanderlust deals 1 damage to that player
    Web                 G Creature Enchanted creature gains +0/+2 and can block
                                   flying creatures
    Wild Growth         G Land     Adds an extra G to your mana pool
    
    Green Sorceries:
    
    (1)                (2)(5)
    
    Channel *          GG Until the end of your turn, you may pay 1 life to add 1
                          colorless mana to your mana pool, you may not pay more 
                          life than you currently have
    Desert Twister    4GG Destroy target permanent
    Hurricane          XG Hurricane deals X damage to all players and flying
                          creatures
    Stream of Life     XG Target player gains X life
    Tranquility        2G Destroy all enchantments in play
    Tsunami            3G Destroy all blue mana in all mana pools
    Winter Blast       XG Tap X target creatures, Winter Blast deals 2 damage to 
                          each of those creatures if they have flying
    
    * - Contrary to the description on the card, you instead pick how much life you 
    will spend when you initially cast Channel, you cannot spend further life after 
    that without casting Channel again.
    
    Green Instants:
    
    (1)                (2)(5)
    
    Crumble             G Destroy target artifact without regenerating, that 
                          artifact's controller gains life equal to the artifact's 
                          casting cost
    Fog                 G All creatures currently on the battlefield deal no combat 
                          damage for one turn
    Giant Growth        G Target creature gains +3/+3 for one turn
    Sandstorm           G Sandstorm deals 1 damage to each attacking creature
    Serene Heart       1G Destroy all target-specific enchantments in play
    Tranquil Domain    1G Destroy all global enchantments in play
    
    
    ===============================================================
    VIII. Setting up a 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.
    
    ===============================================================
    IX. On the Battlefield
    ===============================================================
    
    ===============================================================
    i. Basics of Battle
    ===============================================================
    
    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 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 
    or until you press X to indicate that all targets have been chosen.
    
    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 that were blocking or blocked by another creature 
    during an attack, creatures who were recently regenerated, or creatures 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.
    
    ===============================================================
    ii. 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 have different types of land in your hand, make sure you play lands 
    that correspond to the cards currently 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 the abilities of most commonly-used cards and the power and 
    toughness of commonly-used 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 hold a maximum of 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. Be aware of upkeep effects and required mana payments, as they will usually 
    automatically happen for you without much (or any) indication.
    
    9. There is no "global clock" for everything on the battlefield. In other 
    words, there isn't a specific time when everything untaps, when lands can be 
    played, when creatures can attack, etc. The only event that happens at the same 
    time for both players every turn is the drawing of a card. Anything that will 
    untap on its own will do so after a certain period of time has passed since it 
    was tapped, new lands become playable a certain time after playing the previous 
    land, etc.
    
    10. On the rare occasion where both players die simultaneously (i.e. if a 
    creature with Backfire kills a player and Backfire in turn kills the creature's 
    controller, or if a player casts a large enough Earthquake to kill both 
    players), the player with the higher life total before that damage was dealt 
    wins. If there is a tie, in Duel mode, it is a draw. In Campaign mode, the 
    attacker wins in this scenario.
    
    11. Finally, 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.
    
    ===============================================================
    X. 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. Read further in this section 
    about each wizard's starting point in Campaign Mode.
    
    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 control of their country, 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.
    
    At the start of your turn, you collect taxes depending on which countries you 
    control. The currency in this world is "taels", and each wizard begins their 
    Campaign with 200 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 
    being 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. Each wizard's list of bonus 
    spells is listed below. 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.
    
    ===============================================================
    i. Jared
    ===============================================================
    
    Difficulty: Easy
    
    Jared plays a Red/Green deck. He starts in Kristina's Woods, facing Tevesh, 
    Leshrac, Geyadrone, and Ravidel.
    
