=============================================================================
   T H E   E Y E   O F   J U D G M E N T                                     |
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Strategy / Trophy Guide
Playstation 3
-----------------------
Author: Vyrastas
Email: vyrastas@gmail.com
Version: 1.1
Guide content Copyright 2009-10 by Vyrastas.

All copyrights regarding The Eye of Judgment game and its cards lie with Sony 
Computer Entertainment International, Hasbro and Upper Deck.

Please direct all questions, corrections or suggestions to the email listed 
above.

This guide can only be hosted at the following sites:
   ps3trophies.org
   ign.com
   gamefaqs.com
   supercheats.com
   neoseeker.com
  
If you see it hosted somewhere else, please let me know.

Version Change Log:
   1.0 = 1/19/2010 : Initial release
   1.1 = 1/23/2010 : Fixed minor formatting issues, updated hosting list


=============================================================================
   T A B L E   O F   C O N T E N T S                                         |
=============================================================================

  I    Introduction                  [INT]
  II   Abbreviations                 [ABB]
  III  Recommended Cards             [REC]
  IV   Gameplay Tips / Strategy      [GAM]
  V    Trophy Unlocking Order        [UNL]
  VI   Pre-Constructed Deck Trophies [PRE]
  VII  Challenge Trophies            [CHA]
  VIII Other Trophies                [OTH]


=============================================================================
   I.  I N T R O D U C T I O N                                         [INT] |
=============================================================================

The Eye of Judgment (EoJ) is a trading card game that uses the PlayStation Eye 
camera and collectible cards as part of its user interface.  To platinum this 
game, you are going to need the following:

- PlayStation Eye camera
- A selective amount of Set 1/2 EoJ cards
- EoJ game board
- The game data updated to Version 3.00
- Sets 2 & 3 DLC ($19.99US bundle on PSN)

The additional requirements make this one of the more expensive games to 
platinum, but the good news is that you can get through the majority of the 
trophies using mostly Set 1 cards, with a few Set 2 here and there for some of 
the challenges.  Sets 1 and 2 are the easiest to find online.  Also, if you 
wish, you can find scans of the cards and print them out (the camera will 
recognize it if it’s a decent color print) if you are looking for a particular 
card.  At this point in the game’s lifecycle, they have discontinued making 
the cards, so that may be your only option in procuring some of the harder to 
find cards.  That’s another reason why this game can be difficult to platinum 
nowadays.

In this guide, you will be partially “cheating” by breaking a few rules that 
the COMP can’t enforce when you use the Eye camera.  The trophies are 
fundamentally broken in that manner and it’s easy to take advantage of it if 
you want platinum.  To “cheat” for these trophies, you just use whatever cards 
you want out of your entire pool of cards.  The COMP doesn’t know you are 
drawing cards dishonestly and not keeping a hand.  It merely tracks how many 
cards you have in your Library, Hand and Graveyard at any given time, as well 
as how many certain types of cards you have played (i.e. you can only play 3 
of a specific creature in a game).

So while working on trophies, just play from your entire pool of cards.  DO 
NOT DRAW AND CARRY A HAND.

However...there are no true foolproof ways of beating the COMP.  You still 
need to know game strategy, what some cards do, what kind of card limits there 
are in a game, etc, to be successful because even though the COMP is fairly 
predictable from deck to deck, it will draw different cards each time and 
occasionally you may be caught off guard.  So you need to know what to play in 
what situation.  And that can only come from practice and really learning the 
game.

There is no story mode for this game, so really it just boils down to winning 
a lot of matches against the COMP.  Fun, huh?

Before continuing further, make sure you’ve read the game manual/rules and 
watched the tutorial videos provided in the game.  You need to know how to 
play the game at a basic level.

If you're looking for some documentation, or manuals, this page will help:
http://www.eojmanager.com/forum/posts/list/3459.page



=============================================================================
   II.  A B B R E V I A T I O N S                                      [ABB] |
=============================================================================

Abbreviations used this guide:

- AC = Activation Cost, i.e. how much mana it costs to attack with an already 
placed creature
- COMP = Computer
- EoJ = Eye of Judgment
- HP = Hit Points
- MP = Magic Protection
- SC = Summoning Cost, i.e. how much mana it costs to summon a creature



=============================================================================
   III.  R E C O M M E N D E D   C A R D S                             [REC] |
=============================================================================

I will not explain what every stat on individual cards and such mean; it’s not 
necessary to the guide and that information can be easily found in the game 
manual or on EoJ-centric sites (check out this site: 
http://www.eojmanager.com).  

Note that there are most likely many different ways to win against the COMP 
considering there are 311 different cards available to you, the player.  In 
choosing cards I tried to stay within Set 1 as much as possible, but there are 
a number of really good Set 2 cards that make victory much easier in the 
silver challenges.

To this guide, I recommend that you have the Set 1 & 2 cards listed below on 
hand.  Cards marked by * are ones that are critical to have for this guide.  
The others are good to have because you never know what the COMP will throw at 
you and its best to be prepared.  Card # and element are listed in 
parentheses.  A few are marked with quantity (i.e. x2) – this indicates that 
you may need to use more than on the board at the same time.  For the rest you 
can get away with one because you can only have 5 creatures max on the board 
anyway and you can just replay a card if it gets killed.


CREATURES

Creature cards are broken down into tiers based on their general purpose in 
the game.

* = Highly Recommended Card

[Tier 1] : 1 SC Cards to quickly grab fields or enhance other cards

  --------------------------------------------------------------------------
 | CARD NAME       | SET | NUM | ELEMENT | SC | NOTES                       | 
  ==========================================================================
 | Flame Magus     |  1  | 1   | Fire    | 1  | use at the end to ensure    |
 |                 |     |     |         |    | victory                     |
  --------------------------------------------------------------------------
 | *Monk Elder of  |  1  | 19  | Water   | 1  | use on Water, adjacent      |
 |  Okunada        |     |     |         |    | allies gain a dodge attempt |
  --------------------------------------------------------------------------
 | *Verzar Canine  |  1  | 37  | Earth   | 1  | use on Earth, adjacent      |
 |                 |     |     |         |    | allies gain +1 Protection   |
  --------------------------------------------------------------------------
 | Verzar Foot     |  1  | 38  | Earth   | 1  | use at the end to ensure    |
 | Soldier         |     |     |         |    | victory                     |
  --------------------------------------------------------------------------
 | Leapfrog Bandit |  1  | 55  | Wood    | 1  | use at the end to ensure    |
 |                 |     |     |         |    | victory                     |
  --------------------------------------------------------------------------
 | Bewitching Elf  |  1  | 57  | Wood    | 1  | use at the end to ensure    |
 | Archeress       |     |     |         |    | victory                     |
  --------------------------------------------------------------------------
 | *White Cubic    |  1  | 90  | Neutral | 1  | can be sacrificed for a     |
 |                 |     |     |         |    | high mana creature on the   |
 |                 |     |     |         |    | subsequent turn for no SC   |
  --------------------------------------------------------------------------


