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    FAQ/Strategy Guide by Seth0708

    Updated: 09/25/13 | Search Guide | Bookmark Guide

    
    Magic the Gathering: Duels of the Planeswalkers 2014 - Expansion
    FAQ/Strategy Guide - Version 1.0 by Seth0708
    
    
    **********************
    * [INT] Introduction *
    **********************
    Magic the Gathering: Duels of the Planeswalkers 2014 was released on Sony
    Playstation 3, X-Box 360, Steam, iPod, and Android on 26 June 2013. The
    expansion was released on 18 September 2013 for X-Box 360, Steam, iPod, and
    Android, while it was delayed a week to 24 September 2013 for Sony Playstation
    3 in North America (and later in Europe and Asia).
    
    The expansion adds five new decks, thirteen new encounters, five new
    challenges, as well as new titles, persona, achievements, and trophies. This
    guide only covers the expansion and not the base game. You can skip to the
    section you are looking for by using the search function and entering the
    code you desire below:
    
    [INT] Introduction
    [CAM] Campaign
      [PRM] Promo Codes
      [ALA] Alara
      [RAV] Ravnica
      [KAM] Kamigawa
      [PLD] Planeswalker Duels
      [CHL] Challenges
      [REV] Revenge Campaign
      [NCU] Non-Card Unlocks
    [DAB] Dodge and Burn
      [CA1] Cards Available
      [CR1] Creatures
      [NC1] Non-Creatures
    [HOC] Hall of Champions
      [CA2] Cards Available
      [CR2] Creatures
      [NC2] Non-Creatures
    [LOD] Lords of Darkness
      [CA3] Cards Available
      [CR3] Creatures
      [NC3] Non-Creatures
    [SOS] Sword of the Samurai
      [CA4] Cards Available
      [CR4] Creatures
      [NC4] Non-Creatures
    [SYM] Sylvan Might
      [CA5] Cards Available
      [CR5] Creatures
      [NC5] Non-Creatures
    [CPY] Copyrights
    
    
    ******************
    * [CAM] Campaign *
    ******************
    The expansion campaign is a lot shorter than the base game campaign. This time
    you only visit three planes of thirteen encounters total, although two of them
    are really the same encounter. This guide has divided the campaign encounters
    by plane below, followed by the planeswalker duels and challenges afterwards.
    
    
    ===================
    =[PRM] Promo Codes=
    ===================
    |Code Number |Code    |
    | Promo 01   | GKSNDR |
    | Promo 02   | DWNNDR |
    | Promo 03   | FTHPTH |
    | Promo 04   | TRCKSC |
    | Promo 05   | PRSTTT |
    | Promo 06   | RSNGSN |
    | Promo 07   | XBXBDZ |
    | Promo 08   | PXPRMD |
    | Promo 09   | MGCCTN |
    | Promo 10   | JRHPRD |
    
    If you haven't already entered these codes, I recommend doing so before playing.
    There are ten cards in each deck that can only be unlocked with these codes, so
    you're only hurting yourself by not using these. To enter the codes, select
    "Extras" from the main menu followed by "Promotional Unlocks." From there press
    square to enter each code.
    
    
    =============
    =[ALA] Alara=
    =============
    Alara is your first stop and only consists of a single encounter.
    
    
    Hall of Champions
    -----------------
    Your first encounter is a battle against Elspeth Tirel. This encounter is not
    scripted like most, and is instead a battle against the playable deck "Hall of
    Champions." Defeating this encounter unlocks that deck for play.
    
    The only turn one drop Elspeth has is Akrasan Squire. Usually she plays this,
    but sometimes you get lucky and she doesn't have one in her opening hand. Her
    turn two drops are Deft Duelist and Qasali Pridemage. Neither of these is as
    big a threat as they seem due to Elspeth's play style.
    
    From turn three onward, Elspeth will either drop a creature or try combat
    tricks. If she attacks with all her mana open and cards in hand, she either
    cannot play anything or, more likely, is going to try and pump her exalted
    attacker. Bant Charm and Sigil Blessing are her two main tricks in this
    encounter, so take those effects into consideration when deciding what to
    do in combat.
    
    Targeted removal or flying creatures are her biggest weaknesses. The only
    creature your removal will fall flat with is her Deft Duelists, but they have
    shroud so her own combat tricks won't work for her either. These creatures
    still get exalted triggers though, so don't think it is all gravy.
    
    
    ===============
    =[RAV] Ravnica=
    ===============
    With Elspeth defeated, she will depart for Theros. You, meanwhile, decide to
    pursue the ingredients for a spell you hear will stop your aging process. I
    guess neowalkers age normally, who knew? Anyway, one of the ingredients needed
    is demon's blood, so you head to Ravnica to try and find the Cult of Rakdos so
    you can bleed a demon.
    
    
    Summoning Frenzy
    ----------------
    Turn 0: Leyline of the Meek
    Turn 1: Forest
    Turn 2: Mountain, Dragon Fodder
    Turn 3: Plains, Midnight Haunting
    Turn 4: Forest, Fertile Imagination
    Turn 5: Plains, Epic Struggle
    Turn 6: Mountain, Captain of the Watch
    Turn 7: One Dozen Eyes
    Turn 8: Parallel Lives
    Turn 9: Forest
    Turn 10: Mountain, Decree of Justice
    Turn 11: Forest
    Turn 12: Plains
    
    This encounter is heavily-geared towards tokens. Fertile Imagination will
    always select whatever card type you have the most of in your hand because
    the AI is a really good guesser. You want to run a deck that lets you dump
    your hand quickly so you don't get swarmed with Saporlings on turn four.
    Epic Struggle can also ruin your day if you aren't able to either remove it
    or kill off all the tokens that flood out.
    
    
    Form of the Dragon
    ------------------
    Turn 1: Mountain, Dragonmaster Outcast
    Turn 2: Mountain, Dragon Fodder
    Turn 3: Mountain, Flame Slash
    Turn 4: Mountain, Lavaborn Muse
    Turn 5: Mountain, Torrent of Fire
    Turn 6: Mountain, Dragon Blood
    Turn 7: Mountain
    Turn 8: Mountain
    Turn 9: Mountain
    
    This encounter is pretty straightforward. The Dragonmast Outcast comes out
    turn one, so you either need to kill it or win before turn seven. The AI has
    two removal spells, so you will lose two creatures as this goes along. From
    turn six onwards the AI will pump a creature during combat with Dragon Blood,
    so make sure it isn't a dragon and get rid of that Dragonmast Outcast before
    then. Do note that if you do not have decent targets for Flame Slash and
    Torrent of Fire, the AI will sit on them and use them on a later turn.
    
    
    Dark Carnival
    -------------
    Turn 1: Swamp
    Turn 2: Mountain, Rakdos Shred-Freak
    Turn 3: Swamp, Jagged Poppet
    Turn 4: Mountain, Demon's Jester
    Turn 5: Swamp, Delirium Skeins
    Turn 6: Swamp
    Turn 7: Anthem of Rakdos
    Turn 8: Nothing
    Turn 9: Nothing
    
    When I saw the Jagged Poppet I was hoping this would be a madness deck, but alas
    it is not. On turn five when the AI casts Delirium Skeins it will discard two
    Mountains and a Swamp. Be ready to lose three cards at that point, so take that
    into consideration with what you cast before then. Turn five is also where the
    AI hits hellbent barring interference from you. Surprisingly there only seem
    to be three creatures for the AI in the first ten turns, so if you can get rid
    of them you will have an open field until then to finish it off.
    
    
    Dodge and Burn
    --------------
    This is a battle against Dack Fayden and is not scripted like the last three.
    Dack is running the playable counter-burn deck "Dodge and Burn." Defeating
    this encounter will unlock that deck for play and allow you to challenge one
    of the three expansion planeswalkers in the planeswalker duels.
    
    Kiln Fiend is the primary creature you are likely to see early game. He does
    not always get the instant and sorcery support he needs from them, but he will
    play smart and only cast creatures on the second main phase. The AI is fickle
    though and sometimes it will boost the Kiln Fiends up and not attack.
    
    It is usually better to not block if he has cards in hand and lots of open
    mana though despite the shortcomings of the AI. All of this goes the same
    with regard to his Wee Dragonauts. Late game he'll just string spells so he
    can pump these creatures.
    
    Dack's sorceries and instants consist of lots of card draw and burn spells.
    His general go-to strategy is to burn out your creatures and then swing with
    the Kiln Fiends and Wee Dragonauts boosted by the process. Targeted removal
    can deal with the creatures, or you can go for life gain and just weather
    these mana storms. If you can make it through a big one, his card advantage
    will generally be gone and he'll be a sitting duck for a turn or two.
    
    The last thing to remember is Dack has got plenty on the counter side of the
    counter-burn equation. Be ready for a Remand, Thoughtbind, or Cancel because
    he usually has one or the other up his sleeve when you're in a pinch.
    
    
    ================
    =[KAM] Kamigawa=
    ================
    You move on to Kamigawa in search of the white dragon scale for this anti-
    aging spell you're concocting. Apparently there is a samurai somewhere on
    the plane who possesses such a scale, so you begin your search.
    
    
    Nezumi Swarm
    ------------
    Turn 1: Swamp, Gnat Miser
    Turn 2: Swamp, Nezumi Cuthroat
    Turn 3: Swamp, Murder
    Turn 4: Swamp, Locust Miser
    Turn 5: Swamp
    Turn 6: Swamp, Ink-Eyes, Servant of Oni
    Turn 7: Swamp, Nezumi Ronin
    Turn 8: Swamp
    Turn 9: Swamp
    
    This encounter is intended to deny you card advantage until it can hard
    cast Ink-Eyes, Servant of Oni. The AI won't cast Murder unless you have a
    creature with toughness or power greater than two. It will sit on it until
    turn five or later in that case and will cast it after that point. Ink-
    Eyes is the biggest threat here, so save a counter or removal for her.
    Once she is out of the way, everything else should fall into place.
    
    
    Hidetsugu's Wrath
    -----------------
    Turn 1: Mountain
    Turn 2: Mountain, Volcanic Hammer
    Turn 3: Mountain, Yamabushi's Flame
    Turn 4: Mountain
    Turn 5: Mountain, Heartless Hidetsugu
    Turn 6: Mountain, Disintegrate
    Turn 7: Mountain, Inferno
    Turn 8: Mountain
    Turn 9: Mountain
    Turn 10: Mountain
    Turn 11: Mountain
    Turn 12: Mountain, Disintegrate
    Turn 13: Mountain
    
    I'm not really sure what this encounter is trying to do. Heartless Hidetsugu
    almost never uses his ability and the AI always casts Inferno and kills him.
    The burn spells are also played erratically; sometimes it won't cast them for
    no apparent reason even to stop a huge creature with only three toughness.
    The Disintegrates it will sometimes use on you, but other times it will let
    you live and blow nine mana to kill a 1/1. Given all these flaws in the way
    the AI plays, you should blow through this without much issue.
    
    
    Ninja Gang
    ----------
    Turn 1: Swamp, Tormented Soul
    Turn 2: Swamp, Skullsnatcher, Tormented Soul
    Turn 3: Island, Ninja of the Deep Hours, Tormented Soul
    Turn 4: Island, Blinding Powder, Mistblade Shinobi, Tormented Soul
    Turn 5: Swamp, Okiba-Gang Shinobi, Tormented Soul
    Turn 6: Island, No-Dachi
    Turn 7: Swamp, Throat-Slitter
    Turn 8: Nothing
    Turn 9: Skullsnatcher
    Turn 10: Swamp
    Turn 11: Nothing
    
    All ninjas are played for ninjutsu, so you won't be able to stop them with
    blockers when they enter play. The encounter casts the same Tormented Soul
    each turn after it is replaced by a ninja. If you kill the Tormented Soul,
    the AI will start hardcasting the ninjas, making this encounter a lot
    easier. That is the best way to finish this encounter, so play a deck with
    targeted removal and clean up shop.
    