    Jared's campaign is easy to work with for many reasons. First, his starting 
    deck is one of the best of the six opening decks that you can start with. 
    Second, of his opponents, only Leshrac and Ravidel have decent libraries to 
    potentially threaten you (Tevesh and Geyadrone have bad decks for this mode). 
    Third, in the process of conquering countries, the creatures that he acquires 
    are, for the most part, very useful in battle. Finally, if you don't like 
    playing a deck with multiple colors, Jared has the option (because of the 
    quality of his cards) to go to a straight green deck or a straight red deck 
    without any problem at all once he acquires some powerful cards. I would 
    recommend going straight red myself, since creature removal and direct damage 
    can win battles quicker and easier than summoning huge green creatures.
    
    Starting deck:
    
    Forest x5 *
    Mountain x3 *
    Plains
    Jade Stone *
    
    Ali Baba *
    Fissure *
    Giant Strength *
    Hurloon Minotaur *
    Lightning Bolt *
    Mons's Goblin Raiders *
    
    Elvish Archers *
    Fog
    Giant Growth *
    Scryb Sprites *
    Wall of Wood
    
    Bonus spells:
    
    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*
    30. Crash of Rhinos*, Stream of Life
    32. Force of Nature*, Shivan Dragon*
    
    * - useful cards
    
    Opening conversation:
    
    Ravidel
    - A - nothing
    - B - nothing
    - C - gain Dark Ritual and 100 taels
    
    ===============================================================
    ii. Kristina
    ===============================================================
    
    Difficulty: Moderate
    
    Kristina plays a White/Green deck. She starts in Kristina's Woods (natch), 
    facing Tevesh, Leshrac, Geyadrone, and Ravidel.
    
    Kristina's campaign is similar to Jared's, but only a little more difficult 
    since she uses white spells instead of red, meaning that she has more (and 
    better) small white creatures to offset the lack of red's direct damage spells. 
    Even though her starting deck isn't great, she starts quite far away from her 
    opponents, giving her enough time to conquer a few countries and build up some 
    decent spells.
    
    Starting deck:
    
    Forest x6 *
    Plains x3 *
    Meekstone
    
    Death Ward *
    Green Ward
    Savannah Lions *
    Tundra Wolves *
    
    Fog
    Giant Growth *
    Grizzly Bears *
    Killer Bees *
    Llanowar Elves *
    Scryb Sprites *
    Web
    
    Bonus spells:
    
    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*
    36. Reverse Damage, Ironroot Treefolk*
    
    * - useful cards
    
    Opening conversation:
    
    Ravidel
    - A - nothing
    - B - nothing
    - C - gain Black Vise and 100 taels
    
    ===============================================================
    iii. Tevesh
    ===============================================================
    
    Difficulty: Hard
    
    Tevesh plays a Blue/Black deck. He starts in Telemar, facing Jared, Kristina, 
    Sandruu, and Ravidel.
    
    If you need a challenge, here's your opportunity. Tevesh starts with a really 
    crappy deck and needs to quickly find easy countries to conquer before he can 
    get some help through better spells. Unfortunately, his enemies start very 
    close to him, so he has a very difficult task ahead of him. My suggestion is to 
    go with an all-black deck and make a rush to any country where you can get 
    decent black spells and creatures for battle. Dueling Chasm gives him a chance 
    to get a Hypnotic Specter and Khone can get him a Black Knight. From there, 
    Cape of Casindral can get him Counterspell and Control Magic, at which point he 
    can reintroduce his blue spells (and the ever-useful Prodigal Sorcerer) and 
    have a fighting chance in battle. Once he battles enough to get all of his 
    bonus black spells, he can go back to a straight black deck with no fear with a 
    swarm of black creatures, coupled with Bad Moon and Drain Life to destroy his 
    enemies.
    