[Tier 2] : 2-3 SC cards to hold a field for a few turns or provide bonuses

  --------------------------------------------------------------------------
 | CARD NAME       | SET | NUM | ELEMENT | SC | NOTES                       | 
  ==========================================================================
 | *Freedonian     |  1  | 3   | Fire    | 2  | placed on a non-Fire field, |
 |  Wanderer x2    |     |     |         |    | you gain 1 mana each time a |
 |                 |     |     |         |    | creature is summoned        |
  --------------------------------------------------------------------------
 | Partmole Flame  |  1  | 4   | Fire    | 3  | high HP card to use on a    |
 | Lizard          |     |     |         |    | Fire field to hold it       |
  --------------------------------------------------------------------------
 | Alujah          |  1  | 22  | Water   | 2  | use at the end to ensure    |
 | Priestess       |     |     |         |    | victory                     |
  --------------------------------------------------------------------------
 | *Tentacles of   |  1  | 23  | Water   | 2  | use on Water, gains         |
 |  Possession     |     |     |         |    | Possession of enemy in      |
 |                 |     |     |         |    | front of it                 |
  --------------------------------------------------------------------------
 | *Skeleton       |  1  | 40  | Earth   | 2  | use on Earth, gain 1 extra  |
 |  Soldier        |     |     |         |    | mana if destroyed           |
  --------------------------------------------------------------------------
 | *Elven          |  1  | 59  | Wood    | 2  | high HP card to use on a    |
 |  Berserker      |     |     |         |    | wood field to hold it, +2   |
 |  Maiden         |     |     |         |    | attack and dodge attempt if |
 |                 |     |     |         |    | HP reduced to 1             |
  --------------------------------------------------------------------------
 | *Biolith        |  1  | 74  | Biolith | 3  | if it damages but does not  |
 |  Stinger        |     |     |         |    | destroy an enemy, it will   |
 |                 |     |     |         |    | switch fields with the      |
 |                 |     |     |         |    | enemy                       |
  --------------------------------------------------------------------------
 | Athenix Citadel |  2  | 175 | Biolith | 3  | use on Biolith, all other   |
 |                 |     |     |         |    | allies with the same        |
 |                 |     |     |         |    | element as the field this   |
 |                 |     |     |         |    | is placed on gain +1 MP,    |
 |                 |     |     |         |    | magic attack is good for    |
 |                 |     |     |         |    | hitting any enemy           |
  --------------------------------------------------------------------------
 | Flailmonger     |  2  | 176 | Biolith | 3  | adds 2 to the SC of an      |
 |                 |     |     |         |    | enemy summoned within 2     |
 |                 |     |     |         |    | fields of the front         |
  --------------------------------------------------------------------------


[Tier 3] : 3-4 SC cards with good attack power

  --------------------------------------------------------------------------
 | CARD NAME       | SET | NUM | ELEMENT | SC | NOTES                       | 
  ==========================================================================
 | *Venoan         |  1  | 27  | Water   | 3  | high HP card to use on a    |
 |  Assassin       |     |     |         |    | Water field to hold it or   |
 |                 |     |     |         |    | to ensure a hit on an       |
 |                 |     |     |         |    | enemy’s blind spot, as it   |
 |                 |     |     |         |    | always attacks the enemy’s  |
 |                 |     |     |         |    | back                        |
  --------------------------------------------------------------------------
 | *Novogus        |  1  | 43  | Earth   | 3  | high HP card to use on an   |
 |  Catapult       |     |     |         |    | Earth field to hold it,     |
 |                 |     |     |         |    | long-range attacks, if      |
 |                 |     |     |         |    | destroyed you gain mana     |
 |                 |     |     |         |    | equal to the number of      |
 |                 |     |     |         |    | Earth fields                |
  --------------------------------------------------------------------------
 | *Imperial       |  1  | 75  | Biolith | 3  | dual-attack, gain 1 mana    |
 |  Biolith Guard  |     |     |         |    | each time you summon a      |
 |  x3             |     |     |         |    | creature to a Biolith field |
  --------------------------------------------------------------------------
 | *Biolith Battle |  1  | 76  | Biolith | 4  | dual-attack, good for       |
 |  Chariot        |     |     |         |    | corners or taking down two  |
 |                 |     |     |         |    | enemies at once             |
  --------------------------------------------------------------------------
 | Biolith War     |  2  | 178 | Biolith | 4  | dual-attack, good for       |
 | Chariot         |     |     |         |    | corners or taking down two  |
 |                 |     |     |         |    | enemies at once, gains +2   |
 |                 |     |     |         |    | Attack if attacking an      |
 |                 |     |     |         |    | enemy with a SC of 4 or     |
 |                 |     |     |         |    | more                        |
  --------------------------------------------------------------------------
 | *Behemoth       |  2  | 179 | Biolith | 4  | exchanges fields with the   |
 |  Terrorformer x2|     |     |         |    | target                      |
  --------------------------------------------------------------------------


[Tier 4] : 4+ SC cards with magic attack or special abilities

  --------------------------------------------------------------------------
 | CARD NAME       | SET | NUM | ELEMENT | SC | NOTES                       | 
  ==========================================================================
 | Aegis Citadel   |  1  | 82  | Biolith | 5  | use on Biolith, all other   |
 |                 |     |     |         |    | allies with the same element|
 |                 |     |     |         |    | as the field this is placed |
 |                 |     |     |         |    | on gain Invisibility        |
  --------------------------------------------------------------------------
 | Arc Satellite   |  1  | 83  | Biolith | 5  | magic attack is good for    |
 | Cannon          |     |     |         |    | hitting any enemy           |
  --------------------------------------------------------------------------
 | Scion, Biolith  |  1  | 87  | Biolith | 6  | magic attack targets all    |
 | Lord            |     |     |         |    | enemies with the same       |
 |                 |     |     |         |    | element as the target       |
 |                 |     |     |         |    | enemy, allied Biolith       |
 |                 |     |     |         |    | creatures subtract 2 from   |
 |                 |     |     |         |    | their AC                    |
  --------------------------------------------------------------------------
 | *Phaseus,       |  1  | 89  | Biolith | 9  | magic attack of 4 targets   |
 |  Biolith God    |     |     |         |    | all enemies                 |
  --------------------------------------------------------------------------
 | Tolicore Zealot |  2  | 169 | Wood    | 4  | but will steal exit mana    |
 |                 |     |     |         |    | from defeated Earth enemies |
  --------------------------------------------------------------------------
 | Archiver        |  2  | 181 | Biolith | 5  | field in front of Archiver  |
 |                 |     |     |         |    | is treated as a Biolith     |
 |                 |     |     |         |    | field, all allies of the    |
 |                 |     |     |         |    | same element as a summoned  |
 |                 |     |     |         |    | creature gain 1 HP          |
  --------------------------------------------------------------------------
 | Battle Master   |  2  | 182 | Biolith | 6  | attacks same target twice,  |
 |                 |     |     |         |    | allows a Scion, Biolith     |
 |                 |     |     |         |    | Lord to be placed in hand,  |
 |                 |     |     |         |    | enemies in front, back,     |
 |                 |     |     |         |    | left or right add 2 to AC   |
 |                 |     |     |         |    | and cannot dodge            |
  --------------------------------------------------------------------------


SPELLS

  --------------------------------------------------------------------------
 | CARD NAME       | SET | NUM | TYPE    | SC | NOTES                       | 
  ==========================================================================
 | *Parmetic Holy  |  1  | 91  | Ritual  | 0  | only 1 can be played in a   |
 |  Feast          |     |     |         |    | game, discard a card to     |
 |                 |     |     |         |    | gain 2 mana                 |
  --------------------------------------------------------------------------
 | *Summoner       |  1  | 93  | Ritual  | 0  | only 1 can be played in a   |
 |  Mesmer's Lapse |     |     |         |    | game, enemy loses mana      |
 |                 |     |     |         |    | equivalent to a card you    |
 |                 |     |     |         |    | discard                     |
  --------------------------------------------------------------------------
 | *Beguiling Fog  |  1  | 94  | Conj.   | 0  | turn a card any direction   |
  --------------------------------------------------------------------------
 | Clare Wil’s     |  1  | 96  | Conj.   | 1  | boost a card’s attack power |
 | Banner          |     |     |         |    | by 2 for duration of the    |
 |                 |     |     |         |    | turn                        |
  --------------------------------------------------------------------------
 | *Healing Shower |  1  | 97  | Conj.   | 2  | add 3 HP for allies of the  |
 |                 |     |     |         |    | same element as the target  |
  --------------------------------------------------------------------------
 | Fissures of     |  1  | 98  | Conj.   | 2  | fieldquake any field        |
 | Goghlie         |     |     |         |    |                             |
  --------------------------------------------------------------------------
 | *Seer Vizak’s   |  1  | 109 | Sorcery | 5  | fieldquake ALL fields at    |
 |  Calamity       |     |     |         |    | once                        |
  --------------------------------------------------------------------------
 | *Absolver       |  2  | 191 | Ritual  | 0  | only 1 can be played in a   |
 |  Sacrament      |     |     |         |    | game, Sacrifice an allied   |
 |                 |     |     |         |    | creature and gain mana      |
 |                 |     |     |         |    | equal to its SC             |
  --------------------------------------------------------------------------

Many of the Set 1 cards can be found in the pre-constructed theme decks that 
can be purchases.  For more info on what is contained in each pre-constructed 
deck (the ones you will battle for trophies), see this page: 
http://www.eojmanager.com/decks.html  Expand “Preconstructed Decks” on the 
left and select a deck to see what cards it contains.