    
    Sword of the Samurai
    --------------------
    This is another deck battle against a daimyo named Sugihara. The samurai
    lord uses the deck "Sword of the Samurai" and this battle is not scripted.
    Defeating this encounter will yield you the aforementioned deck for play.
    
    Early game your biggest foes may be the Araba Mothriders. If you don't
    have fliers or removal, the damage these things do can add up. Devoted
    Retainer and Kitsune Blademaster are also common early game sights. All
    these creatures get an additional +1/+1 when they block or are blocked,
    so that that into consideration with attackers.
    
    If you see mana open on the attack, expect a Double Cleave, Brute Force, or
    Call to Glory. This deck has plenty of combat tricks, so don't be caught
    unawares.
    
    Indebted Samurai will probably show up on turn four or five. This creature
    gets bigger every time a samurai dies. Depending on board position, this is
    either a non-threat or a big one. If there are a lot of samurai out, you
    might consider removing this one before the others to prevent it from
    getting out of hand.
    
    Late-game you are going to start seeing legendary samurai popping up. Down
    below in the card database for the deck you can see all the individual
    effects of these creatures, but suffice to say it can get really ugly for
    you if a bunch of them start showing up. The longer the game goes, the
    better it is for this deck. It is imperative to kill it quickly before it
    gets the mana for these big fatties.
    
    
    Lords of Darkness
    -----------------
    Your final challenge in the expansion campaign is another deck, this one
    called "Lords of Darkness." Again this encounter is not scripted. The name
    of the demon piloting this deck is Bolkru. Defeating this encounter will
    unlock the deck for play.
    
    Early game you're going to be fending off Foul Imps, Onyx Mages, and Festering
    Goblins. Foul Imp, at least, damages the encounter when it enters play, but
    the other two can be annoying. Deathtouch is not to be underestimated.
    
    This encounter has a lot of removal and removal effects, so be prepared to
    lose a fair portion of whatever you summon. Don't get greedy and dump all
    your effects, enchantments, and equipment on one creature because it will
    probably die.
    
    You want to win fast because late-game the field is going to become demon
    central. If you can get a creature drop each turn you will be sitting pretty
    good. Once the demons start showing up it is going to be really hard for you
    to win, so play a fast deck and beat the demons to the punch.
    
    
    ==========================
    =[PLD] Planeswalker Duels=
    ==========================
    The expansion adds three more planeswalkers to duel. Dack Fayden is the
    protagonist of the IDW Magic the Gathering comic series. Presumably you
    duel him here between the events of "Path of Vengeance" and "Theros."
    Likewise you seem to duel Elspeth Tirel right before she goes to Theros,
    although the duel takes place on Alara so it could happen before she went
    to Theros the first time and not after the events of "New Phyrexia." Nissa
    Revane does not appear in the story and is only fought in the planeswalker
    duels section.
    
    You unlock the ability to challenge a planeswalker when you defeat the
    "Dodge and Burn" encounter on Ravnica. You can challenge a second planeswalker
    when you defeat the "Swords of the Samurai" encounter on Kamigawa. Finally
    you can challenge the third planeswalker when you defeat the "Lords of
    Darkness" encounter.
    
    
    Dack Fayden
    -----------
    Kiln Fiend is the primary creature you are likely to see early game. He does
    not always get the instant and sorcery support he needs from them, but he will
    play smart and only cast creatures on the second main phase. The AI is fickle
    though and sometimes it will boost the Kiln Fiends up and not attack.
    
    It is usually better to not block if he has cards in hand and lots of open
    mana though despite the shortcomings of the AI. All of this goes the same
    with regard to his Wee Dragonauts. Late game he'll just string spells so he
    can pump these creatures.
    
    Dack's sorceries and instants consist of lots of card draw and burn spells.
    His general go-to strategy is to burn out your creatures and then swing with
    the Kiln Fiends and Wee Dragonauts boosted by the process. Targeted removal
    can deal with the creatures, or you can go for life gain and just weather
    these mana storms. If you can make it through a big one, his card advantage
    will generally be gone and he'll be a sitting duck for a turn or two.
    
    The last thing to remember is Dack has got plenty on the counter side of the
    counter-burn equation. Be ready for a Remand, Thoughtbind, or Cancel because
    he usually has one or the other up his sleeve when you're in a pinch.
    
    
    Elspeth Tirel
    -------------
    The only turn one drop Elspeth has is Akrasan Squire. Usually she plays this,
    but sometimes you get lucky and she doesn't have one in her opening hand. Her
    turn two drops are Deft Duelist and Qasali Pridemage. Neither of these is as
    big a threat as they seem due to Elspeth's play style.
    
    From turn three onward, Elspeth will either drop a creature or try combat
    tricks. If she attacks with all her mana open and cards in hand, she either
    cannot play anything or, more likely, is going to try and pump her exalted
    attacker. Bant Charm and Sigil Blessing are her two main tricks in this
    encounter, so take those effects into consideration when deciding what to
    do in combat.
    
    Targeted removal or flying creatures are her biggest weaknesses. The only
    creature your removal will fall flat with is her Deft Duelists, but they have
    shroud so her own combat tricks won't work for her either. These creatures
    still get exalted triggers though, so don't think it is all gravy.
    
    
    Nissa Revane
    ------------
    You are up against an elf tribal deck in this encounter. Nissa will quickly
    flood the field with elves, many of who pump each other, and rain on your
    parade if you are not fast enough. Defeating her in planeswalker duels will
    unlock the "Sylvan Might" deck for play.
    
    Copperhorn Scout, Essence Warden, Gladecover Scout are her one-drops and
    she seems to get a lot of them. Immaculate Magistrate and Imperious Perfect
    are her main pumpers, but she has a few others as well.
    
    Heedless One and Timberwatch Elf pop up a lot. The former can grow pretty
    big if Nissa keeps putting out elves. Timberwatch Elf works similiarly,
    but it taps to add power and toughness equal to her elves to a creature.
    Nissa likes to use this ability on unblocked elves, but will also use it
    to kill larger creatures if need be.
    
    Nissa is light on combat tricks from her hand for this fight it seems, so
    be more concerned with what is visible on the field for combat than what
    she might be holding. She does have a couple of things, but they don't
    seem to be stocked that well when you face her as an opponent.
    
    
    ==================
    =[CHL] Challenges=
    ==================
    There are five challenges added in the expansion. They are accessed below the
    the Expansion Campaign on the Expansion menu. The solutions for these puzzles
    are detailed below:
    
    
    Mountain Assault
    ----------------
    Cast Blood Moon with three Mountains during the main phase. Skip to attack and
    attack with Goblin Mountaineer. Before damage is dealt, cast Cytoshape and
    target Goblin Mountaineer and your opponent's Kird Ape to make the Goblin
    Mountaineer a copy of Kird Ape. Let damage occur to finish the challenge.
    
    
    Beat the Angel
    --------------
    Cast Vindicate and destroy one of your opponent's Mountains. Follow this up
    with Demolish and destroy another of your opponent's Mountains. Skip to attack
    and attack with both of your creatures. When Frost Titan's ability triggers,
    target your opponent's tapped Plains. This will prevent it from untapping on
    their next turn. Pass turn. At your opponent's upkeep, the ability on Magus of
    the Tabernacle will trigger and they will be unable to pay it, causing them to
    sacrifice their creatures and lose the game.
    
    
    Unleash the Beast
    -----------------
    Cast Earthquake for two, leaving an Island open. This will clear out all of
    the creatures except Coalhauler Swine and your opponent's Nemesis of Reason.
    Skip to attack and attack with the Coalhauler Swine. Your opponent will be
    forced to block with Nemesis of Reason. When it declares blockers, cast
    Twisted Image on Nemesis of Reason. After damage is done, the resulting
    triggers will finish off your opponent.
    
    
    Riddle of Steel
    ---------------
    Cast Stoneforge Mystic. When her ability triggers, select Golem Skin Gauntlets
    from your deck. Cast both Golem Skin Gauntlets, Kite Shield, and Argentum
    Armor. Once these resolve, cast Puresteel Paladin. After this resolves, equip
    all your equipment to Jor Kadeen, the Prevailer. Skip to attack and declare
    Jor Kadeen, the Prevailer and Stonehewer Giant as your attackers. This will
    trigger, allowing you to kill one of your opponent's blockers. After your
    opponent declares a blocker, use Stonehewer Giant's ability to search your
    deck for Loxodon Warhammer. Attach Loxodon Warhammer to whoever is blocked.
    Your damage will go through and your opponent will be finished.
    
    
    Spellstorm
    ----------
    This one is pretty crazy. Begin by casting Demonic Collusion with the buyback.
    For the buyback, discard Betrayal of Flesh and Coercion. Search your deck for
    Great Whale. Cast Demonic Collusion again with the buyback and discard
    everything except the Great Whale. Search your deck for Spitting Image. Use
    the ability on Sneak Attack to put the Great Whale into play. Untap all of
    your lands except an Island and a Swamp. Once this resolves, cast Spitting
    Image and target Great Whale to make a copy. This will cause the ability to
    trigger again, so untap all of your lands now.
    
    All of your lands should be untapped at this point. Cast Demonic Collusion
    a third time, this time without the buyback, and search for Past in Flames.
    Cast Past in Flames. Go to your graveyard and select Spitting Image. Cast it
    for it's flashback cost. Target Great Whale again. When the ability triggers
    again, untap all your Mountains and Islands first. When you finish untapping
    there should be five Swamps still tapped.
    
    Go back to your graveyard and select Infernal Tutor. Cast it for it's
    flashback cost and search your library for Snap. Cast Snap and target the
    non-token Great Whale; it will be the one with haste. Untap two Swamps when
    prompted. Go back to the graveyard and select Demonic Collusion again. Cast
    it for it's flashback and search for Hoodwink. Cast Hoodwink and target your
    opponent's Leyline of Sanctity.
    
    Highlight Sneak Attack and use the ability on it. Put Great Whale back into
    play and untap your lands so that you have a tapped Island and three tapped
    Swamps. Go to the graveyard and select the other Demonic Collusion there.
    Cast it for it's flashback cost and search for Tendrils of Agony. Go back
    to the graveyard again and find Coercion. Cast Coercion for it's flashback
    cost and make your opponent discard their only card. Cast Tendrils of Agony
    from your hand after this resolves. Make sure you have two Islands, three
    Mountains, and a Swamp untapped after this. Target your opponent for all
    the copies of Tendrils of Agony and wait for them. Go back to the graveyard
    and find Past in Flames. Cast this for the flashback cost. After the triggers
    finish, go back to the graveyard again and find Snap. Cast Snap for it's
    flashback cost and target the non-token Great Whale; again, the one with
    haste. When prompted, untap a Mountain and a Swamp. Highlight Sneak Attack
    and use the ability to put the Great Whale back into play a third time.
    Untap three Islands and four Swamps.
    
    Go back to the graveyard and select Hoodwink. Cast it for it's flashback
    cost and target one of your tapped Swamps. Put the Swamp back into play. 
    Go back into your graveyard and find Brainspoil. Cast Brainspoil for it's
    flashback cost, leaving two Swamps open, and target one of the Great Whale
    tokens. Go to the graveyard one more time and find Tendrils of Agony. Cast
    Tendrils of Agony for it's flashback cost. After it resolves, skip to the
    attack. Declare the Great Whale with haste for the win. Congratulations,
    that was pretty involved.
    