    Starting deck:
    
    Island x5 *
    Swamp x4 *
    Ornithopter
    
    Creature Bond x2
    Apprentice Wizard
    Backfire *
    Giant Tortoise *
    
    Bad Moon *
    Fear
    Vampire Bats x3 *
    Weakness *
    
    Bonus spells:
    
    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*
    24. Warp Artifact, Mind Twist
    26. Feedback, Sengir Vampire*
    28. Terror*, Air Elemental*
    30. Fear, Abomination*
    32. Bad Moon*, Nevinyrral's Disk*
    
    * - useful cards
    
    Opening conversation:
    
    Grenfell
    - A - nothing
    - BA - nothing
    - BB - lose 200 taels
    - BC - lose 100 taels
    - C - nothing
    
    ===============================================================
    iv. Leshrac
    ===============================================================
    
    Difficulty: Easy
    
    Leshrac plays a Black/Red deck. He starts in Arathoxia, facing Jared, Kristina, 
    Sandruu, and Ravidel.
    
    Leshrac loves death and destruction, as seen by his incredibly useful starting 
    deck. Fast black creatures and direct damage from red spells will make most 
    battles a breeze. His campaign will not be difficult.
    
    Starting deck:
    
    Mountain x5 *
    Swamp x4 *
    
    Black Knight *
    Dark Ritual *
    Drudge Skeletons *
    Unholy Strength *
    Wall of Bone *
    
    Firebreathing *
    Flare *
    Goblin Balloon Brigade *
    Immolation *
    Lightning Bolt *
    Mons's Goblin Raiders x2 *
    
    Bonus spells:
    
    2. Scathe Zombies*, Immolation*
    4. Firebreathing*, Wall of Fire
    6. Ashes to Ashes, Scathe Zombies*
    8. Goblin King*, Flare*
    10. Drudge Skeletons*, Mana Vault
    12. Dragon Whelp*, Pyrotechnics*
    14. Drain Life*, Scathe Zombies*
    16. Black Knight*, Pyrotechnics*
    18. Nightmare*, Fireball*
    20. Zombie Master*, Flare*
    22. Dragon Whelp*, Conservator
    24. Fire Elemental*, Pyrotechnics*
    26. Royal Assassin*, Fissure*
    28. Talruum Minotaur*, Fireball*
    30. Scathe Zombies*, Razor Pendulum
    32. Fire Elemental*, Inferno*
    
    * - useful cards
    
    Opening conversation:
    
    Teferi
    - A - nothing
    - B - gain Flare and Jolt
    - C - nothing
    
    ===============================================================
    v. Sandruu
    ===============================================================
    
    Difficulty: Moderate
    
    Sandruu plays a White/Blue deck. He starts in Kristina's Woods, facing Tevesh, 
    Leshrac, Geyadrone, and Ravidel.
    
    Sandruu's campaign is similar to Kristina's in many ways, except he uses blue 
    instead of green. Even so, he is best suited for a straight white deck with 
    small creatures to throw at the opponent while waiting for a Serra Angel (which 
    he can get at nearby Hamath) to come out and quickly wreck the opposition.
    
    Starting deck:
    
    Plains x5 *
    Forest x2
    Island x2 *
    Meekstone
    
    Death Ward *
    Healing Salve *
    Holy Armor
    Pearled Unicorn *
    Savannah Lions *
    Tundra Wolves *
    White Knight *
    
    Blue Elemental Blast *
    Creature Bond
    Merfolk of the Pearl Trident x2 *
    
    Bonus spells:
    
    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*
    
    * - useful cards
    
    Opening conversation:
    
    Ravidel
    - A - gain COP: Red and 100 taels
    - BA - gain COP: Red and 100 taels
    - BB - nothing
    - BC - nothing
    - C - nothing
    
    ===============================================================
    vi. Geyadrone
    ===============================================================
    
    Difficulty: Hard
    
    Geyadrone plays a Black/Green deck. She starts in White Woods, facing Jared, 
    Kristina, Sandruu, and Ravidel.
    