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   IV.  G A M E P L A Y   T I P S / S T R A T E G Y                    [GAM] |
=============================================================================

= GAME SETTINGS
-----------------------------------

This is very important.  To unlock any of the trophies in this guide, you MUST 
play the COMP on Normal difficulty or higher and use the Official Board 
layout.  The Official Layout in the orientation it appears on the screen is as 
follows (front/back):

NORTH
1 Water/Biolith	2 Fire/Water		3 Wood/Biolith
4 Earth/Fire		5 Biolith/Biolith	6 Water/Wood
7 Fire/Biolith		8 Wood/Earth		9 Earth/Biolith
SOUTH

In this trophy guide I will refer to the fields on the board by number, so 
please familiarize yourself with it.  Note that I will reference to the top of 
the board as NORTH and the bottom as SOUTH when specifying how to place 
cards.  Left and right will be WEST and EAST, respectively.

I also recommend you set the first move to the PLAYER and turn the Battle 
Animations off (you will get bored of them quick and some can be a bit long).  
Set the turn time limit to whatever you’re comfortable with, I suggest at 
least 3 minutes in case you have camera issues.  The COMP will move quickly 
each time so the time limit is more for your benefit.


= CARD LIMITS
-----------------------------------

Though we are cheating, you cannot just play the same card 10 times in a row.  
There limits to how many times certain cards can be used in this game, which 
is not explained very well in the instructions.  So here’s brief overview.

You will notice in the bottom left corner of the picture on some cards there 
will be a number 1 on top of some gray cards, like this:  XXX

Those indicate a limit to that card.  This means you can only use that 
particular card once in the game.

Sometimes the cards are multi-colored, like this:  XXX

For creatures this means you can only have one card of that particular Race in 
the game.  The Race and Affiliation are listed just below that graphic, like 
this: XXX

For spells this means you can only have X cards of that particular Spell 
element in the game.  It’s usually 1 for Biolith and 3 for all other elements.

For any card without a limit indicator, you can only play 3 of that card max 
during a game.  Also, only 3 Ritual cards can be played in a game.


= FIELDQUAKING / FIELD SWAPPING
-----------------------------------

Fieldquaking is when a field is flipped and the bottom element becomes the 
top.  Note in the layout above that only fields 2 and 8 are “opposing” 
fields.  By that I mean the opposing element to the default element is on the 
other side of the field (Fire vs Water, Wood vs Earth).  Placing a creature on 
its native element gives it 2 additional HP (except for Biolith).  Placing it 
on its opposing element removes 2 HP.  So if you place a fire creature on 
field 2 and the field is quaked to water, the creature will lose a net of 4 HP 
immediately (and most likely die).

There are also few Biolith cards I recommend that allow a player to swap 
places with an enemy card or swap fields after an attack.  This is another way 
of switching fields on the enemy and automatically removing HP by taking away 
a field bonus.  These cards are:
- Biolith Stinger (Set.1 #74, Biolith) – switch places with an enemy
- Behemoth Terrorformer (Set.2 #179, Biolith) – switch fields with an enemy


= MULTI-DIRECTIONAL ATTACKS
-----------------------------------

Be cautious when placing cards that have multi-directional attacks, especially 
when your allies are in the direct line of fire.  The COMP is often clever 
enough to attack that card from one side and force it into counter-attacking – 
which will then attack your own ally card on the other side.


= CARDS IN HAND
-----------------------------------

Pay attention to how many cards the COMP says you have.  You will want to 
summon a creature every turn for most of the trophies, so using spells prior 
to summoning will deplete your hand by 1 or 2 cards (depending on if the spell 
requires you to discard an additional card, like Summoner Mesmer’s Lapse).  
You should only have to use 2-3 spells for each trophy, but keep it in mind.


= BEING PASSIVE
-----------------------------------

It is much easier to beat the COMP on the bronze trophies if you don’t go on 
the offensive.  It helps on a couple of the silver challenges but killing the 
COMP indiscriminately only gives it extra mana (you get 1 mana back when one 
of your cards dies, this is called “exit mana”).


= REMOVING / STEALING MANA
-----------------------------------

Always keep a Summoner Mesmer’s Lapse (Set.1 #93) on hand if the COMP is 
building up too much mana (at least 4 or more).  If you have at least 2 cards 
in your hand, use this and then discard any card from your pool where the 
summoning cost is equal to or greater than the COMP’s current mana.  It will 
reduce the COMP’s mana to 0 and give you a huge edge.

A good way to steal mana, specifically against the Earth decks, is to use a 
Tolicore Zealot (Set.2 #169).  It will steal the exit mana from a defeated 
Earth enemy.


= MANA BOOSTING
-----------------------------------

There are a few easy ways you can get extra mana during normal play:

-Use a Parmetic Holy Feast (Set.1 #91) and get 2 mana for discarding any 
card.  Can only be used once in a game.
-Place a Freedonian Wanderer (Set.1 #3) on a non-Fire field (except Water, 
which will kill it).  Every time you summon a card while this card is in play, 
you will get 1 extra mana.
-Place a Biolith Imperial Guard (Set.1 #75) on a Biolith field and whenever 
you summon an ally to a Biolitih field while this card is in play, you will 
get 1 extra mana.  This is especially useful for the “5 Biolith Fields 
Occupied” challenge after fieldquaking the board (see “Battle Master” trophy).

Also, if an enemy places a Freedonian Wanderer or Biolith Imperial Guard, take 
it out as quick as you can to prevent the enemy from boosting mana.


= ATTACK BOOSTING
-----------------------------------

Always have a Clare Wil’s Banner (Set.1 #96) on hand.  It costs 1 mana but 
will boost the attack power of any ally by 2 for the duration of your turn.  
If you need to take out an enemy (to get out of check, for instance) and are 1-
2 attack power short and have an extra mana, use it.


= BLIND SPOT
-----------------------------------

Most creature cards have a blind spot, it’s indicated by a B in the defense 
pattern on each card.  Try to keep the blind spot on the outside of the board 
as much as possible, because if an enemy attacks the blind spot directly it 
basically adds a point to their attack.  Be careful if you place a card next 
to an ally and the blind spot is in the direct line of their attack, 
especially with multi-directional attack cards (as the COMP will attack it in 
order to get it to counter-attack and hit the blind spot of the ally card).


= PROTECTION / DODGE / INVISIBILITY
-----------------------------------

These abilities can be useful and make or break a game.  Some of the 
recommended cards for this guide grant Protection or Dodge to allies.  These 
cards are:
- Monk Elder of Okunada (Set.1 #19, Water) - Dodge
- Verzar Canine (Set.1 #37, Earth) - Protection
- Aegis Citadel (Set.1 #82, Biolith) - Invisibility
- Athenix Citadel (Set.2 #175, Biolith) – Magic Protection


= ATTACK VS. MAGIC ATTACK
-----------------------------------

Beware that some cards have Perfect Dodge, which means they always dodge a 
physical attack.  However, they can still be hit with a Magic Attack.  Magic 
Attacks have an advantage over regular Attacks in that they can target any 
enemy on the board and can bypass an enemy’s Dodge ability.  The only drawback 
is that most cards with a Magic Attack have poor HP or Blind Spots on every 
side and can be taken down fairly quickly.


= SUMMONING LOCK
-----------------------------------

Cards with a lock around their SC cannot be summoned unless placed on a 
Biolith field or the Summoning Lock is unlocked.  The Summoning Lock is in 
place whenever there are 3 or less creatures on the board.  Use this to your 
advantage when facing the Biolith-themed decks for the bronze trophies.



=============================================================================
   V.  T R O P H Y   U N L O C K I N G   O R D E R                     [UNL] |
=============================================================================

= Step 1: Unlock All the Pre-Constructed Decks
----------------------------------------------

In order to access the challenges in a Set (silver trophies), you must first 
beat all pre-constructed decks in that Set (bronze trophies, silver for Final 
decks).  They have to be done in order for each Set, but you can do the Sets 
in any order you wish.  The deck order in a Set is always Fire - Water - 
Earth - Wood - Biolith - Final, with the exception of Set 1, which starts with 
the Starter Deck before continuing on to Fire.  The Starter Deck is not a pre-
constructed deck, technically, but you won’t be able to select a pre-
constructed deck for Set 1 until you beat it.