    
    ========================
    =[REV] Revenge Campaign=
    ========================
    The expansion revenge campaign is unlocked after completing the normal
    expansion campaign. It features five duels against each of the new decks
    added in the expansion. These decks are slightly tuned from before to be
    better, but work much the same as before.
    
    
    Elspeth Tirel
    -------------
    The only turn one drop Elspeth has is Akrasan Squire. Usually she plays this,
    but sometimes you get lucky and she doesn't have one in her opening hand. Her
    turn two drops are Deft Duelist and Qasali Pridemage. Neither of these is as
    big a threat as they seem due to Elspeth's play style.
    
    From turn three onward, Elspeth will either drop a creature or try combat
    tricks. If she attacks with all her mana open and cards in hand, she either
    cannot play anything or, more likely, is going to try and pump her exalted
    attacker. Bant Charm and Sigil Blessing are her two main tricks in this
    encounter, so take those effects into consideration when deciding what to
    do in combat.
    
    Targeted removal or flying creatures are her biggest weaknesses. The only
    creature your removal will fall flat with is her Deft Duelists, but they have
    shroud so her own combat tricks won't work for her either. These creatures
    still get exalted triggers though, so don't think it is all gravy.
    
    
    Dack Fayden
    -----------
    Kiln Fiend is the primary creature you are likely to see early game. He does
    not always get the instant and sorcery support he needs from them, but he will
    play smart and only cast creatures on the second main phase. The AI is fickle
    though and sometimes it will boost the Kiln Fiends up and not attack.
    
    It is usually better to not block if he has cards in hand and lots of open
    mana though despite the shortcomings of the AI. All of this goes the same
    with regard to his Wee Dragonauts. Late game he'll just string spells so he
    can pump these creatures.
    
    Dack's sorceries and instants consist of lots of card draw and burn spells.
    His general go-to strategy is to burn out your creatures and then swing with
    the Kiln Fiends and Wee Dragonauts boosted by the process. Targeted removal
    can deal with the creatures, or you can go for life gain and just weather
    these mana storms. If you can make it through a big one, his card advantage
    will generally be gone and he'll be a sitting duck for a turn or two.
    
    The last thing to remember is Dack has got plenty on the counter side of the
    counter-burn equation. Be ready for a Remand, Thoughtbind, or Cancel because
    he usually has one or the other up his sleeve when you're in a pinch.
    
    
    Nissa Revane
    ------------
    Copperhorn Scout, Essence Warden, Gladecover Scout are her one-drops and
    she seems to get a lot of them. Immaculate Magistrate and Imperious Perfect
    are her main pumpers, but she has a few others as well.
    
    Heedless One and Timberwatch Elf pop up a lot. The former can grow pretty
    big if Nissa keeps putting out elves. Timberwatch Elf works similiarly,
    but it taps to add power and toughness equal to her elves to a creature.
    Nissa likes to use this ability on unblocked elves, but will also use it
    to kill larger creatures if need be.
    
    Nissa is light on combat tricks from her hand for this fight it seems, so
    be more concerned with what is visible on the field for combat than what
    she might be holding. She does have a couple of things, but they don't
    seem to be stocked that well when you face her as an opponent.
    
    
    Sugihara
    --------
    Early game your biggest foes may be the Araba Mothriders. If you don't
    have fliers or removal, the damage these things do can add up. Devoted
    Retainer and Kitsune Blademaster are also common early game sights. All
    these creatures get an additional +1/+1 when they block or are blocked,
    so that that into consideration with attackers.
    
    If you see mana open on the attack, expect a Double Cleave, Brute Force, or
    Call to Glory. This deck has plenty of combat tricks, so don't be caught
    unawares.
    
    Indebted Samurai will probably show up on turn four or five. This creature
    gets bigger every time a samurai dies. Depending on board position, this is
    either a non-threat or a big one. If there are a lot of samurai out, you
    might consider removing this one before the others to prevent it from
    getting out of hand.
    
    Late-game you are going to start seeing legendary samurai popping up. Down
    below in the card database for the deck you can see all the individual
    effects of these creatures, but suffice to say it can get really ugly for
    you if a bunch of them start showing up. The longer the game goes, the
    better it is for this deck. It is imperative to kill it quickly before it
    gets the mana for these big fatties.
    
    
    Bolkru
    ------
    Early game you're going to be fending off Foul Imps, Onyx Mages, and Festering
    Goblins. Foul Imp, at least, damages the encounter when it enters play, but
    the other two can be annoying. Deathtouch is not to be underestimated.
    
    This encounter has a lot of removal and removal effects, so be prepared to
    lose a fair portion of whatever you summon. Don't get greedy and dump all
    your effects, enchantments, and equipment on one creature because it will
    probably die.
    
    You want to win fast because late-game the field is going to become demon
    central. If you can get a creature drop each turn you will be sitting pretty
    good. Once the demons start showing up it is going to be really hard for you
    to win, so play a fast deck and beat the demons to the punch.
    
    
    ========================
    =[NCU] Non-Card Unlocks=
    ========================
    Achievements/Trophies
     Demon Slayer (20) (Gold)
     -Defeat the "Lords of Darkness" deck in campaign mode.
    
     Champion of Kamigawa (20) (Bronze)
     -Defeat the "Sword of the Samurai" deck in campaign mode.
    
     Explorer Mage (10) (Bronze)
     -Win a game with each expansion deck.
    
     Master Mage (10) (Bronze)
     -Solve all expansion Challenges.
    
     Beastmaster (10) (Bronze)
     -Control an attacking creature with 10 power or greater.
    
     Equipped for Victory (10) (Bronze)
     -Control a permanent with two or more Equipment attached to it.
    
     Spellblast (10) (Bronze)
     -Deal 10 damage to a player with a single spell or ability.
    
     Back Against the Wall (10) (N/A)
     -Win a game at 1 life.
    
    
    Titles
     Bestower of Boons 
     -Give a creature you control +10/+10 or more.
    
     Disciple of Marit Lage 
     -Control a creature that's 20/20 or bigger.
    
     Lord of Legends
     -Control five legendary creatures.
    
     The Impaler
     -Sacrifice a creature.
    
     The Traveler
     -Visit every plane.
    
    
    ************************
    * [DAB] Dodge and Burn *
    ************************
    Dodge and Burn is a red and blue deck that fits squarely into the "counter-
    burn" archetype. Creature support is limited, although the Kiln Fiends and
    Wee Dragonanuts run well with the instant and sorcery support of this deck.
    Speaking of which, you have a large pool of those type of spells to pick
    from. A lot of that is going to come down to personal choice, but there are
    a few that you should consider.
    
    Breaking Point is a good board clearer. You cannot count on it every time
    because of the stipulation clause, but even if a player takes six damage to
    stop you that is a pretty good trade-off most of the time. Earthquake and
    Starstorm are your other options, although they both have a variable cost,
    and in the case of Earthquake, it does not hit fliers.
    
    Cancel and Memory Lapse are your two counter spells. Both are fine choices
    for that purpose. On the burn side of things you got a lot of choices.
    Searing Spear is the only "must-have," while your other choices are going
    to be dictated by play style.
    
    Other spells not covered by these categories include Pongify and Swerve.
    Swerve redirects the target of a spell that has a single target. This is
    actually more useful in this game than in most actual matches and you
    should consider using it. Pongify is a variation of removal, taking out a
    creature for cheap, but giving your opponent a 3/3. Just consider that a
    3/3 can be better than an Eldrazi or Wurm.
    
    
    =======================
    =[CA1] Cards Available=
    =======================
    |Name                    | Number | Unlocked                       |
    | Banefire               | 2      | Base Deck                      |
    | Breaking Point         | 3      | Unlock 4, Unlock 14, Promo 4   |
    | Browbeat               | 2      | Unlock 9, Unlock 15            |
    | Cancel                 | 2      | Base Deck                      |
    | Cerebral Vortex        | 1      | Unlock 13                      |
    | Char                   | 4      | Base Deck, Unlock 19           |
    | Charmbreaker Devils    | 2      | Base Deck                      |
    | Compulsive Research    | 3      | Base Deck                      |
    | Djinn Illuminatus      | 1      | Unlock 10                      |
    | Draining Whelk         | 2      | Unlock 8, Promo 5              |
    | Earthquake             | 2      | Unlock 7, Promo 1              |
    | Electrolyze            | 2      | Base Deck                      |
    | Fireblast              | 1      | Promo 6                        |
    | Future Sight           | 1      | Promo 8                        |
    | Gather Specimens       | 1      | Unlock 26                      |
    | Invoke the Firemind    | 2      | Unlock 1, Promo 2              |
    | Kiln Fiend             | 4      | Base Deck                      |
    | Memory Lapse           | 2      | Unlock 23, Unlock 28           |
    | Mnemonic Wall          | 2      | Unlock 3, Unlock 12            |
    | Opportunity            | 2      | Base Deck                      |
    | Overwhelming Intellect | 1      | Unlock 5                       |
    | Peek                   | 2      | Unlock 21, Unlock 29           |
    | Pillage                | 1      | Unlock 24                      |
    | Pongify                | 3      | Unlock 6, Unlock 17, Promo 7   |
    | Reins of Power         | 1      | Unlock 30                      |
    | Remand                 | 4      | Base Deck                      |
    | Searing Spear          | 3      | Base Deck                      |
    | Spelltwine             | 1      | Unlock 20                      |
    | Spirit Away            | 1      | Promo 9                        |
    | Starstorm              | 2      | Unlock 27, Promo 3             |
    | Stolen Goods           | 1      | Promo 10                       |
    | Sulfurous Blast        | 4      | Base Deck                      |
    | Swerve                 | 1      | Unlock 11                      |
    | Terramorphic Expanse   | 4      | Base Deck                      |
    | Thoughtbind            | 2      | Base Deck                      |
    | Volcanic Fallout       | 2      | Unlock 16, Unlock 22           |
    | Volcanic Geyser        | 1      | Unlock 25                      |
    | Wee Dragonauts         | 4      | Base Deck, Unlock 2, Unlock 18 |
    
    
    =================
    =[CR1] Creatures=
    =================
    Charmbreaker Devils
     Cost - (5)(R)
     Creature - Devil
     At the beginning of your upkeep, return an instant or sorcery card at random
     from your graveyard to your hand.
     Whenever you cast an instant or sorcery spell, Charmbreaker Devils gets +4/+0
     until end of turn.
     4/4
    
    
    Djinn Illuminatus
     Cost - (5)(U/R)(U/R)
     Creature - Djinn
     Flying.
     Each instant and sorcery spell you cast has replicate. The replicate cost is
     equal to its mana cost. (When you cast it, copy it for each time you paid its
     replicate cost. You may choose new targets for the copies.)
     3/5
    
    
    Draining Whelk
     Cost - (4)(U)(U)
     Creature - Illusion
     Flash. (You may cast this spell any time you could cast an instant.)
     Flying.
     When Draining Whelk enters the battlefield, counter target spell. Put X +1/+1
     counters on Draining Whelk, where X is that spell's converted mana cost.
     1/1
    
    
    Kiln Fiend
     Cost - (1)(R)
     Creature - Elemental Beast
     Whenever you cast an instant or sorcery spell, Kiln Fiend gets +3/+0 until
     end of turn.
     1/2
    
    
    Mnemonic Wall
     Cost - (4)(U)
     Creature - Wall
     Defender.
     When Mnemonic Wall enters the battlefield, you may return target instant or
     sorcery card from your graveyard to your hand.
     0/4
    
    
    Wee Dragonauts
     Cost - (1)(U)(R)
     Creature - Faerie Wizard
     Flying.
     Whenever you cast an instant or sorcery spell, Wee Dragonauts gets +2/+0
     until end of turn.
     1/3
    
    
    =====================
    =[NC1] Non-Creatures=
    =====================
    Banefire
     Cost - (X)(R)
     Sorcery
     Banefire deals X damage to target creature or player.
     If X is 5 or more, Banefire can't be countered by spells or abilities and
     the damage can't be prevented.
    