    Geyadrone, like Tevesh, faces an uphill battle from the start. She has a 
    slightly better starting deck than Tevesh (although not by much). On the plus 
    side, she does have ready access to nearby countries that can supply her with 
    decent black and green creatures, and she gets many useful spells from her 
    bonus spells early in the campaign. Hopefully she can avoid Ravidel like the 
    plague for awhile since her deck will not be good enough to reliably defeat him 
    early on. Once she has some decent medium size creatures and some black 
    creature-removal spells, she will be much better off in battle.
    
    Starting deck:
    
    Forest x5 *
    Swamp x4 *
    Amulet of Kroog
    
    Black Knight *
    Bog Imp *
    Cursed Land *
    Evil Presence *
    Fear
    Plague Rats x2 *
    Unholy Strength *
    
    Fog
    Instill Energy
    Wall of Wood
    
    Bonus spells:
    
    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
    
    * - useful cards
    
    Opening conversation:
    
    Ravidel
    - A - gain Mana Vault and 100 taels
    - B - nothing
    - C - gain 100 taels
    
    ===============================================================
    vii. General Strategies for 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 to 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. For easy reference, the list of countries 
    and the minimum number of times needed to attack and win (without defeating an 
    opposing wizard or the country randomly joining without any conversation):
    
    Arathoxia - 2
    Battle Rising - 2
    Cape of Casindral - 1
    Darkling Plain - 2
    Dueling Chasm - 1
    Ephren - 2
    Great Salt Marsh - 3
    Hamath - 1
    Ice Wastes - 3
    Island of Corundis - 1
    Khone - 2
    Kristina's Woods - 1
    Krysalthus - 1
    Melmereth - 1
    Minorad - 1
    Northern Wilds - 1
    Nyx - 4
    Oremon - 1
    Quirion - 1
    Sand Seas - 2
    Shikar - 4
    Spine of Corondor - 2
    Stonehaven Plains - 1
    Stonehaven - 1
    Sulgh - 2
    Telemar - 1
    Trovash - 3
    Urlan Wild - 2
    Urlan - 1
    White Woods - 2
    
    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 successful turn, and if something doesn't go your way, reload and 
    try again.
    
    ===============================================================
    viii. List of Countries and Responses
    ===============================================================
    
    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 or remain neutral without you talking to 
    anyone.
    
    Country Name - Land Cards Under Country's Control - Taxes collected per turn
    Person to talk to
    Responses A, B, C, etc.
    
    1. Arathoxia - Swamp x2, Mountain - 4 taels
    (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 - 8 taels
    (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 - 6 taels
    (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 - 7 taels
    (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
    