The “Final” deck has a different name in each Set:
Set.1 = Arbiter
Set.2 = Parmetic Wrath
Set.3 = Eye of Judgment

Once you beat the “Final” pre-constructed deck for a Set, it will unlock all 
the challenges for that Set.


= Step 2: Complete the Challenges
----------------------------------------------

Next complete the silver challenge trophies.  The challenges are the same for 
each elemental deck across all 3 Sets (i.e. the challenge for the Fire deck in 
each Set is always the same).  I suggest you complete them in the following 
order:

1. Challenge 2, Water decks (Win without killing an enemy)
2. Challenge 4, Wood decks (Win within 10 turns)
These first two challenges should be easy if you use the same basic strategy 
you used for unlocking the pre-constructed decks.  They are both virtually the 
same – just win really quick without attacking the enemy and summoning on 
every turn.

3. Challenge 1, Fire decks (Win without using spell cards)
This is a bit more challenging, because you can’t use spell cards, but the 
same strategy as before can apply, you’ll just need to improvise a little bit 
and the game will run a bit longer.

4. Challenge 3, Earth decks (Win without an opponent left on the board)
This one is not hard if you use a God card that can attack all the COMP’s 
cards at once.

5. Challenge 5, Biolith decks (Win with 5 Biolith fields occupied)
6. Challenge 6, “Final” decks (Win with creatures of the same element on the 
board)
Definitely the hardest challenges of the game, but once you can do Challenge 
5, all you need do for Challenge 6 is use the exact same strategy (using 
Biolith cards only) and you will have that one in no time.


= Step 3: Grind Out 100 Wins
----------------------------------------------

If you’ve been following the roadmap so far, at this point you will have 37 
wins and all of the trophies except for the lone gold (Divine Warrior of Juno, 
100 wins).  You should also have no issues beating the COMP easily.  So now 
all you need to do is continue to beat the COMP offline using the same 
settings as before (I suggest the Set 1 Water Barrage deck) until you get 100 
wins and the gold trophy.  At that point you will also get your platinum.  Yay!



=============================================================================
   VI.  P R E - C O N S T R U C T E D   D E C K   T R O P H I E S      [UNL] |
=============================================================================


Remember, if you want to know what is contained in each deck, check this 
webpage: http://www.eojmanager.com/decks.html 

There is a basic strategy that you can use again all of the pre-constructed 
deck (and Starter deck) trophies.  The strategy is outlined below and is 
followed by the list of pre-constructed deck trophies, along with "COMP Deck 
Notes" for each one.  These Notes describe a few things to watch for when 
playing against each particular deck.  Each deck will always be the same 30 
cards (though in random order for the COMP) and it’s helpful to know what 
cards you can expect to be played against you.  The Notes will focus on what 
cards the COMP plays most commonly.  As such, the strategy below only needs 
minor tweaking from deck to deck.


Game Settings
------------------

Always the same for each trophy, except for the Deck Name
Game Type = PLAYER VS. COMP
Deck Type = Pre-Constructed Deck
Deck Name = listed in trophy description for the trophy you are attempting
Difficulty = Normal
Board Layout = Official
First Move = Player

** Note that the conditions and confirmation of an unlockable trophy for your 
settings will scroll across the bottom of the screen during game setup.  
Double-check that to make sure you have the right options selected before 
playing


Strategy
------------------

Nine times out of ten, you can use the below strategy and easily beat the COMP 
within 9-11 turns.  This strategy applies only to trophies redirected here, 
namely all the bronzes, and the silver challenges for the Water decks (win 
without killing an enemy) and Wood decks (win within 10 turns).  If you're 
trying to complete those two challenges, don't place your cards so that they 
attack the COMP.  You don't want to attack the COMP for those challenges.  You 
just want to win quickly and passively.


= Turn 1, Player
Cast Parmetic Holy Feast (Set.1 #91) and show any card to the Eye to gain 2 
mana.  Then play Verzar Canine (Set.1 #37) in Field 9 facing North.

On turn 2, depending on the deck you are playing, sometimes the COMP will play 
something in Field 3 or 7 to attack your Verzar Canine from afar, for example 
a Bewitching Elf Archeress (#57). Use a Beguiling Fog (#94) to adjust your 
card if need be, but don’t worry about it too much.


= Turn 3, Player
Play Freedonian Wanderer (Set.1 #3) in Field 8 facing North.  It will now have 
+1 Protection from the Verzar Canine and give you 1 mana each time you summon 
a new creature.

From this point forward on any turn, check and see if you need to do the 
following prior to summoning a creature (since that ends your turn):

a. If the COMP has 2 or more mana when it’s your turn, then prior to summoning 
a creature play Summoner Mesmer’s Lapse (Set.1 #93) and discard any card with 
mana equal to or greater than the COMP’s mana.  This strips the COMP of all 
its current mana.  If you’re playing a Biolith deck, it’s guaranteed the COMP 
will have 4 mana by Turn 5, because it always skips the first couple turns to 
build up mana for the high SC Biolith cards.

b. If you have at least 4 mana and 2 cards in your hand, cast a Healer Shower 
on the card that needs it the most.


= Turn 5, Player
a. If the COMP has a card in either Field 3 or 5, play Tentacles of Possession 
(Set.1 #23) in Field 6, facing in the direction where the enemy is.  This will 
possess the enemy card and render it useless to the COMP.  If there are 
enemies in both Fields 3 and 5, pick the one that is the strongest and possess 
it.  Your blind side will not be exposed either way and the Tentacles will 
have +1 Protection (from Verzar Canine).

b. If the COMP doesn’t have cards in neither Field 3 or 5, play Monk Elder of 
Okunada in Field 6 facing West.  This will give the Monk Elder +1 Protection 
(from Verzar Canine) and the Verzar Canine a Dodge attempt (from Monk Elder).

At this point the COMP may play something in a corner that has a Magic Attack, 
in order to remove the Verzar Canine and the Protection it gives allies. 


= Turn 7, Player
a. If the COMP has taken out one of your preceding cards from Fields 3 or 7 
(using a magic attack or long-range attack), consider taking it out with a 
Tier 3 or 4 attack card, depending on how much mana you have. Some options at 
this point are Venoan Assassin (#27) or Imperial Biolith Guard (#75) (if the 
Summoning Lock is broken). Always try to leave at least 1 mana in your bank 
because you’ll want to summon higher SC cards from this point forward. Use a 
Clare Wil’s Banner (#96) for 1 SC if you need extra attack power.

b. If the COMP has left you fairly alone so far, play a Tier 3-4 attack card 
in Field 5 (Biolith) if it is open, preferably a Biolith card. You should have 
decent mana if you have been keeping your Freedonian Wanderer alive. Your best 
bets for Field 5 are Biolith Battle Chariot (#76), Biolith War Chariot (#178), 
Athenix Citadel (#175), Aegis Citadel (#82) or Arc Satellite Cannon (#83). 
These are high SC/HP cards that should stay on the board for a while. For the 
Chariots, make sure the dual-attack is pointed away from your allies in Fields 
6 and 8. Remember, you can also play these Biolith cards on any field element 
without worrying about an HP penalty.

c. If the COMP has broken your defenses in Fields 6, 8 and 9, consider 
building it again in Fields 1 and 4 (i.e. replay Verzar Canine and Monk Elder 
of Okunada / Tentacles of Possession). Spreading things out is a good way to 
get an upper hand.

From this point forward the possibilities are too divergent for a turn-by-turn 
analysis. You should have at least 3 cards on the board now. The remaining 
strategy is to keep them alive while being able to summon the last cards you 
need to reach 5 and the victory.