    
    Breaking Point
     Cost - (1)(R)(R)
     Sorcery
     Any player may have Breaking Point deal 6 damage to him or her. If no one
     does, destroy all creatures. Creatures destroyed this way can't be
     regenerated.
    
    
    Browbeat
     Cost - (2)(R)
     Instant
     Any player may have Browbeat deal 5 damage to him or her. If no one does,
     target player draws three cards.
    
    
    Cancel
     Cost - (1)(U)(U)
     Instant
     Counter target spell.
    
    
    Cerebral Vortex
     Cost - (1)(U)(R)
     Instant
     Target player draws two cards, then Cerebral Vortex deals damage to that
     player equal to the number of cards he or she has drawn this turn.
    
    
    Char
     Cost - (2)(R)
     Instant
     Char deals 4 damage to target creature or player and 2 damage to you.
    
    
    Compulsive Research
     Cost - (2)(U)
     Sorcery
     Target player draws three cards. Then that player discards two cards
     unless he or she discards a land card.
    
    
    Earthquake
     Cost - (X)(R)
     Sorcery
     Earthquake deals X damage to each creature without flying and each
     player.
    
    
    Electrolyze
     Cost - (1)(U)(R)
     Instant
     Electrolyze deals 2 damage divided as you choose among one or two
     target creatures and/or players.
     Draw a card.
    
    
    Fireblast
     Cost - (4)(R)(R)
     Instant
     You may sacrifice two Mountains rather than pay Fireblast's mana
     cost.
     Fireblast deals 4 damage to target creature or player.
    
    
    Future Sight
     Cost - (2)(U)(U)(U)
     Enchantment
     Play with the top card of your library revealed.
     You may play the top card of your library.
    
    
    Gather Specimens
     Cost - (3)(U)(U)(U)
     Instant
     If a creature would enter the battlefield under an opponent's
     control this turn, it enters the battlefield under your control
     instead.
    
    
    Invoke the Firemind
     Cost - (X)(U)(U)(R)
     Sorcery
     Choose one  Draw X cards; or Invoke the Firemind deals X damage to
     target creature or player.
    
    
    Memory Lapse
     Cost - (1)(U)
     Instant
     Counter target spell. If that spell is countered this way, put it on
     top of its owner's library instead of into that player's graveyard.
    
    
    Opportunity
     Cost - (4)(U)(U)
     Instant
     Target player draws four cards.
    
    
    Overwhelming Intellect
     Cost - (4)(U)(U)
     Instant
     Counter target creature spell. Draw cards equal to that spell's converted mana
     cost.
    
    
    Peek
     Cost - (U)
     Instant
     Look at target player's hand.
     Draw a card.
    
    
    Pillage
     Cost - (1)(R)(R)
     Sorcery
     Destroy target artifact or land. It can't be regenerated.
    
    
    Pongify
     Cost - (U)
     Instant
     Destroy target creature. It can't be regenerated. That creature's
     controller puts a 3/3 green Ape creature token onto the battlefield.
    
    
    Reins of Power
     Cost - (2)(U)(U)
     Instant
     Untap all creatures you control and all creatures target opponent
     controls. You and that opponent each gain control of all creatures the
     other controls until end of turn. Those creatures gain haste until end
     of turn.
    
    
    Remand
     Cost - (1)(U)
     Instant
     Counter target spell. If that spell is countered this way, put it into
     its owner's hand instead of into that player's graveyard.
     Draw a card.
    
    
    Searing Spear
     Cost - (1)(R)
     Instant
     Searing Spear deals 3 damage to target creature or player.
    
    
    Spelltwine
     Cost - (5)(U)
     Sorcery
     Exile target instant or sorcery card from your graveyard and target
     instant or sorcery card from an opponent's graveyard. Copy those cards.
     Cast the copies if able without paying their mana costs. Exile
     Spelltwine.
    
    
    Spirit Away
     Cost - (5)(U)(U)
     Enchantment - Aura
     Enchant creature.
     You control enchanted creature.
     Enchanted creature gets +2/+2 and has flying.
    
    
    Starstorm
     Cost - (X)(R)(R)
     Instant
     Starstorm deals X damage to each creature.
     Cycling (3) ((3), Discard this card: Draw a card.)
    
    
    Stolen Goods
     Cost - (3)(U)
     Sorcery
     Target opponent exiles cards from the top of his or her library until
     he or she exiles a nonland card. Until end of turn, you may cast that
     card without paying its mana cost.
    
    
    Sulfurous Blast
     Cost - (2)(R)(R)
     Instant
     Sulfurous Blast deals 2 damage to each creature and each player. If
     you cast this spell during your main phase, Sulfurous Blast deals 3
     damage to each creature and each player instead.
    
    
    Swerve
     Cost - (U)(R)
     Instant
     Change the target of target spell with a single target.
    
    
    Terramorphic Expanse
     Land
     (T), Sacrifice Terramorphic Expanse: Search your library for a basic
     land card and put it onto the battlefield tapped. Then shuffle your
     library.
    
    
    Thoughtbind
     Cost - (2)(U)
     Instant
     Counter target spell with converted mana cost 4 or less.
    
    
    Volcanic Fallout
     Cost - (1)(R)(R)
     Instant
     Volcanic Fallout can't be countered.
     Volcanic Fallout deals 2 damage to each creature and each player.
    
    
    Volcanic Geyser
     Cost - (X)(R)(R)
     Instant
     Volcanic Geyser deals X damage to target creature or player.
    
    
    ***************************
    * [HOC] Hall of Champions *
    ***************************
    Hall of Champions is a blue, green, and white exalted deck. Exalted runs on
    the premise of having only a single creature attack each turn, but your
    other creatures "pump" that creature up with their own exalted abilities.
    
    The creatures here have their uses, so there aren't really that many outright
    bad choices. More critical is keeping your curve right. You want to be able
    to drop creatures each turn, with an emphasis on the lower costing creatures.
    Each case of exalted counts, so the more you can flood, the better you will
    be sitting.
    
    Novablast Wurm is more of a board clearer than an addition to your creature
    pool. You can consider it for that option, as after it clears the board you
    will be in a good position with a large creature, but it should not be thought
    of as what you are aiming for every game.
    
    Non-creature support features a lot of pump spells, which are good choices
    in this deck. Bant Charm is also a good utility card. You should also replace
    some of your lands with Terramorphic Expanses. They're no dual lands, but they
    are the best you got on that front in this game.
    
    
    =======================
    =[CA2] Cards Available=
    =======================
    |Name                    |Number  |Unlocked                                 |
    | Akrasan Squire         | 4      | Base Deck                               |
    | Aven Squire            | 2      | Base Deck                               |
    | Bant Charm             | 4      | Base Deck, Unlock 11                    |
    | Battleflight Eagle     | 2      | Unlock 21, Unlock 29                    |
    | Battlegrace Angel      | 1      | Promo 7                                 |
    | Behemoth Sledge        | 3      | Base Deck, Unlock 5, Promo 3            |
    | Court Archers          | 3      | Base Deck                               |
    | Dauntless Escort       | 2      | Unlock 4, Promo 2                       |
    | Deft Duelist           | 2      | Base Deck                               |
    | Devout Invocation      | 1      | Unlock 18                               |
    | Empyrial Archangel     | 1      | Unlock 10                               |
    | Faith's Reward         | 1      | Unlock 28                               |
    | Finest Hour            | 2      | Unlock 1, Promo 5                       |
    | Giltspire Avenger      | 1      | Base Deck                               |
    | Gleam of Resistance    | 2      | Base Deck                               |
    | Guardians of Akrasa    | 2      | Base Deck                               |
    | Iridescent Angel       | 2      | Unlock 23, Promo 8                      |
    | Ivory Mask             | 1      | Unlock 24                               |
    | Jenara, Asura of War   | 1      | Unlock 13                               |
    | Jhessian Infiltrator   | 2      | Unlock 3, Unlock 15                     |
    | Knight of New Alara    | 1      | Unlock 26                               |
    | Knotvine Paladin       | 1      | Unlock 16                               |
    | Leonin Armorguard      | 2      | Base Deck, Unlock 6                     |
    | Martial Coup           | 2      | Base Deck, Promo 1                      |
    | Mirror-Sigil Sergeant  | 1      | Unlock 27                               |
    | Novablast Wurm         | 1      | Unlock 19                               |
    | Pariah                 | 2      | Unlock 7, Unlock 17                     |
    | Phantom Nishoba        | 1      | Promo 6                                 |
    | Privileged Position    | 1      | Unlock 22                               |
    | Qasali Ambusher        | 1      | Unlock 9                                |
    | Qasali Pridemage       | 3      | Base Deck                               |
    | Rafiq of the Many      | 1      | Unlock 20                               |
    | Restoration Angel      | 1      | Unlock 12                               |
    | Rhox Charger           | 3      | Base Deck                               |
    | Rhox War Monk          | 4      | Unlock 2, Unlock 14, Unlock 25, Promo 4 |
    | Sigil Blessing         | 3      | Base Deck                               |
    | Skyward Eye Prophets   | 2      | Base Deck                               |
    | Sublime Archangel      | 2      | Unlock 30, Promo 9                      |
    | Terramorphic Expanse   | 4      | Base Deck                               |
    | Tolsimir Wolfblood     | 1      | Promo 10                                |
    | Wargate                | 1      | Unlock 8                                |
    | Waveskimmer Aven       | 2      | Base Deck                               |
    
    
    =================
    =[CR2] Creatures=
    =================
    Akrasan Squire
     Cost - (W)
     Creature - Human Soldier
     Exalted (Whenever a creature you control attacks alone, that creature gets
     +1/+1 until end of turn.)
     1/1
    
    
    Aven Squire
     Cost - (1)(W)
     Creature - Bird Soldier
     Flying.
     Exalted (Whenever a creature you control attacks alone, that creature gets
     +1/+1 until end of turn.)
     1/1
    
    
    Battleflight Eagle
     Cost - (4)(W)
     Creature - Bird
     Flying.
     When Battleflight Eagle enters the battlefield, target creature gets +2/+2
     and gains flying until end of turn.
     2/2
    
    
    Battlegrace Angel
     Cost - (3)(W)(W)
     Creature - Angel
     Flying.
     Exalted (Whenever a creature you control attacks alone, that creature gets
     +1/+1 until end of turn.)
     4/4
    
    
    Court Archers
     Cost - (2)(G)
     Creature - Human Archer
     Reach.
     Exalted (Whenever a creature you control attacks alone, that creature gets
     +1/+1 until end of turn.)
     1/3
    
    
    Dauntless Escort
     Cost - (1)(G)(W)
     Creature - Rhino Soldier
     Sacrifice Dauntless Escort: Creatures you control gain indestructible
     until end of turn.
     3/3
    
    
    Deft Duelist
     Cost - (W)(U)
     Creature - Human Rogue
     First strike.
     Shroud.
     2/1
    
    
    Empyrial Archangel
     Cost - (4)(G)(W)(W)(U)
     Creature - Angel
     Flying, shroud.
     All damage that would be dealt to you is dealt to Empyrial Archangel
     instead.
     5/8
    
    
    Giltspire Avenger
     Cost - (G)(W)(U)
     Creature - Human Soldier
     Exalted (Whenever a creature you control attacks alone, that creature gets
     +1/+1 until end of turn.)
     (T): Destroy target creature that dealt damage to you this turn.
     2/2
    