    (2) Darkling Chieftain
    - AAAAAA - lose half of your taels and 2 spells
    - AAAAABAAA - lose 4 spells
    * AAAAABAAB - gain 150 taels
    - AAAAABAAC - lose 4 spells
    - AAAAABAB - nothing
    - AAAAABB - nothing
    - AAAAACAA - nothing
    * AAAAACAB - joined cause
    - AAAAACB - lose 80 taels and a spell
    - AAAAACCAAA - lose 4 spells
    - AAAAACCAAB - gain 150 taels
    - AAAAACCAAC - lose 4 spells
    - AAAAACCAB - nothing
    - AAAAACCB - nothing
    - AAAABAA - nothing
    * AAAABAB - joined cause
    - AAAABB - lose 80 taels and a spell
    - AAAABCAAA - lose 4 spells
    * AAAABCAAB - gain 150 taels
    - AAAABCAAC - lose 4 spells
    - AAAABCAB - nothing
    - AAAABCB - nothing
    - AAAAC - nothing
    - AAABA - lose half of your taels and 2 spells
    - AAABBAAA - lose 4 spells
    * AAABBAAB - gain 150 taels
    - AAABBAAC - lose 4 spells
    - AAABBAB - nothing
    - AAABBB - nothing
    - AAABCAA - nothing
    * AAABCAB - joined cause
    - AAABCB - lose 80 taels and a spell
    - AAABCCAAA - lose 4 spells
    * AAABCCAAB - gain 150 taels
    - AAABCCAAC - lose 4 spells
    - AAABCCAB - nothing
    - AAABCCB - nothing
    - AAAC - lose half of your taels and a spell
    - AAB - lose half of your taels
    - AACAA - lose half of your taels and 2 spells
    - AACABAAA - lose 4 spells
    * AACABAAB - gain 150 taels
    - AACABAAC - lose 4 spells
    - AACABAB - nothing
    - AACABB - nothing
    - AACACAA - nothing
    * AACACAB - joined cause
    - AACACB - lose 80 taels and a spell
    - AACACCAAA - lose 4 spells
    * AACACCAAB - gain 150 taels
    - AACACCAAC - lose 4 spells
    - AACACCAB - nothing
    - AACACCB - nothing
    - AACBAAA - lose 4 spells
    * AACBAAB - gain 150 taels
    - AACBAAC - lose 4 spells
    - AACBAB - nothing
    - AACBB - nothing
    - AACC - nothing
    - ABAAA - lose half of your taels and 2 spells
    - ABAABAAA - lose 4 spells
    * ABAABAAB - gain 150 taels
    - ABAABAAC - lose 4 spells
    - ABAABAB - nothing
    - ABAABB - nothing
    - ABAACAA - nothing
    * ABAACAB - joined cause
    - ABAACB - lose 80 taels and a spell
    - ABAACCAAA - lose 4 spells
    * ABAACCAAB - gain 150 taels
    - ABAACCAAC - lose 4 spells
    - ABAACCAB - nothing
    - ABAACCB - nothing
    * ABAB - joined cause
    - ABAC - nothing
    - ABB - lose 3 spells
    - ABCAAA - lose half of your taels and 2 spells
    - ABCAABAAA - lose 4 spells
    * ABCAABAAB - gain 150 taels
    - ABCAABAAC - lose 4 spells
    - ABCAABAB - nothing
    - ABCAABB - nothing
    - ABCAACAA - nothing
    * ABCAACAB - joined cause
    - ABCAACB - lose 80 taels and a spell
    - ABCAACCAAA - lose 4 spells
    * ABCAACCAAB - gain 150 taels
    - ABCAACCAAC - lose 4 spells
    - ABCAACCAB - nothing
    - ABCAACCB - nothing
    - ABCABAA - nothing
    * ABCABAB - joined cause
    - ABCABB - lose 80 taels and a spell
    - ABCABCAAA - lose 4 spells
    * ABCABCAAB - gain 150 taels
    - ABCABCAAC - lose 4 spells
    - ABCABCAB - nothing
    - ABCABCB - nothing
    - ABCAC - nothing
    - ABCBA - lose half of your taels and 2 spells
    - ABCBBAAA - lose 4 spells
    * ABCBBAAB - gain 150 taels
    - ABCBBAAC - lose 4 spells
    - ABCBBAB - nothing
    - ABCBBB - nothing
    - ABCBCAA - nothing
    * ABCBCAB - joined cause
    - ABCBCB - lose 80 taels and a spell
    - ABCBCCAAA - lose 4 spells
    * ABCBCCAAB - gain 150 taels
    - ABCBCCAAC - lose 4 spells
    - ABCBCCAB - nothing
    - ABCBCCB - nothing
    - ABCC - lose half of your taels and a spell
    - ACAAAA - lose half of your taels and 2 spells
    - ACAAABAAA - lose 4 spells
    * ACAAABAAB - gain 150 taels
    - ACAAABAAC - lose 4 spells
    - ACAAABAB - nothing
    - ACAAABB - nothing
    - ACAAACAA - nothing
    * ACAAACAB - joined cause