= Here are some options to solidify victory:
a. Play element cards on the same element field to get the HP bonus.

b. Try replaying the same element cards as before, but of a higher Tier, in 
the same spots if they are open – as you should be gaining on mana if your 
Freedonian Wanderer is still alive and can afford them. If the same spots are 
taken by the COMP, play in Fields 1 and 4.

c. Playing Novogus Catapult (#43) on Field 4 or 9 is handy, as you will get 
bonus mana if it is destroyed.

d. Use another Healing Shower to keep a card alive and remember you get to use 
it 3 times – but don’t forget about how many cards you have in your “hand,” 
you can only play as many cards as the COMP says you have and if play 2 or 
more each turn you will soon be reduced to zero cards.

e. If the COMP has you in Check, find a way to kill one of its cards. 
Something with a powerful magic attack, like Arc Satellite Cannon (#83), is 
very useful, as it can target any enemy. Any Biolith card with good attack 
power is optimal for this purpose, just beware dual-attacks and don’t put your 
allies in the line of fire.

f. Don’t attack the COMP unless you need to get out of Check. Place your final 
card in a direction to avoid attack / counter-attack and keep the blind spot 
to the outside of the board or next to an ally.


Here is a video that illustrates the strategy described above:

==============================================
  http://www.youtube.com/watch?v=bYdyvH4TKb0 
==============================================


= A note when using this strategy against Biolith decks
The COMP will pass the first few rounds in order to build up mana and summon 
powerful Bioliths. Use Summoner Mesmer’s Lapse (#93) on your 3rd turn to 
prevent this. Also grab Field 5 (Biolith) early (perhaps 3rd turn) and keep 
the Summoning Lock on as long as possible, as a good number of the COMP’s 
cards are Locked. The Set 1 Biolith deck is probably the toughest deck to win 
against in the entire game. 


Set 1 Trophies
------------------

The following trophies are listed in the order you have to acquire them.

===================================
= GATEMASTER
===================================
For braving the gateway to battle. (Victory vs. Starter deck)

Set 1.  Select “Starter” as the Pre-Constructed Deck and beat the COMP on 
Normal difficulty using the Official Layout.  

COMP Deck Notes:
- 2 Venoan Assassins (#27) to attack blind spots
- 2 Verzar Foot Soldiers (#38), can boost attack if both are on the board at 
the same time
- 2 Twin Goblins (#61), multi-directional attack
- White Cubic (#90), may use this to try to summon Sciondar Fire God for free, 
take out immediately
- Stone Wing Dwarf (#39) and Giant Axe Dwarf (#41) on the board at once will 
boost each other’s Attack and Protection

===================================
= MOURNING ASCETIC
===================================
Bronze.  For training in the rites of the flame. (Victory vs. Set 1 theme 
deck, Fire Crusader)

Set 1.  You must first unlock “Gatemaster” in order to attempt this trophy.  
Select “Fire Crusader” as the Pre-Constructed Deck and beat the COMP on Normal 
difficulty using the Official Layout.  

COMP Deck Notes:
- 2 Freedonian Wanderers (#3) to generate mana (if placed on non-Fire fields) –
 ignore if placed on Fire fields, destroy otherwise unless you are close to 
winning
- Didi the Enlightened (#14) – Hero, two attacks, prevents Fire fieldquaking
- 2 Verzar Foot Soldiers (#38), can boost attack if both are on the board at 
the same time
- Skeleton Soldier (#40), multi-directional attack and additional exit mana – 
don’t destroy unless necessary
- Novogus Catapult (#43), long-range attack, if destroyed COMP gains mana 
equal to number of Earth fields – don’t destroy unless necessary
- Novogus Golem (#46), gains Protection equal to the number of empty fields, 
played early this card is hard to destroy

===================================
= OKUNADAN MONK
===================================
Bronze.  For suppressing the aquatic mutiny. (Victory vs. Set 1 theme deck, 
Water Barrage)

Set 1.  You must first unlock “Mourning Ascetic” in order to attempt this 
trophy.  Select “Water Barrage” as the Pre-Constructed Deck and beat the COMP 
on Normal difficulty using the Official Layout.  

COMP Deck Notes:
- 2 Monk Elders of Okunada (#19), gives adjacent allies a Dodge attempt
- Tentacles of Possession (#23) to take control of one of your cards
- 2 Venoan Assassins (#27) to attack blind spots
- Skeleton Soldier (#40), multi-directional attack and additional exit mana – 
don’t destroy unless necessary
- Novogus Catapult (#43), long-range attack, if destroyed COMP gains mana 
equal to number of Earth fields – don’t destroy unless necessary
- Juno Tree Haunt (#63), has Perfect Dodge, destroy with magic attack if 
necessary

===================================
= SWORDSMAN OF EAST REACH
===================================
Bronze.  For gaining the recognition of your earthen comrades. (Victory vs. 
Set 1 theme deck, Earth Emperor)

Set 1.  You must first unlock “Okunadan Monk” in order to attempt this 
trophy.  Select “Earth Emperor” as the Pre-Constructed Deck and beat the COMP 
on Normal difficulty using the Official Layout.  

COMP Deck Notes:
- Great Minos of Sciondar (#6), has Perfect Dodge, destroy if on non-Fire 
field (fieldquake or swap)
- 2 Verzar Canines (#37), gives +1 Protection to adjacent allies
- 2 Verzar Foot Soldiers (#38), can boost attack if both are on the board at 
the same time
- Stone Wing Dwarf (#39) and Giant Axe Dwarf (#41) on the board at once will 
boost each other’s Attack and Protection
- Novogus Catapult (#43), long-range attack, if destroyed COMP gains mana 
equal to number of Earth fields – don’t destroy unless necessary
- Se Hollyn Fortress (#45), gives +2 Protection to adjacent allies
- Arelai the Protector (#50), gains Protection equal to number of Earth 
fields, allies on Earth fields gain +1 Protection

===================================
= TIL VORG RIDERS
===================================
Bronze.  For those who have joined the liberation army of wood. (Victory vs. 
Set 1 theme deck, Wood Swarm)

Set 1.  You must first unlock “Swordsman of East Reach” in order to attempt 
this trophy.  Select “Wood Swarm” as the Pre-Constructed Deck and beat the 
COMP on Normal difficulty using the Official Layout.  

COMP Deck Notes:
This deck has a very strong discard component against you, so be careful if 
you destroy some of the enemies, especially Woods on non-Wood fields.  If you 
have to discard too much you won’t be able to do many spells.
- 2 Freedonian Wanderers (#3) to generate mana (if placed on non-Fire fields) –
 ignore if placed on Fire fields, destroy otherwise unless you are close to 
winning
- 2 Monk Elders of Okunada (#19), gives adjacent allies a Dodge attempt
- Queen’s Servant (#28), has Magic Attack and Perfect Dodge, steals 1 mana 
from you if destroyed – don’t destroy unless necessary
- Leapfrog Bandit (#55), if destroyed on non-Wood field you must discard 1 card
- Samurai Nagirashu (#60), if destroyed on non-Wood field you must discard 1 
card
- Elven Rider (#64), if destroyed on non-Wood field you must discard cards 
equal to the number of Wood fields

===================================
= BIOLITH CASTLE KEEPER
===================================
Bronze.  For proving oneself to the Bioliths. (Victory vs. Set 1 theme deck, 
Biolith Scourge)

Set 1.  You must first unlock “Til Vorg Riders” in order to attempt this 
trophy.  Select “Biolith Scourge” as the Pre-Constructed Deck and beat the 
COMP on Normal difficulty using the Official Layout.  

COMP Deck Notes:
One way to control this deck is to grab the center Biolith field and then 
prevent the Summoning Lock from opening.  Biolith creatures can only be 
summoned to Biolith fields if the lock is in place.  The COMP will always pass 
the first two turns to build up mana to summon a Biolith, so remove its mana 
on the second turn with a Summoner Mesmer’s Lapse.
- 2 Freedonian Wanderers (#3) to generate mana (if placed on non-Fire fields) –
 ignore if placed on Fire fields, destroy otherwise unless you are close to 
winning
- Monk Elder of Okunada (#19), gives adjacent allies a Dodge attempt
- Skeleton Soldier (#40), multi-directional attack and additional exit mana – 
don’t destroy unless necessary
- Novogus Catapult (#43), long-range attack, if destroyed COMP gains mana 
equal to number of Earth fields – don’t destroy unless necessary
- 2 Imperial Biolith Guards (#75), multi-directional attack, gain extra mana 
each time a creature is summoned to a Biolith field
- 2 Behemoth Groundbreakers (#79), fieldquakes adjacent fields when summoned
- Ouroboros Dragon (#84), attack boosted by other Biolith allies on the board, 
if on Biolith field no fields can be fieldquaked – prevent the COMP from 
summoning this by keeping its mana under 7 if possible and the Summoning Lock 
in place
- Goghlie Altar (#92), both players gain mana equal to the number of enemies 
on the board – this helps you out, but the COMP will use it more when you have 
more cards on the board
- Seer Vizak’s Calamity (#109), fieldquakes all fields – I have never seen the 
COMP play this, but beware if it does, it will boost a Biolith-themed deck 
immensely

===================================
= YAKSHA NINJA
===================================
Silver.  For victory over the federation army. (Victory vs. Set 1 theme deck, 
Arbiter)

Set 1.  You must first unlock “Biolith Castle Gatekeeper” in order to attempt 
this trophy.  Select “Arbiter” as the Pre-Constructed Deck and beat the COMP 
on Normal difficulty using the Official Layout.  