    
    Guardians of Akrasa
     Coat - (2)(W)
     Creature - Human Soldier
     Defender.
     Exalted (Whenever a creature you control attacks alone, that creature gets
     +1/+1 until end of turn.)
     0/4
    
    
    Iridescent Angel
     Cost - (5)(W)(U)
     Creature - Angel
     Flying, protection from all colors.
     4/4
    
    
    Jenara, Asura of War
     Cost - (G)(W)(U)
     Legendary Creature - Angel
     Flying.
     (1)(W): Put a +1/+1 counter on Jenara, Asura of War.
     3/3
    
    
    Jhessian Infiltrator
     Cost - (G)(U)
     Creature - Human Rogue
     Jhessian Infiltrator can't be blocked.
     2/2
    
    
    Knight of New Alara
     Cost - (2)(G)(W)
     Creature - Human Knight
     Each other multicolored creature you control gets +1/+1 for each of
     its colors.
     2/2
    
    
    Knotvine Paladin
     Cost - (G)(W)
     Creature - Human Knight
     Whenever Knotvine Paladin attacks, it gets +1/+1 until end of turn
     for each untapped creature you control.
     2/2
    
    
    Leonin Armorguard
     Cost - (2)(G)(W)
     Creature - Cat Soldier
     When Leonin Armorguard enters the battlefield, creatures you control
     get +1/+1 until end of turn.
     3/3
    
    
    Mirror-Sigil Sergeant
     Cost - (5)(W)
     Creature - Rhino Soldier
     Trample.
     At the beginning of your upkeep, if you control a blue permanent,
     you may put a token that's a copy of Mirror-Sigil Sergeant onto the
     battlefield.
     4/4
    
    
    Novablast Wurm
     Cost - (3)(G)(G)(W)(W)
     Creature - Wurm
     Whenever Novablast Wurm attacks, destroy all other creatures.
     7/7
    
    
    Phantom Nishoba
     Cost - (5)(G)(W)
     Creature - Cat Beast Spirit
     Trample.
     Phantom Nishoba enters the battlefield with seven +1/+1 counters on it.
     Whenever Phantom Nishoba deals damage, you gain that much life.
     If damage would be dealt to Phantom Nishoba, prevent that damage. Remove a
     +1/+1 counter from Phantom Nishoba.
     0/0
    
    
    Qasali Ambusher
     Cost - (1)(G)(W)
     Creature - Cat Warrior
     Reach.
     If a creature is attacking you and you control a Forest and a Plains, you
     may cast Qasali Ambusher without paying its mana cost and as though it had
     flash.
     2/3
    
    
    Qasali Pridemage
     Cost - (G)(W)
     Exalted (Whenever a creature you control attacks alone, that creature gets
     +1/+1 until end of turn.)
     (1), Sacrifice Qasali Pridemage: Destroy target artifact or enchantment.
     2/2
    
    
    Rafiq of the Many
     Cost - (1)(G)(W)(U)
     Legendary Creature - Human Knight
     Exalted (Whenever a creature you control attacks alone, that creature gets
     +1/+1 until end of turn.)
     Whenever a creature you control attacks alone, it gains double strike until
     end of turn.
     3/3
    
    
    Restoration Angel
     Cost - (3)(W)
     Creature - Angel
     Flash.
     Flying.
     When Restoration Angel enters the battlefield, you may exile target non-Angel
     creature you control, then return that card to the battlefield under your
     control.
     3/4
    
    
    Rhox Charger
     Cost - (3)(G)
     Creature - Rhino Soldier
     Trample.
     Exalted (Whenever a creature you control attacks alone, that creature gets
     +1/+1 until end of turn.)
     3/3
    
    
    Rhox War Monk
     Cost - (G)(W)(U)
     Creature - Rhino Monk
     Lifelink.
     3/4
    
    
    Skyward Eye Prophets
     Cost - (3)(G)(W)(U)
     Creature - Human Wizard
     Vigilance.
     (T): Reveal the top card of your library. If it's a land card, put it onto
     the battlefield. Otherwise, put it into your hand.
     3/3
    
    
    Sublime Archangel
     Cost - (2)(W)(W)
     Creature - Angel
     Flying.
     Exalted (Whenever a creature you control attacks alone, that creature gets
     +1/+1 until end of turn.)
     Other creatures you control have exalted. (If a creature has multiple
     instances of exalted, each triggers separately.)
     4/3
    
    
    Tolsimir Wolfblood
     Cost - (4)(G)(W)
     Legendary Creature - Elf Warrior
     Other green creatures you control get +1/+1.
     Other white creatures you control get +1/+1.
     (T): Put a legendary 2/2 green and white Wolf creature token named Voja
     onto the battlefield.
     3/4
    
    
    Waveskimmer Aven
     Cost - (2)(G)(W)(U)
     Creature - Bird Soldier
     Flying.
     Exalted (Whenever a creature you control attacks alone, that creature gets
     +1/+1 until end of turn.)
     2/4
    
    
    =====================
    =[NC2] Non-Creatures=
    =====================
    Bant Charm
     Cost - (G)(W)(U)
     Instant
     Choose one  Destroy target artifact; or put target creature on the bottom
     of its owner's library; or counter target instant spell.
    
    
    Behemoth Sledge
     Cost - (1)(G)(W)
     Artifact - Equipment
     Equipped creature gets +2/+2 and has lifelink and trample.
     Equip (3).
    
    
    Devout Invocation
     Cost - (6)(W)
     Sorcery
     Tap any number of untapped creatures you control. Put a 4/4 white Angel
     creature token with flying onto the battlefield for each creature tapped
     this way.
    
    
    Faith's Reward
     Cost - (3)(W)
     Instant
     Return to the battlefield all permanent cards in your graveyard that were
     put there from the battlefield this turn.
    
    
    Finest Hour
     Cost - (2)(G)(W)(U)
     Enchantment
     Exalted (Whenever a creature you control attacks alone, that creature gets
     +1/+1 until end of turn.)
     Whenever a creature you control attacks alone, if it's the first combat
     phase of the turn, untap that creature. After this phase, there is an
     additional combat phase.
    
    Gleam of Resistance
     Cost - (4)(W)
     Instant
     Creatures you control get +1/+2 until end of turn. Untap those creatures.
     Basic landcycling (1)(W) ((1)(W), Discard this card: Search your library
     for a basic land card, reveal it, and put it into your hand. Then shuffle
     your library.)
    
    
    Ivory Mask
     Cost - (2)(W)(W)
     Enchantment
     You have shroud.
    
    
    Martial Coup
     Cost - (X)(W)(W)
     Sorcery
     Put X 1/1 white Soldier creature tokens onto the battlefield. If X is
     5 or more, destroy all other creatures.
    
    
    Pariah
     Cost - (2)(W)
     Enchantment - Aura
     Enchant creature.
     All damage that would be dealt to you is dealt to enchanted creature
     instead.
    
    
    Privileged Position
     Cost - (2)(W/G)(W/G)(W/G)
     Enchantment
     Other permanents you control have hexproof.
    
    
    Sigil Blessing
     Cost - (G)(W)
     Instant
     Until end of turn, target creature you control gets +3/+3 and other
     creatures you control get +1/+1.
    
    
    Terramorphic Expanse
     Land
     (T), Sacrifice Terramorphic Expanse: Search your library for a basic
     land card and put it onto the battlefield tapped. Then shuffle your
     library.
    
    
    Wargate
     Cost - (X)(G)(W)(U)
     Sorcery
     Search your library for a permanent card with converted mana cost X
     or less, put it onto the battlefield, then shuffle your library.
    
    
    ***************************
    * [LOD] Lords of Darkness *
    ***************************
    Lords of Death is a mono-black deck that features a lot of demons. This is
    the "boss deck" of the expansion campaign, but it is playable this year so
    have at it. Most of the spells here are pretty expensive, but it does have
    a lot of removal to keep you going.
    
    On the small side of the creature spectrum you have some solid choices.
    Festering Goblin can allow you to take out two creatures in some situations,
    or can be used to give that last one "damage" needed to eliminate an injured
    creature. Onyx Mage is another good choice for the ability to add deathtouch
    to anything.
    
    Your larger creatures are mostly demons. Demon of Death's Gate can be played
    by sacrificing three creatures instead of its mana cost, which can be useful
    at times. Reiver Demon will clear out most opponents you face, so long as
    they aren't running mirror or zombies. Harvester of Souls is another good
    choice.
    
    Doom Blade, Diabolic Edict, and Hideous End are all three good choices for
    removal. Damnation is your board clearer and is a definite must. No Mercy
    is another solid choice for non-creature support. Heartless Summoning can
    be useful, but it can also hurt you with the drawback. Try it out and decide
    if it fits your play style.
    
    
    =======================
    =[CA3] Cards Available=
    =======================
    |Name                    |Number  |Unlocked                                 |
    | Bloodgift Demon        | 3      | Base Deck, Promo 7                      |
    | Corrupt                | 1      | Promo 8                                 |
    | Damnation              | 2      | Unlock 30, Promo 1                      |
    | Demon of Death's Gate  | 1      | Unlock 19                               |
    | Diabolic Edict         | 4      | Base Deck, Unlock 25                    |
    | Diabolic Servitude     | 1      | Unlock 24                               |
    | Doom Blade             | 2      | Base Deck                               |
    | Exhume                 | 1      | Unlock 8                                |
    | Festering Goblin       | 2      | Base Deck                               |
    | Foul Imp               | 4      | Base Deck                               |
    | Grave Pact             | 2      | Unlock 3, Unlock 26                     |
    | Halo Hunter            | 3      | Unlock 9, Unlock 16, Promo 9            |
    | Harrowing Journey      | 2      | Base Deck                               |
    | Harvester of Souls     | 1      | Unlock 12                               |
    | Heartless Summoning    | 3      | Unlock 17, Unlock 23, Promo 10          |
    | Hellcarver Demon       | 1      | Unlock 18                               |
    | Hideous End            | 2      | Unlock 6, Unlock 15                     |
    | Infernal Tutor         | 1      | Unlock 27                               |
    | Innocent Blood         | 1      | Unlock 13                               |
    | Lord of the Pit        | 2      | Base Deck, Unlock 5                     |
    | Lord of the Void       | 1      | Base Deck                               |
    | Mortician Beetle       | 2      | Base Deck, Unlock 7                     |
    | Mutilate               | 1      | Promo 3                                 |
    | No Mercy               | 1      | Unlock 21                               |
    | Onyx Mage              | 4      | Base Deck                               |
    | Pestilence Demon       | 2      | Unlock 10, Promo 6                      |
    | Promise of Power       | 2      | Unlock 2, Promo 4                       |
    | Reaper from the Abyss  | 1      | Unlock 14                               |
    | Reiver Demon           | 2      | Unlock 1, Promo 2                       |
    | Renegade Demon         | 3      | Base Deck                               |
    | Rune-Scarred Demon     | 1      | Promo 5                                 |
    | Screams from Within    | 3      | Unlock 4, Unlock 22, Unlock 29          |
    | Shadowborn Demon       | 1      | Unlock 20                               |
    | Soot Imp               | 2      | Base Deck                               |
    | Soulcage Fiend         | 4      | Base Deck                               |
    | Tendrils of Corruption | 2      | Base Deck                               |
    | Triumph of Cruelty     | 4      | Base Deck, Unlock 11, Unlock 28         |
    
    
    =================
    =[CR3] Creatures=
    =================
    Bloodgift Demon
     Cost - (3)(B)(B)
     Creature - Demon
     Flying.
     At the beginning of your upkeep, target player draws a card and
     loses 1 life.
     5/4
    
    
    Demon of Death's Gate
     Cost - (6)(B)(B)(B)
     Creature - Demon
     You may pay 6 life and sacrifice three black creatures rather
     than pay Demon of Death's Gate's mana cost.
     Flying, trample.
     9/9
    