    - ACAAACB - lose 80 taels and a spell
    - ACAAACCAAA - lose 4 spells
    * ACAAACCAAB - gain 150 taels
    - ACAAACCAAC - lose 4 spells
    - ACAAACCAB - nothing
    - ACAAACCB - nothing
    - ACAABAA - nothing
    * ACAABAB - joined cause
    - ACAABB - lose 80 taels and a spell
    - ACAABCAAA - lose 4 spells
    * ACAABCAAB - gain 150 taels
    - ACAABCAAC - lose 4 spells
    - ACAABCAB - nothing
    - ACAABCB - nothing
    - ACAAC - nothing
    - ACABA - lose half of your taels and 2 spells
    - ACABBAAA - lose 4 spells
    * ACABBAAB - gain 150 taels
    - ACABBAAC - lose 4 spells
    - ACABBAB - nothing
    - ACABBB - nothing
    - ACABCAA - nothing
    * ACABCAB - joined cause
    - ACABCB - lose 80 taels and a spell
    - ACABCCAAA - lose 4 spells
    * ACABCCAAB - gain 150 taels
    - ACABCCAAC - lose 4 spells
    - ACABCCAB - nothing
    - ACABCCB - nothing
    - ACAC - lose half of your taels and a spell
    - ACB - lose 100 taels and 2 spells
    - ACC - nothing
    - BAAAA - lose half of your taels and 2 spells
    - BAAABAAA - lose 4 spells
    * BAAABAAB - gain 150 taels
    - BAAABAAC - lose 4 spells
    - BAAABAB - nothing
    - BAAABB - nothing
    - BAAACAA - nothing
    * BAAACAB - joined cause
    - BAAACB - lose 80 taels and a spell
    - BAAACCAAA - lose 4 spells
    * BAAACCAAB - gain 150 taels
    - BAAACCAAC - lose 4 spells
    - BAAACCAB - nothing
    - BAAACCB - nothing
    - BAABAA - nothing
    * BAABAB - joined cause
    - BAABB - lose 80 taels and a spell
    - BAABCAAA - lose 4 spells
    * BAABCAAB - gain 150 taels
    - BAABCAAC - lose 4 spells
    - BAABCAB - nothing
    - BAABCB - nothing
    - BAAC - nothing
    - BABA - lose half of your taels and 2 spells
    - BABBAAA - lose 4 spells
    * BABBAAB - gain 150 taels
    - BABBAAC - lose 4 spells
    - BABBAB - nothing
    - BABBB - nothing
    - BABCAA - nothing
    * BABCAB - joined cause
    - BABCB - lose 80 taels and a spell
    - BABCCAAA - lose 4 spells
    * BABCCAAB - gain 150 taels
    - BABCCAAC - lose 4 spells
    - BABCCAB - nothing
    - BABCCB - nothing
    - BAC - lose half of your taels and a spell
    - BBAA - lose half of your taels and 2 spells
    - BBABAAA - lose 4 spells
    * BBABAAB - gain 150 taels
    - BBABAAC - lose 4 spells
    - BBABAB - nothing
    - BBABB - nothing
    - BBACAA - nothing
    * BBACAB - joined cause
    - BBACB - lose 80 taels and a spell
    - BBACCAAA - lose 4 spells
    * BBACCAAB - gain 150 taels
    - BBACCAAC - lose 4 spells
    - BBACCAB - nothing
    - BBACCB - nothing
    - BBBA - nothing
    * BBBB - joined cause
    - BBBCA - lose half of your taels and 2 spells
    - BBBCBAAA - lose 4 spells
    * BBBCBAAB - gain 150 taels
    - BBBCBAAC - lose 4 spells
    - BBBCBAB - nothing
    - BBBCBB - nothing
    - BBBCCAA - nothing
    * BBBCCAB - joined cause
    - BBBCCB - lose 80 taels and a spell
    - BBBCCCAAA - lose 4 spells
    * BBBCCCAAB - gain 150 taels
    - BBBCCCAAC - lose 4 spells
    - BBBCCCAB - nothing
    - BBBCCCB - nothing
    - BBC - lose half of your taels
    - BC - nothing
    - CAA - lose half of your taels and 2 spells
    - CABAAA - lose 4 spells
    * CABAAB - gain 150 taels
    - CABAAC - lose 4 spells
    - CABAB - nothing
    - CABB - nothing
    - CACAA - nothing
    * CACAB - joined cause
    - CACB - lose 80 taels and a spell
    - CACCAAA - lose 4 spells
    * CACCAAB - gain 150 taels
    - CACCAAC - lose 4 spells
    - CACCAB - nothing
    - CACCB - nothing
    - CBAA - nothing
    * CBAB - joined cause
    - CBB - lose 80 taels and a spell
    - CBCAAA - lose 4 spells
    * CBCAAB - gain 150 taels
    - CBCAAC - lose 4 spells
    - CBCAB - nothing
    - CBCB - nothing
    - CC - lose half of your taels and a spell
    