COMP Deck Notes:
- Tentacles of Possession (#23) to take control of one of your cards
- Venoan Assassin (#27) to attack blind spots
- 2 Verzar Canines (#37), gives +1 Protection to adjacent allies
- 3 Verzar Foot Soldiers (#38), can boost attack if more than one are on the 
board at the same time
- Leapfrog Bandit (#55), if destroyed on non-Wood field you must discard 1 card
- Parmetic Holy Feast (#91), gives COMP 2 mana for discarding
- Goghlie Altar (#92), both players gain mana equal to the number of enemies 
on the board – this helps you out, but the COMP will use it more when you have 
more cards on the board


Set 2 Trophies
------------------

The following trophies are listed in the order you have to acquire them.

===================================
= BLACK GOAT PRISON GUARD
===================================
Bronze.  For capturing the unscrupulous followers of the flame. (Victory vs. 
Set 2 theme deck, Fire King's Rage)

Set 2.  You must have first purchased the Set 2 DLC in order to attempt this 
trophy.  Select “Fire King’s Rage” as the Pre-Constructed Deck and beat the 
COMP on Normal difficulty using the Official Layout.  

See “Gatemaster” for strategy.

COMP Deck Notes:
- Behemorph (#118), +2 attack half the time (it seems to get that a lot), can 
attack in 3 directions
- 2 Relentless Skeletons (#144), has Resurrection on a non-Earth field – don’t 
destroy unless necessary
- Dwarf Sniper (#146), enemies in the 2 fields in front cannot Dodge
- Verzar Golem (#150), +1 attack for every empty field, played early it can 
take pretty much anything out
- 2 Tree Foxes (#159), turns card in front of it 180 degrees when summoned – 
easily exposes Blind Spot to attack
- Leapfrog Boss (#162), if destroyed you lose mana equal to number of Wood 
fields (usually 2) – don’t destroy unless necessary
- Flailmonger (#176), +2 SC for any creature within 2 fields in front – weak 
attack, but makes it harder to summon in front of them
- Behemoth Terrorformer (#179), swaps fields with enemy after attacking – 
easily removes your field HP bonus

===================================
= VENOAN MERCENARY
===================================
Bronze.  For passing the initiation of the water clan. (Victory vs. Set 2 
theme deck, Water Conquest)

Set 2.  You must first unlock “Black Goat Prison Guard” in order to attempt 
this trophy.  Select “Water Conquest” as the Pre-Constructed Deck and beat the 
COMP on Normal difficulty using the Official Layout.  

COMP Deck Notes:
This deck has a strong draw component to it.  However, if you don’t attack the 
COMP and try to limit its mana (i.e. with Summoner Mesmer’s Lapse #93), you 
won’t have much trouble with it.
- 2 Relentless Skeletons (#144), has Resurrection on a non-Earth field – don’t 
destroy unless necessary
- Tree Foxes (#159), turns card in front of it 180 degrees when summoned – 
easily exposes Blind Spot to attack
- Leapfrog Boss (#162), if destroyed you lose mana equal to number of Wood 
fields (usually 2) – don’t destroy unless necessary
- Elven Plaguedancer (#163), magic attack, enemy is rotated 180 degrees if 
attacked but not destroyed, +1 AC on adjacent enemies if on a Wood field
- Behemoth Terrorformer, swaps fields with enemy after attacking – easily 
removes your field HP bonus
- Goghlie Altar (#92), both players gain mana equal to the number of enemies 
on the board – this helps you out, but the COMP will use it more when you have 
more cards on the board

===================================
= UNDEAD BATTALION
===================================
Bronze.  For suppression of the earthen dead. (Victory vs. Set 2 theme deck, 
Earth Atonement)

Set 2.  You must first unlock “Venoan Mercenary” in order to attempt this 
trophy.  Select “Earth Atonement” as the Pre-Constructed Deck and beat the 
COMP on Normal difficulty using the Official Layout.  

COMP Deck Notes:
Using a Tolicore Zealot (#169) against this deck is fun, as it will steal exit 
mana from defeated Earth creatures.  Nearly half of the deck is Earth cards, 
so it can be very useful, especially in the Earth challenge. 
- Behemorph (#118), +2 attack half the time (it seems to get that a lot), can 
attack in 3 directions
- 2 Verzar Swordsmen (#143), one of the few cards with 1 SC and 2 Attack
- 2 Relentless Skeletons (#144), has Resurrection on a non-Earth field – don’t 
destroy unless necessary
- 2 Dwarf Snipers (#146), enemies in the 2 fields in front cannot Dodge
- Flailmonger (#176), +2 SC for any creature within 2 fields in front – weak 
attack, but makes it harder to summon in front of them
- Behemoth Terrorformer (#179), swaps fields with enemy after attacking – 
easily removes your field HP bonus
- Parmetic Holy Feast (#91), gives COMP 2 mana for discarding

===================================
= GREEN BANDITS
===================================
Bronze.  For being admitted into the band of wood thieves. (Victory vs. Set 2 
theme deck, Wood Unleashed)

Set 2.  You must first unlock “Undead Battalion” in order to attempt this 
trophy.  Select “Wood Unleashed” as the Pre-Constructed Deck and beat the COMP 
on Normal difficulty using the Official Layout.  

COMP Deck Notes:
- 2 Tree Foxes (#159), turns card in front of it 180 degrees when summoned – 
easily exposes Blind Spot to attack
- Leapfrog Boss (#162), if destroyed you lose mana equal to number of Wood 
fields (usually 2) – don’t destroy unless necessary
- Elven Plaguedancer (#163), magic attack, enemy is rotated 180 degrees if 
attacked but not destroyed, +1 AC on adjacent enemies if on a Wood field
- Athenix Citadel (#175), allied creatures of the same element the Citadel is 
on gain +1 MP – keep an eye on it if you are trying to use magic attacks
- Behemoth Terrorformer (#179), swaps fields with enemy after attacking – 
easily removes your field HP bonus
- Goghlie Altar (#92), both players gain mana equal to the number of enemies 
on the board – this helps you out, but the COMP will use it more when you have 
more cards on the board

===================================
= BIOLITH CASTLE ARCHIVE CURATOR
===================================
Bronze.  For reaching complete and true understanding of the Bioliths. 
(Victory vs. Set 2 theme deck, Biolith Godmaker)

Set 2.  You must first unlock “Green Bandits” in order to attempt this 
trophy.  Select “Biolith Godmaker” as the Pre-Constructed Deck and beat the 
COMP on Normal difficulty using the Official Layout.  

COMP Deck Notes:
- 2 Verzar Swordsmen (#143), one of the few cards with 1 SC and 2 Attack
- Dwarf Sniper (#146), enemies in the 2 fields in front cannot Dodge
- 2 Flailmongers (#176), +2 SC for any creature within 2 fields in front – 
weak attack, but makes it harder to summon in front of them
- 2 Biolith War Chariots (#178), multi-directional attack
- 2 Behemoth Terrorformers (#179), swaps fields with enemy after attacking – 
easily removes your field HP bonus
- Goghlie Altar (#92), both players gain mana equal to the number of enemies 
on the board – this helps you out, but the COMP will use it more when you have 
more cards on the board

===================================
= PARMETIC INQUISITOR
===================================
Silver.  For meting punishment to the Parmetic heretics. (Victory vs. Set 2 
theme deck, Parmetic Wrath)

Set 2.  You must first unlock “Biolith Castle Archive Curator” in order to 
attempt this trophy.  Select “Parmetic Wrath” as the Pre-Constructed Deck and 
beat the COMP on Normal difficulty using the Official Layout.  