    
    Festering Goblin
     Cost - (B)
     Creature - Zombie Goblin
     When Festering Goblin dies, target creature gets -1/-1 until end of
     turn.
     1/1
    
    
    Foul Imp
     Cost - (B)(B)
     Creature - Imp
     Flying.
     When Foul Imp enters the battlefield, you lose 2 life.
     2/2
    
    
    Halo Hunter
     Cost - (2)(B)(B)(B)
     Creature - Demon
     Intimidate.
     When Halo Hunter enters the battlefield, destroy target Angel.
     6/3
    
    
    Harvester of Souls
     Cost - (4)(B)(B)
     Creature - Demon
     Deathtouch.
     Whenever another nontoken creature dies, you may draw a card.
     5/5
    
    
    Hellcarver Demon
     Cost - (3)(B)(B)(B)
     Creature - Demon
     Flying.
     Whenever Hellcarver Demon deals combat damage to a player, sacrifice
     all other permanents you control and discard your hand. Exile the top
     six cards of your library. You may cast any number of nonland cards
     exiled this way without paying their mana costs.
     6/6
    
    
    Lord of the Pit
     Cost - (4)(B)(B)(B)
     Creature - Demon
     Flying, trample.
     At the beginning of your upkeep, sacrifice a creature other than Lord
     of the Pit. If you can't, Lord of the Pit deals 7 damage to you.
     7/7
    
    
    Lord of the Void
     Cost - (4)(B)(B)(B)
     Creature - Demon
     Flying.
     Whenever Lord of the Void deals combat damage to a player, exile the
     top seven cards of that player's library, then put a creature card from
     among them onto the battlefield under your control.
     7/7
    
    
    Mortician Beetle
     Cost - (B)
     Creature - Insect
     Whenever a player sacrifices a creature, you may put a +1/+1 counter on
     Mortician Beetle.
     1/1
    
    
    Onyx Mage
     Cost - (1)(B)
     Creature - Human Wizard
     (1)(B): Target creature you control gains deathtouch until end of turn.
     2/1
    
    
    Pestilence Demon
     Cost - (5)(B)(B)(B)
     Creature - Demon
     Flying.
     B: Pestilence Demon deals 1 damage to each creature and each player.
     7/6
    
    
    Reaper from the Abyss
     Cost - (3)(B)(B)(B)
     Creature - Demon
     Flying.
     Morbid  At the beginning of each end step, if a creature died this
     turn, destroy target non-Demon creature.
     6/6
    
    
    Reiver Demon
     Cost - (4)(B)(B)(B)(B)
     Creature - Demon
     Flying.
     When Reiver Demon enters the battlefield, if you cast it from your hand,
     destroy all nonartifact, nonblack creatures. They can't be regenerated.
     6/6
    
    
    Renegade Demon
     Cost - (3)(B)(B)
     Creature - Demon
     5/3
    
    
    Rune-Scarred Demon
     Cost - (5)(B)(B)
     Creature - Demon
     Flying
     When Rune-Scarred Demon enters the battlefield, search your library for
     a card, put it into your hand, then shuffle your library.
     6/6
    
    
    Shadowborn Demon
     Cost - (3)(B)(B)
     Creature - Demon
     Flying.
     When Shadowborn Demon enters the battlefield, destroy target non-Demon
     creature.
     At the beginning of your upkeep, if there are fewer than six creature
     cards in your graveyard, sacrifice a creature.
     5/6
    
    
    Soot Imp
     Cost - (1)(B)(B)
     Creature - Imp
     Flying.
     Whenever a player casts a nonblack spell, that player loses 1 life.
     1/2
    
    
    Soulcage Fiend
     Cost - (1)(B)(B)
     Creature - Demon
     When Soulcage Fiend dies, each player loses 3 life.
     3/2
    
    
    =====================
    =[NC3] Non-Creatures=
    =====================
    Corrupt
     Cost - (5)(B)
     Sorcery
     Corrupt deals damage equal to the number of Swamps you control to
     target creature or player. You gain life equal to the damage dealt
     this way.
    
    
    Damnation
     Cost - (2)(B)(B)
     Sorcery
     Destroy all creatures. They can't be regenerated.
    
    
    Diabolic Edict
     Cost - (1)(B)
     Instant
     Target player sacrifices a creature.
    
    
    Diabolic Servitude
     Cost - (3)(B)
     Enchantment
     When Diabolic Servitude enters the battlefield, return target
     creature card from your graveyard to the battlefield.
     When the creature put onto the battlefield with Diabolic Servitude
     dies, exile it and return Diabolic Servitude to its owner's hand.
     When Diabolic Servitude leaves the battlefield, exile the creature
     put onto the battlefield with Diabolic Servitude.
    
    
    Doom Blade
     Cost - (1)(B)
     Instant
     Destroy target nonblack creature.
    
    
    Exhume
     Cost - (1)(B)
     Sorcery
     Each player puts a creature card from his or her graveyard onto
     the battlefield.
    
    
    Grave Pact
     Cost - (1)(B)(B)(B)
     Enchantment
     Whenever a creature you control dies, each other player sacrifices
     a creature.
    
    
    Harrowing Journey
     Cost - (4)(B)
     Sorcery
     Target player draws three cards and loses 3 life.
    
    
    Heartless Summoning
     Cost - (1)(B)
     Enchantment
     Creature spells you cast cost (2) less to cast.
     Creatures you control get -1/-1.
    
    
    Hideous End
     Cost - (1)(B)(B)
     Instant
     Destroy target nonblack creature. Its controller loses 2 life.
    
    
    Infernal Tutor
     Cost - (1)(B)
     Sorcery
     Reveal a card from your hand. Search your library for a card with the
     same name as that card, reveal it, put it into your hand, then shuffle
     your library.
     Hellbent  If you have no cards in hand, instead search your library
     for a card, put it into your hand, then shuffle your library.
    
    
    Innocent Blood
     Cost - (B)
     Sorcery
     Each player sacrifices a creature.
    
    
    Mutilate
     Cost - (2)(B)(B)
     Sorcery
     All creatures get -1/-1 until end of turn for each Swamp you control.
    
    
    No Mercy
     Cost - (2)(B)(B)
     Enchantment
     Whenever a creature deals damage to you, destroy it.
    
    
    Promise of Power
     Cost - (2)(B)(B)(B)
     Sorcery
     Choose one  You draw five cards and you lose 5 life; or put an X/X
     black Demon creature token with flying onto the battlefield, where X
     is the number of cards in your hand as the token enters the battlefield.
     Entwine (4).
    
    
    Screams from Within
     Cost - (1)(B)(B)
     Enchantment - Aura
     Enchant creature.
     Enchanted creature gets -1/-1.
     When enchanted creature dies, return Screams from Within from your
     graveyard to the battlefield.
    
    
    Tendrils of Corruption
     Cost - (3)(B)
     Instant
     Tendrils of Corruption deals X damage to target creature and you gain
     X life, where X is the number of Swamps you control.
    
    
    Triumph of Cruelty
     Cost - (2)(B)
     Enchantment
     At the beginning of your upkeep, target opponent discards a card if
     you control the creature with the greatest power or tied for the
     greatest power.
    
    
    ******************************
    * [SOS] Sword of the Samurai *
    ******************************
    Sword of the Samurai is a red and white samurai deck. It also doubles as an
    equipment deck. Other than your low-end support samurai, much of this deck
    is legendary. You can run this deck a couple ways.
    
    Fumiko the Lowblood and Godo, Bandit Warlord are probably the two best of
    the legendaries. From there Iizuka the Ruthless is another good choice,
    depending on if you want to run this as samurai tribal or just plain red-
    white aggro.
    
    Brute Force, Call to Glory, and Double Cleave are all three must-have
    spells. Gift of Estates is very good to help you get your land drops as
    well, so be sure to include it. Lightning Helix and Intimidation Bolt are
    your removal, and you should not run the deck without them.
    
    
    =======================
    =[CA4] Cards Available=
    =======================
    |Name                         |Number|Unlocked                                 |
    | Araba Mothrider             | 3    | Base Deck                               |
    | Avatar of Slaughter         | 2    | Unlock 30, Promo 5                      |
    | Balefire Liege              | 1    | Unlock 21                               |
    | Battle-Mad Ronin            | 4    | Base Deck                               |
    | Brute Force                 | 2    | Base Deck                               |
    | Call to Glory               | 2    | Base Deck, Unlock 2                     |
    | Devoted Retainer            | 4    | Base Deck                               |
    | Double Cleave               | 2    | Base Deck                               |
    | Fumiko the Lowblood         | 1    | Unlock 1                                |
    | Gift of Estates             | 1    | Unlock 29                               |
    | Glory of Warfare            | 3    | Base Deck, Unlock 9, Promo 4            |
    | Godo, Bandit Warlord        | 1    | Unlock 10                               |
    | Hand of Honor               | 1    | Unlock 25                               |
    | Heartless Hidetsugu         | 1    | Promo 8                                 |
    | Iizuka the Ruthless         | 1    | Unlock 7                                |
    | Indebted Samurai            | 2    | Base Deck                               |
    | Intimidation Bolt           | 1    | Unlock 28                               |
    | Isamaru, Hound of Konda     | 1    | Unlock 5                                |
    | Kitsune Blademaster         | 4    | Base Deck                               |
    | Konda, Lord of Eiganjo      | 1    | Unlock 12                               |
    | Konda's Banner              | 1    | Unlock 15                               |
    | Konda's Hatamoto            | 4    | Unlock 4, Unlock 8, Unlock 13, Unlock 19|
    | Lightning Helix             | 4    | Base Deck, Unlock 6, Promo 9            |
    | Mana Tithe                  | 1    | Unlock 22                               |
    | Masako the Humorless        | 1    | Unlock 18                               |
    | Mothrider Samurai           | 2    | Base Deck                               |
    | Myojin of Cleansing Fire    | 1    | Promo 6                                 |
    | Myojin of Infinite Rage     | 1    | Promo 7                                 |
    | Nagao, Bound by Honor       | 1    | Base Deck                               |
    | No-Dachi                    | 2    | Base Deck                               |
    | Oathkeeper, Takeno's Daisho | 1    | Base Deck                               |
    | Path to Exile               | 1    | Unlock 24                               |
    | Ronin Warclub               | 1    | Base Deck                               |
    | Ryusei, the Falling Star    | 1    | Base Deck                               |
    | Show of Valor               | 1    | Unlock 17                               |
    | Steelshaper's Gift          | 2    | Unlock 14, Unlock 23                    |
    | Stonehewer Giant            | 2    | Unlock 20, Promo 3                      |
    | Sword of Fire and Ice       | 1    | Promo 1                                 |
    | Sword of War and Peace      | 1    | Promo 2                                 |
    | Takeno, Samurai General     | 1    | Base Deck                               |
    | Tatsumasa, the Dragon's Fang| 1    | Unlock 11                               |
    | Tenza, Godo's Maul          | 1    | Unlock 3                                |
    | Terramorphic Expanse        | 3    | Base Deck                               |
    | Umezawa's Jitte             | 1    | Promo 10                                |
    | Warstorm Surge              | 2    | Unlock 16, Unlock 27                    |
    | Yosei, the Morning Star     | 1    | Base Deck                               |
    | Zealous Conscripts          | 1    | Unlock 26                               |
    
    
    =================
    =[CR4] Creatures=
    =================
    Araba Mothrider
     Cost - (1)(W)
     Creature - Human Samurai
     Flying.
     Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until
     end of turn.)
     1/1
    
    
    Avatar of Slaughter
     Cost - (6)(R)(R)
     Creature - Avatar
     All creatures have double strike and attack each turn if able.
     8/8
    