    5. Dueling Chasm - Mountain x2 - 6 taels
    (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 - 7 taels
    (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
    
    (2) Adam (Jared only)
    - AA - nothing
    - AB - nothing
    - AC - nothing
    * B - joined cause
    - CA - nothing
    - CB - gain Web, Reverse Damage
    * CC - gain Web, Reverse Damage
    
    7. Great Salt Marsh - Swamp x2 - 4 taels
    (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 - 10 taels
    (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 - 6 taels
    (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 - 5 taels
    (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) 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
    
    11. Khone - Swamp x3 - 4 taels
    (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 - 6 taels
    (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 - 9 taels
    (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 - 10 taels
    (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 - 4 taels
    (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
    
    16. Northern Wilds - Forest x3 - 6 taels
    (1) Elayna
    - 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 - 7 taels
    (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 - joined cause
    - CBC - nothing
    * CCAA - gain Word of Binding
    * CCAB - gain 20 taels
    * CCAC - joined cause
    - CCB - nothing
    - CCC - lose 2 spells
    
    18. Oremon - Mountain x2 - 8 taels
    * joined cause
    
    19. Quirion - Forest x3 - 6 taels
    (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 - 6 taels
    (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 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 - 9 taels
    (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 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 spell
    - CBB - nothing
    - CBC - lose a spell
    - CC - gain a 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 - 6 taels
    (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 - 6 taels
    (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
    
    (2) Gwendolyn (Jared only)
    - AA - gain a spell
    - AB - nothing
    - BA - nothing
    - BB - gain a spell
    - BC - nothing
    
    24. Stonehaven - Island x3 - 9 taels
    (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 - 8 taels
    (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 - 5 taels
    (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 - 7 taels
    (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 spell
    * AAC - gain Shivan Dragon
    - AB - nothing
    - AC - nothing
    - BA - nothing
    - BB - nothing
    - BC - nothing
    - C - nothing
    
    28. Urlan Wild - Mountain, Forest - 8 taels
    (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
    
    * After talking to Etty, Urlan Wild may randomly join you if unoccupied, or you 
    may face the controlling wizard if it is occupied.
    
    29. Urlan - Plains x2, Mountain - 5 taels
    (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 - 7 taels
    (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
    
    Randomly appearing in various countries:
    Taysir - 1st appearance
    - 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
    
    Taysir - 2nd appearance
    - A - nothing
    - B - nothing
    - C - nothing
    
    ===============================================================
    XI. Credits and Disclaimer
    ===============================================================
    
    This FAQ is copyright 2008-2011 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 
    SBAllen for hosting a great site.  Keep up the good work!
    
    ===============================================================
    XII. Version History
    ===============================================================
    
    Version 1.0 - Original FAQ submitted
    
    Version 2.0 - Large update to reorganize the entire FAQ, reformat the card 
    list, include walkthroughs for each character in campaign mode, and various 
    minor corrections.