COMP Deck Notes:
This is a really strange deck.  The majority of it is 4+ SC creatures, with 
only a few 1 SC.  There are 4 different Missionary cards (Race) that work in 
conjunction with each other to do a variety of things.  The COMP has 3 of each 
Missionary element in this deck.  These Missionary cards are the only real 
threat here and should be destroyed if you are not able to quickly win within 
9-11 turns.  The Missionary cards are described below.
- 3 Noram Zealots (#121), steal exit mana of enemy Water creatures, -1 Attack 
on adjacent enemies for each allied Earth Missionary on the board, -2 SC of 
allied Earth Missionaries
- 3 Aluhja Zealots (#137), magic attack, steal exit mana of enemy Fire 
creatures, +1 SC on spells you cast for each allied Wood Missionary on the 
board, -2 SC of allied Wood Missionaries
- 3 Visvar Vaas Zealots (#154), steal exit mana of enemy Wood creatures, you 
lose mana equal to allied Water Missionaries on the board during resolution 
phase, -2 SC of allied Water Missionaries
- 3 Tolicore Zealots (#169), steal exit mana of enemy Earth creatures, you 
discard a card for each allied Fire Missionary on the board during resolution 
phase, -2 SC of allied Fire Missionaries
- Parmetic Holy Feast (#91), gives COMP 2 mana for discarding
- Goghlie Altar (#92), both players gain mana equal to the number of enemies 
on the board – this helps you out, but the COMP will use it more when you have 
more cards on the board


Set 3 Trophies
------------------

The following trophies are listed in the order you have to acquire them.

===================================
= THERACLAVE GATEKEEPER
===================================
Bronze.  For being admitted into the army of flame. (Victory vs. Set 3 theme 
deck, Fire Havoc)

Set 3.  You must have first purchased the Set 2 DLC in order to attempt this 
trophy.  Select “Fire Havoc” as the Pre-Constructed Deck and beat the COMP on 
Normal difficulty using the Official Layout.  

COMP Deck Notes:
- 2 Partmole Gatekeepers (#211), +1 attack if target creature on Water, multi-
directional attack, if no enemies on board then +1 SC to creatures summoned 1 
or 2 fields in front of this card
- 2 Rageflame Spitters (#212), cards adjacent to this one cannot be 
Sacrificed – this means you couldn’t use an Absolver Sacrament (#191) on an 
adjacent creature
- Skeleton Archer (#243), has Resurrection if on a non-Earth field
- Stone Wing Veteran (#245) and Dwarf Miner (#247) next to each other gives 
Dwarf Miner an advantage – when Dwarf Miner attacks, the field attacked is 
Fieldquaked, and Dwarf Miner also receives 1 mana whenever an adjacent field 
is quaked
- Elven Berserker Witch (#261), magic attack, gains +1 Attack and Dodge 
attempt if at 1 HP – either kill off entirely or leave alone
- Drunken Demolition (#298), Fieldquakes any field and the field in front of it
- Yaksha Stimulants (#301), target’s HP and Attack are switched – COMP may use 
this on something with 4 or more HP to get a good enough attack to destroy one 
of your cards

===================================
= TRITONAN PALACE GUARD
===================================
Bronze.  For being admitted into the army of water. (Victory vs. Set 3 theme 
deck, Water of Death)

Set 3.  You must first unlock “Theraclave Gatekeeper” in order to attempt this 
trophy.  Select “Water of Death” as the Pre-Constructed Deck and beat the COMP 
on Normal difficulty using the Official Layout.  

COMP Deck Notes:
Like most Water decks, this has a strong draw component to it.  It doesn’t 
really make that much of a difference, especially if you can keep the COMP’s 
mana low.
- 2 Cloudrunner Shipmates (#228), each time this is rotated the COMP can draw 
a card, long-range attack
- 2 Skeleton Archers (#243), has Resurrection if on a non-Earth field
- Goblin Fanfare (#259), if you have no cards on the board, you lose 2 mana if 
the COMP summons this
- 2 Elven Berserker Witches (#261), magic attack, gains +1 Attack and Dodge 
attempt if at 1 HP – either kill off entirely or leave alone
- Biolith Sentry (#280), if on a Biolith field the Attack is 2 + number of 
cards in hand, can counter-attack in any direction – hold the Biolith field in 
the center to counteract
- Corsez Oath (#292), gives COMP mana equal to the number of allies for a 
chosen element
- Drunken Demolition (#298), Fieldquakes any field and the field in front of it
- Yaksha Stimulants (#301), target’s HP and Attack are switched – COMP may use 
this on something with 4 or more HP to get a good enough attack to destroy one 
of your cards

===================================
= BLADE GUILD AT VISVAR VAAS
===================================
Bronze.  For being admitted into the circle of earthen knights. (Victory vs. 
Set 3 theme deck, Earth Desolation)

Set 3.  You must first unlock “Tritonan Palace Guard” in order to attempt this 
trophy.  Select “Earth Desolation” as the Pre-Constructed Deck and beat the 
COMP on Normal difficulty using the Official Layout.

COMP Deck Notes:
Using a Tolicore Zealot (#169) against this deck is fun as well, as it will 
steal exit mana from defeated Earth creatures.  Nearly half of the deck is 
Earth cards, so it can be very useful, especially in the Earth challenge. 
- 2 Partmole Gatekeepers (#211), +1 attack if target creature on Water, multi-
directional attack, if no enemies on board then +1 SC to creatures summoned 1 
or 2 fields in front of this card
- Rageflame Spitter (#212), cards adjacent to this one cannot be Sacrificed – 
this means you couldn’t use an Absolver Sacrament (#191) on an adjacent 
creature
- 2 Cloudrunner Shipmates (#228), each time this is rotated the COMP can draw 
a card, long-range attack
- 2 Skeleton Archers (#243), has Resurrection if on a non-Earth field
- Stone Wing Veteran (#245) and Dwarf Miner (#247) next to each other gives 
Dwarf Miner an advantage – when Dwarf Miner attacks, the field attacked is 
Fieldquaked, and Dwarf Miner also receives 1 mana whenever an adjacent field 
is quaked
- Drunken Demolition (#298), Fieldquakes any field and the field in front of it
- Yaksha Stimulants (#301), target’s HP and Attack are switched – COMP may use 
this on something with 4 or more HP to get a good enough attack to destroy one 
of your cards

===================================
= ALCHEMIST'S LAB WORKER
===================================
Bronze.  For being recommended to the wood research facility. (Victory vs. Set 
3 theme deck, Wood Mayhem)

Set 3.  You must first unlock “Blade Guild at Visvar Vaas” in order to attempt 
this trophy.  Select “Wood Mayhem” as the Pre-Constructed Deck and beat the 
COMP on Normal difficulty using the Official Layout. 

COMP Deck Notes:
- 2 Rageflame Spitters (#212), cards adjacent to this one cannot be 
Sacrificed – this means you couldn’t use an Absolver Sacrament (#191) on an 
adjacent creature
- 2 Cloudrunner Shipmates (#228), each time this is rotated the COMP can draw 
a card, long-range attack
- 2 Goblin Fanfares (#259), if you have no cards on the board, you lose 2 mana 
if the COMP summons this
- 2 Elven Berserker Witches (#261), magic attack, gains +1 Attack and Dodge 
attempt if at 1 HP – either kill off entirely or leave alone
- Bewitching Elf Huntress (#263), attacks 2 fields in front and if does not 
destroy target, the target is moved to the field in front of card (if empty) – 
this could negate a field bonus on your card
- Biolith Sentry (#280), if on a Biolith field the Attack is 2 + number of 
cards in hand, can counter-attack in any direction – hold the Biolith field in 
the center to counteract
- Corsez Oath (#292), gives COMP mana equal to the number of allies for a 
chosen element
- Drunken Demolition (#298), Fieldquakes any field and the field in front of it
- Yaksha Stimulants (#301), target’s HP and Attack are switched – COMP may use 
this on something with 4 or more HP to get a good enough attack to destroy one 
of your cards

===================================
= BIOLITH GODMAKER
===================================
Bronze.  For those who might become a Biolith godmaker. (Victory vs. Set 3 
theme deck, Biolith Revenge)

Set 3.  You must first unlock “Alchemist’s Lab Worker” in order to attempt 
this trophy.  Select “Biolith Revenge” as the Pre-Constructed Deck and beat 
the COMP on Normal difficulty using the Official Layout.  