    
    Balefire Liege
     Cost - (2)(R/W)(R/W)(R/W)
     Creature - Spirit Horror
     Other red creatures you control get +1/+1.
     Other white creatures you control get +1/+1.
     Whenever you cast a red spell, Balefire Liege deals 3 damage to target player.
     Whenever you cast a white spell, you gain 3 life.
     2/4
    
    
    Battle-Mad Ronin
     Cost - (1)(R)
     Creature - Human Samurai
     Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until
     end of turn.)
     1/1
    
    
    Devoted Retainer
     Cost - (W)
     Creature - Human Samurai
     Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until
     end of turn.)
     1/1
    
    
    Fumiko the Lowblood
     Cost - (2)(R)(R)
     Legendary Creature - Human Samurai
     Fumiko the Lowblood has bushido X, where X is the number of attacking
     creatures. (When this blocks or becomes blocked, it gets +X/+X until end
     of turn.)
     Creatures your opponents control attack each turn if able.
     3/2
    
    
    Godo, Bandit Warlord
     Cost - (5)(R)
     Legendary Creature - Human Barbarian
     When Godo, Bandit Warlord enters the battlefield, you may search your library
     for an Equipment card and put it onto the battlefield. If you do, shuffle your
     library.
     Whenever Godo attacks for the first time each turn, untap it and all Samurai
     you control. After this phase, there is an additional combat phase.
     3/3
    
    
    Hand of Honor
     Cost - (W)(W)
     Creature - Human Samurai
     Protection from black.
     Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until
     end of turn.)
     2/2
    
    
    Heartless Hidetsugu
     Cost - (3)(R)(R)
     Legendary Creature - Ogre Shaman
     (T): Heartless Hidetsugu deals damage to each player equal to half
     that player's life total, rounded down.
     4/3
    
    
    Indebted Samurai
     Cost - (3)(W)
     Creature - Human Samurai
     Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until
     end of turn.)
     Whenever a Samurai you control dies, you may put a +1/+1 counter on
     Indebted Samurai.
     2/3
    
    
    Isamaru, Hound of Konda
     Cost - (W)
     Legendary Creature - Hound
     2/2
    
    
    Iizuka the Ruthless
     Cost - (3)(R)(R)
     Legendary Creature - Human Samurai
     Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until
     end of turn.)
     (2)(R), Sacrifice a Samurai: Samurai creatures you control gain
     double strike until end of turn.
     3/3
    
    
    Kitsune Blademaster
     Cost - (2)(W)
     Creature - Fox Samurai
     First strike.
     Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until
     end of turn.)
     2/2
    
    
    Konda, Lord of Eiganjo
     Cost - (5)(W)(W)
     Legendary Creature - Human Samurai
     Indestructible.
     Vigilance.
     Bushido 5 (When this blocks or becomes blocked, it gets +5/+5 until
     end of turn.)
     3/3
    
    
    Konda's Hatamoto
     Cost - (1)(W)
     Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until
     end of turn.)
     As long as you control a legendary Samurai, Konda's Hatamoto gets
     +1/+2 and has vigilance.
     1/2
    
    
    Masako the Humorless
     Cost - (2)(W)
     Legendary Creature - Human Advisor
     Flash.
     Tapped creatures you control can block as though they were untapped.
     2/1
    
    
    Mothrider Samurai
     Cost - (3)(W)
     Creature - Human Samurai
     Flying.
     Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until
     end of turn.)
     2/2
    
    
    Myojin of Cleansing Fire
     Cost - (5)(W)(W)(W)
     Legendary Creature - Spirit
     Myojin of Cleansing Fire enters the battlefield with a divinity counter
     on it if you cast it from your hand.
     Myojin of Cleansing Fire has indestructible as long as it has a divinity
     counter on it.
     Remove a divinity counter from Myojin of Cleansing Fire: Destroy all
     other creatures.
     4/6
    
    
    Myojin of Infinite Rage
     Cost - (7)(R)(R)(R)
     Legendary Creature - Spirit
     Myojin of Infinite Rage enters the battlefield with a divinity counter
     on it if you cast it from your hand.
     Myojin of Infinite Rage has indestructible as long as it has a divinity
     counter on it.
     Remove a divinity counter from Myojin of Infinite Rage: Destroy all
     lands.
     7/4
    
    
    Nagao, Bound by Honor
     Cost - (3)(W)
     Legendary Creature - Human Samurai
     Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until
     end of turn.)
     Whenever Nagao, Bound by Honor attacks, Samurai creatures you control
     get +1/+1 until end of turn.
     3/3
    
    
    Ryusei, the Falling Star
     Cost - (5)(R)
     Legendary Creature - Dragon Spirit
     Flying.
     When Ryusei, the Falling Star dies, it deals 5 damage to each creature 
     without flying.
     5/5
    
    
    Stonehewer Giant
     Cost - (3)(W)(W)
     Creature - Giant Warrior
     Vigilance.
     (1)(W), (T): Search your library for an Equipment card and put it onto
     the battlefield. Attach it to a creature you control. Then shuffle your
     library.
     4/4
    
    
    Takeno, Samurai General
     Cost - (5)(W)
     Legendary Creature - Human Samurai 
     Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until
     end of turn.)
     Each other Samurai creature you control gets +1/+1 for each point of
     bushido it has.
     3/3
    
    
    Yosei, the Morning Star
     Cost - (4)(W)(W)
     Legendary Creature - Dragon Spirit
     Flying.
     When Yosei, the Morning Star dies, target player skips his or her next
     untap step. Tap up to five target permanents that player controls. 
     5/5
    
    
    Zealous Conscripts
     Cost - (4)(R)
     Creature - Human Warrior
     Haste.
     When Zealous Conscripts enters the battlefield, gain control of target
     permanent until end of turn. Untap that permanent. It gains haste until
     end of turn.
     3/3
    
    
    =====================
    =[NC4] Non-Creatures=
    =====================
    Brute Force
     Cost - (R)
     Instant
     Target creature gets +3/+3 until end of turn.
    
    
    Call to Glory
     Cost - (1)(W)
     Instant
     Untap all creatures you control. Samurai creatures you control get
     +1/+1 until end of turn.
    
    
    Double Cleave
     Cost - (1)(R/W)
     Instant
     Target creature gains double strike until end of turn.
    
    
    Gift of Estates
     Cost - (1)(W)
     Sorcery
     If an opponent controls more lands than you, search your library
     for up to three Plains cards, reveal them, and put them into your
     hand. Then shuffle your library.
    
    
    Glory of Warfare
     Cost - (2)(R)(W)
     Enchantment
     As long as it's your turn, creatures you control get +2/+0.
     As long as it's not your turn, creatures you control get +0/+2.
    
    
    Intimidation Bolt
     Cost - (1)(R)(W)
     Instant
     Intimidation Bolt deals 3 damage to target creature. Other creatures can't
     attack this turn.
    
    
    Konda's Banner
     Cost - (2)
     Legendary Artifact - Equipment
     Konda's Banner can be attached only to a legendary creature.
     Creatures that share a color with equipped creature get +1/+1.
     Creatures that share a creature type with equipped creature get +1/+1.
     Equip (2)
    
    
    Lightning Helix
     Cost - (R)(W)
     Instant
     Lightning Helix deals 3 damage to target creature or player and
     you gain 3 life.
    
    
    Mana Tithe
     Cost - (W)
     Instant
     Counter target spell unless its controller pays (1).
    
    
    No-Dachi
     Cost - (2)
     Artifact - Equipment
     Equipped creature gets +2/+0 and has first strike.
     Equip (3).
    
    
    Oathkeeper, Takeno's Daisho
     Cost - (3)
     Legendary Artifact - Equipment
     Equipped creature gets +3/+1.
     Whenever equipped creature dies, return that card to the battlefield
     under your control if it's a Samurai card.
     When Oathkeeper, Takeno's Daisho is put into a graveyard from the
     battlefield, exile equipped creature.
     Equip (2).
    
    
    Path to Exile
     Cost - (W)
     Instant
     Exile target creature. Its controller may search his or her library for a
     basic land card, put that card onto the battlefield tapped, then shuffle
     his or her library.
    
    
    Ronin Warclub
     Cost - (3)
     Artifact - Equipment
     Equipped creature gets +2/+1.
     Whenever a creature enters the battlefield under your control, attach
     Ronin Warclub to that creature.
     Equip (5).
    
    
    Show of Valor
     Cost - (1)(W)
     Instant
     Target creature gets +2/+4 until end of turn.
    
    
    Steelshaper's Gift
     Cost - (W)
     Sorcery
     Search your library for an Equipment card, reveal that card, and put it into
     your hand. Then shuffle your library.
    
    
    Sword of Fire and Ice
     Cost - (3)
     Artifact - Equipment
     Equipped creature gets +2/+2 and has protection from red and from
     blue.
     Whenever equipped creature deals combat damage to a player, Sword
     of Fire and Ice deals 2 damage to target creature or player and you
     draw a card.
     Equip (2).
    
    
    Sword of War and Peace
     Cost - (3)
     Artifact - Equipment
     Equipped creature gets +2/+2 and has protection from red and from
     white.
     Whenever equipped creature deals combat damage to a player, Sword
     of War and Peace deals damage to that player equal to the number of
     cards in his or her hand and you gain 1 life for each card in your
     hand.
     Equip (2).
    
    
    Tatsumasa, the Dragon's Fang
     Cost - (6)
     Legendary Artifact - Equipment
     Equipped creature gets +5/+5.
     (6), Exile Tatsumasa, the Dragon's Fang: Put a 5/5 blue Dragon Spirit creature
     token with flying onto the battlefield. Return Tatsumasa to the battlefield
     under its owner's control when that token dies.
     Equip (3).
    
    
    Tenza, Godo's Maul
     Cost - (3)
     Legendary Artifact - Equipment
     Equipped creature gets +1/+1. As long as it's legendary, it gets an additional
     +2/+2. As long as it's red, it has trample.
     Equip (1).
    
    
    Terramorphic Expanse
     Land
     (T), Sacrifice Terramorphic Expanse: Search your library for a basic
     land card and put it onto the battlefield tapped. Then shuffle your
     library.
    
    
    Umezawa's Jitte
     Cost - (2)
     Legendary Artifact - Equipment
     Whenever equipped creature deals combat damage, put two charge counters
     on Umezawa's Jitte.
     Remove a charge counter from Umezawa's Jitte: Choose one  Equipped
     creature gets +2/+2 until end of turn; or target creature gets -1/-1
     until end of turn; or you gain 2 life.
     Equip (2).
    
    
    Warstorm Surge
     Cost - (5)(R)
     Enchantment
     Whenever a creature enters the battlefield under your control, it deals
     damage equal to its power to target creature or player.
    
    
    **********************
    * [SYM] Sylvan Might *
    **********************
    Sylvan Might is a mono-green deck with an elven theme. You unlock this deck
    not in the expansion campaign like the others, but by defeating Nissa Revane
    in the planeswalker duels. This deck leans heavy on the creatures.
    
    Copperhorn Scout and Essence Warden are both excellent one-drops and should
    be included. Immaculate Magistrate and Imperious Perfect are your tribal
    pumpers, so be sure to include them. On that same note, Coat of Arms is your
    friend as well.
    
    Ambush Commander is useful late game for the inevitable creature flood. It
    will also cause your Coat of Arms to boost to ridiculous heights. Ezuri,
    Renegade Leader is your only legendary and is not a bad choice for this deck.
    Lastly, Fauna Shaman is a must to tutor up your creatures.
    
    Blanchwood Armor and Rancor are two enchantments definately worth playing.
    Blanchwood Armor boosts the creature it enchants for each Forest you have,
    while Rancor might be the hardest to kill aura ever printed.
    
    
    =======================
    =[CA5] Cards Available=
    =======================
    |Name                    |Number  |Unlocked                                 |
    | Alpha Status           | 2      | Unlock 4, Unlock 13                     |
    | Asceticism             | 1      | Unlock 7                                |
    | Ambush Commander       | 1      | Promo 5                                 |
    | Beastmaster Ascension  | 1      | Unlock 18                               |
    | Biorhythm              | 1      | Unlock 12                               |
    | Blanchwood Armor       | 1      | Unlock 16                               |
    | Caller of the Claw     | 1      | Base Deck                               |
    | Coat of Arms           | 2      | Unlock 10, Promo 7                      |
    | Copperhorn Scout       | 1      | Unlock 27                               |
    | Elvish Branchbender    | 3      | Base Deck                               |
    | Elvish Vanguard        | 1      | Base Deck                               |
    | Enlarge                | 2      | Unlock 9, Unlock 19                     |
    | Essence Warden         | 3      | Base Deck, Unlock 3                     |
    | Ezuri, Renegade Leader | 1      | Promo 6                                 |
    | Fauna Shaman           | 1      | Promo 3                                 |
    | Gaea's Herald          | 2      | Unlock 2, Unlock 25                     |
    | Gempalm Strider        | 2      | Base Deck                               |
    | Genesis Wave           | 1      | Unlock 20                               |
    | Gladecover Scout       | 1      | Base Deck                               |
    | Groundbreaker          | 1      | Unlock 30                               |
    | Heedless One           | 3      | Base Deck                               |
    | Immaculate Magistrate  | 2      | Base Deck                               |
    | Imperious Perfect      | 1      | Promo 1                                 |
    | Insist                 | 1      | Unlock 11                               |
    | Joraga Warcaller       | 3      | Base Deck, Unlock 15, Promo 10          |
    | Lead the Stampede      | 4      | Base Deck, Unlock 8                     |
    | Mythic Proportions     | 1      | Unlock 1                                |
    | Nissa's Chosen         | 3      | Base Deck                               |
    | Primitive Etchings     | 2      | Unlock 22, Unlock 28                    |
    | Rancor                 | 2      | Unlock 6, Unlock 17                     |
    | Seedborn Muse          | 1      | Unlock 21                               |
    | Slate of Ancestry      | 2      | Unlock 5, Promo 9                       |
    | Spire Tracer           | 2      | Base Deck                               |
    | Sylvan Messenger       | 4      | Base Deck, Unlock 26                    |
    | Talara's Battalion     | 1      | Unlock 24                               |
    | Taunting Elf           | 2      | Base Deck                               |
    | Timberwatch Elf        | 4      | Base Deck, Promo 4                      |
    | Verdant Embrace        | 2      | Unlock 14, Unlock 29                    |
    | Voice of the Woods     | 1      | Base Deck                               |
    | Weatherseed Treefolk   | 1      | Unlock 23                               |
    | Wellwisher             | 4      | Base Deck, Unlock 8, Promo 2            |
    
    
    =================
    =[CR5] Creatures=
    =================
    Ambush Commander
     Cost - (3)(G)(G)
     Creature - Elf
     Forests you control are 1/1 green Elf creatures that are still lands.
     (1)(G), Sacrifice an Elf: Target creature gets +3/+3 until end of turn.
     2/2
    
    
    Caller of the Claw
     Cost - (2)(G)
     Creature - Elf
     Flash.
     When Caller of the Claw enters the battlefield, put a 2/2 green Bear creature
     token onto the battlefield for each nontoken creature put into your graveyard
     from the battlefield this turn.
     2/2
    
    
    Copperhorn Scout
     Cost - (G)
     Creature - Elf Scout
     Whenever Copperhorn Scout attacks, untap each other creature you control.
     1/1
    
    
    Elvish Branchbender
     Cost - (2)(G)
     Creature - Elf Druid
     (T): Until end of turn, target Forest becomes an X/X Treefolk creature in
     addition to its other types, where X is the number of Elves you control.
     2/2
    
    
    Elvish Vanguard
     Cost - (1)(G)
     Creature - Elf
     Whenever another Elf enters the battlefield, put a +1/+1 counter on Elvish
     Vanguard.
     1/1
    
    
    Essence Warden
     Cost - (G)
     Creature - Elf Shaman
     Whenever another creature enters the battlefield, you gain 1 life.
     1/1
    
    
    Ezuri, Renegade Leader
     Cost - (1)(G)(G)
     Legendary Creature - Elf Warrior
     (G): Regenerate target Elf.
     (2)(G)(G)(G): Elf creatures you control get +3/+3 and gain trample until end
     of turn.
     2/2
    
    
    Fauna Shaman
     Cost - (1)(G)
     Creature - Elf Shaman
     (G), (T), Discard a creature card: Search your library for a creature card,
     reveal it, and put it into your hand. Then shuffle your library.
     2/2
    
    
    Gaea's Herald
     Cost - (1)(G)
     Creature - Elf
     Creature spells can't be countered.
     1/1
    
    
    Gempalm Strider
     Cost - (1)(G)
     Creature - Elf
     Cycling (2)(G)(G).
     When you cycle Gempalm Strider, Elf creatures get +2/+2 until end of turn.
     2/2
    
    
    Gladecover Scout
     Cost - (G)
     Creature - Elf Scout
     Hexproof.
     1/1
    
    
    Groundbreaker
     Cost - (G)(G)(G)
     Creature - Elemental
     Trample, haste.
     At the beginning of the end step, sacrifice Groundbreaker.
     6/1
    
    
    Heedless One
     Cost - (3)(G)
     Creature - Elf Avatar
     Trample.
     Heedless One's power and toughness are each equal to the number of Elves on
     the battlefield.
     */*
    
    
    Immaculate Magistrate
     Cost - (3)(G)
     Creature - Elf Shaman
     (T): Put a +1/+1 counter on target creature for each Elf you control.
     2/2
    
    
    Imperious Perfect
     Cost - (2)(G)
     Creature - Elf Warrior
     Other Elf creatures you control get +1/+1.
     (G), (T): Put a 1/1 green Elf Warrior creature token onto the battlefield.
     2/2
    
    
    Joraga Warcaller
     Cost - (G)
     Creature - Elf Warrior
     Multikicker (1)(G) (You may pay an additional (1)(G) any number of times as
     you cast this spell.)
     Joraga Warcaller enters the battlefield with a +1/+1 counter on it for each
     time it was kicked.
     Other Elf creatures you control get +1/+1 for each +1/+1 counter on Joraga
     Warcaller.
     1/1
    
    
    Nissa's Chosen
     Cost - (G)(G)
     Creature - Elf Warrior
     If Nissa's Chosen would die, put it on the bottom of its owner's library
     instead.
     2/3
    
    
    Seedborn Muse
     Cost - (3)(G)(G)
     Creature - Spirit
     Untap all permanents you control during each other player's untap step.
     2/4
    
    
    Spire Tracer
     Cost - (G)
     Creature - Elf Rogue
     Spire Tracer can't be blocked except by creatures with flying or reach.
     1/1
    
    
    Sylvan Messenger
     Cost - (3)(G)
     Creature - Elf
     Trample.
     When Sylvan Messenger enters the battlefield, reveal the top four cards of
     your library. Put all Elf cards revealed this way into your hand and the rest
     on the bottom of your library in any order.
     2/2
    
    
    Talara's Battalion
     Cost - (1)(G)
     Creature - Elf Warrior
     Trample.
     Cast Talara's Battalion only if you've cast another green spell this turn.
     4/3
    
    
    Taunting Elf
     Cost - (G)
     Creature - Elf
     All creatures able to block Taunting Elf do so.
     0/1
    
    
    Timberwatch Elf
     Cost - (2)(G)
     Creature - Elf
     (T): Target creature gets +X/+X until end of turn, where X is the number of
     Elves on the battlefield.
     1/2
    
    
    Voice of the Woods
     Cost - (3)(G)(G)
     Creature - Elf
     Tap five untapped Elves you control: Put a 7/7 green Elemental creature token
     with trample onto the battlefield.
     2/2
    
    
    Weatherseed Treefolk
     Cost - (2)(G)(G)(G)
     Creature - Treefolk
     Trample.
     When Weatherseed Treefolk dies, return it to its owner's hand.
     5/3
    
    
    Wellwisher
     Cost - (1)(G)
     Creature - Elf
     (T): You gain 1 life for each Elf on the battlefield.
     1/1
    
    
    =====================
    =[NC5] Non-Creatures=
    =====================
    Alpha Status
     Cost - (2)(G)
     Enchantment - Aura
     Enchant creature.
     Enchanted creature gets +2/+2 for each other creature on the battlefield that
     shares a creature type with it.
    
    
    Asceticism
     Cost - (3)(G)(G)
     Enchantment
     Creatures you control have hexproof.
     (1)(G): Regenerate target creature.
    
    
    Beastmaster Ascension
     Cost - (2)(G)
     Enchantment
     Whenever a creature you control attacks, you may put a quest counter on
     Beastmaster Ascension.
     As long as Beastmaster Ascension has seven or more quest counters on it,
     creatures you control get +5/+5.
    
    
    Biorhythm
     Cost - (6)(G)(G)
     Sorcery
     Each player's life total becomes the number of creatures he or she controls.
    
    
    Blanchwood Armor
     Cost - (2)(G)
     Enchantment - Aura
     Enchant creature.
     Enchanted creature gets +1/+1 for each Forest you control.
    
    
    Coat of Arms
     Cost - (5)
     Artifact
     Each creature gets +1/+1 for each other creature on the battlefield that
     shares at least one creature type with it.
    
    
    Enlarge
     Cost - (3)(G)(G)
     Sorcery
     Target creature gets +7/+7 and gains trample until end of turn. It must be
     blocked this turn if able.
    
    
    Genesis Wave
     Cost - (X)(G)(G)(G)
     Sorcery
     Reveal the top X cards of your library. You may put any number of permanent
     cards with converted mana cost X or less from among them onto the battlefield.
     Then put all cards revealed this way that weren't put onto the battlefield
     into your graveyard.
    
    
    Insist
     Cost - (G)
     Sorcery
     The next creature spell you cast this turn can't be countered by spells or
     abilities.
     Draw a card.
    
    
    Lead the Stampede
     Cost - (2)(G)
     Sorcery
     Look at the top five cards of your library. You may reveal any number of
     creature cards from among them and put the revealed cards into your hand. Put
     the rest on the bottom of your library in any order.
    
    
    Mythic Proportions
     Cost - (4)(G)(G)(G)
     Enchantment - Aura
     Enchant creature.
     Enchanted creature gets +8/+8 and has trample.
    
    
    Primitive Etchings
     Cost - (2)(G)(G)
     Enchantment
     Reveal the first card you draw each turn. Whenever you reveal a creature card
     this way, draw a card.
    
    
    Rancor
     Cost - (G)
     Enchantment - Aura.
     Enchant creature.
     Enchanted creature gets +2/+0 and has trample.
     When Rancor is put into a graveyard from the battlefield, return Rancor to its
     owner's hand.
    
    
    Slate of Ancestry
     Cost - (4)
     Artifact
     (4), (T), Discard your hand: Draw a card for each creature you control.
    
    
    Verdant Embrace
     Cost - (3)(G)(G)
     Enchantment - Aura
     Enchant creature.
     Enchanted creature gets +3/+3 and has "At the beginning of each upkeep, put a
     1/1 green Saproling creature token onto the battlefield."
    
    
    ********************
    * [CPY] Copyrights *
    ********************
    Magic the Gathering: Duels of the Planeswalkers 2014 is (c) Stainless Games
     and Wizards of the Coast

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