COMP Deck Notes:
- Partmole Gatekeeper (#211), +1 attack if target creature on Water, multi-
directional attack, if no enemies on board then +1 SC to creatures summoned 1 
or 2 fields in front of this card
- Rageflame Spitter (#212), cards adjacent to this one cannot be Sacrificed – 
this means you couldn’t use an Absolver Sacrament (#191) on an adjacent 
creature
- 2 Cloudrunner Shipmates (#228), each time this is rotated the COMP can draw 
a card, long-range attack
- 2 Elven Berserker Witches (#261), magic attack, gains +1 Attack and Dodge 
attempt if at 1 HP – either kill off entirely or leave alone
- Architekt (#275), no attack but allies of the same element the Architekt is 
on gain +2 Protection, creatures adjacent cannot move or rotate – try to take 
this out if it lingers more than few rounds and you are having issues with 
attacks (because you can’t use a Beguiling Fog #94)
- 2 Biolith Sentries (#280), if on a Biolith field the Attack is 2 + number of 
cards in hand, can counter-attack in any direction – hold the Biolith field in 
the center to counteract
- Corsez Oath (#292), gives COMP mana equal to the number of allies for a 
chosen element
- Drunken Demolition (#298), Fieldquakes any field and the field in front of it
- Yaksha Stimulants (#301), target’s HP and Attack are switched – COMP may use 
this on something with 4 or more HP to get a good enough attack to destroy one 
of your cards

===================================
= SACRED DARKNESS ACADEMY ATTENDEE
===================================
Silver.  For gaining entrance to the academy. (Victory vs. Set 3 theme deck, 
Eye of Judgment)

Set 3.  You must first unlock “Biolith Godmaker” in order to attempt this 
trophy.  Select “Eye of Judgment” as the Pre-Constructed Deck and beat the 
COMP on Normal difficulty using the Official Layout.  

COMP Deck Notes:
This deck has 4 Sacred cards (Race) that have Incarnation.  The COMP can 
summon each one sequentially up to Spire of Juno (#189) or Fist of Juno (#190) 
that have crazy stats (HP 8+ and Attack 8+).  You can generally ignore these 
for the non-challenge trophy because you can win using the basic strategy 
before the COMP can really pull off the endgame for this deck.
- Rageflame Spitter (#212), cards adjacent to this one cannot be Sacrificed – 
this means you couldn’t use an Absolver Sacrament (#191) on an adjacent 
creature
- 2 Cloudrunner Shipmates (#228), each time this is rotated the COMP can draw 
a card, long-range attack
- 2 Skeleton Archers (#243), has Resurrection if on a non-Earth field
- Goblin Fanfare (#259), if you have no cards on the board, you lose 2 mana if 
the COMP summons this
- 2 Elven Berserker Witches (#261), magic attack, gains +1 Attack and Dodge 
attempt if at 1 HP – either kill off entirely or leave alone
- Venoan Hard Bargain (#291), both players reveal the top card of their 
Library for Judgement, if COMP wins it gains mana equal to the number of your 
cards on the board, if you win you get 1 mana – if this card is played find 
the highest SC card you have and play it to ensure you always win
- Corsez Oath (#292), gives COMP mana equal to the number of allies for a 
chosen element



=============================================================================
   VII.  C H A L L E N G E   T R O P H I E S                           [CHA] |
=============================================================================

The challenge for each theme deck element is same across all Sets:
1 Fire = Win without using spell cards
2 Water = Win without killing an enemy
3 Earth = Win without an opponent left on the board
4 Wood = Win within 10 turns
5 Biolith = Win with 5 Biolith fields occupied
6 Final = Win with creatures of the same element on the board

The order I suggest you unlock them is 2, 4, 1, 3, 5, 6.  The trophies below 
will be listed in that order, a single strategy explanation for each.


Challenge 2 - Win without killing an enemy
-----------------------------------------------------------------

===================================
= OKUNADAN FATHER
===================================
Silver. For the inspiration required to end a battle swiftly. (Completion of 
Set 1 Challenge 2)

Set 1.  You must first unlock “Yaksha Ninja” in order to attempt this trophy.  
Select “Water Barrage” as the Pre-Constructed Deck.  You have to beat the COMP 
on Normal difficulty using the Official Layout without killing an enemy.  
See “Okunadan Monk” for COMP Deck Notes.

===================================
= VENOAN DON
===================================
Silver.  For utilizing intelligence to confuse enemy forces. (Completion of 
Set 2 Challenge 2)

Set 2. You must first unlock “Parmetic Inquisitor” in order to attempt this 
trophy. Select “Water Conquest” as the Pre-Constructed Deck. You have to beat 
the COMP on Normal difficulty using the Official Layout without killing an 
enemy.  See “Venoan Mercenary” for COMP Deck Notes.

===================================
= TRITONAN ADMIRAL
===================================
Silver.  For achieving victory without needless spilling of blood. (Completion 
of Set 3 Challenge 2)

Set 3. You must first unlock “Sacred Darkness Academy Attendee” in order to 
attempt this trophy. Select “Water of Death” as the Pre-Constructed Deck. You 
have to beat the COMP on Normal difficulty using the Official Layout without 
killing an enemy.  See “Tritonan Palace Guard” for COMP Deck Notes.


This challenge is easy to win just from using the basic strategy from the 
bronze trophies.  See the Pre-Constructed Deck Trophies section for strategy.  
Just do the same thing, but do not kill any enemy cards.  Ignore them.  If a 
COMP's card is killed for any reason, by you or by the COMP, surrender and 
start the game over (unless you want to just quickly win for the Divine 
Warrior of Juno trophy).  You can surrender by pressing Start, then right on 
the D-pad where it says "End Turn" – this will give you the Surrender option.


Challenge 4 - Win within 10 turns
-----------------------------------------------------------------

===================================
= FOREST CHIEF
===================================
Silver.  For ambushing the enemy with relentless forces. (Completion of Set 1 
Challenge 4)

Set 1.  You must first unlock “Yaksha Ninja” in order to attempt this trophy.  
Select “Wood Swarm” as the Pre-Constructed Deck.  You have to beat the COMP on 
Normal difficulty using the Official Layout within 10 turns.  See “Til Vorg 
Riders” for COMP Deck Notes.

===================================
= GREEN KING
===================================
Silver.  For claiming all for one's own in the blink of an eye. (Completion of 
Set 2 Challenge 4)

Set 2. You must first unlock “Parmetic Inquisitor” in order to attempt this 
trophy. Select “Wood Unleashed” as the Pre-Constructed Deck. You have to beat 
the COMP on Normal difficulty using the Official Layout within 10 turns.  
See “Green Bandits” for COMP Deck Notes.

===================================
= LORD OF THE FOREST 
===================================
Silver.  For victory achieved before war could be declared. (Completion of Set 
3 Challenge 4)

Set 3. You must first unlock “Sacred Darkness Academy Attendee” in order to 
attempt this trophy. Select “Wood Mayhem” as the Pre-Constructed Deck. You 
have to beat the COMP on Normal difficulty using the Official Layout within 10 
turns.  See “Alchemist's Lab Worker” for COMP Deck Notes.


This challenge is easy to win just from using the basic strategy from the 
bronze trophies.  See the Pre-Constructed Deck Trophies section for strategy.  
Just do the same thing, but make sure you win by turn 9, which basically means 
you summon 5 creatures in a row without any of them getting killed.  If you 
don't win by turn 9 or one of your cards is killed early, you can surrender 
and start the game over (unless you want to just quickly win for the Divine 
Warrior of Juno trophy).  You can surrender by pressing Start, then right on 
the D-pad where it says "End Turn" – this will give you the Surrender option.

Here is a video that illustrates the strategy described above:

==============================================
  http://www.youtube.com/watch?v=6l6sduditi0 
==============================================


Challenge 1 - Win without using spell cards
-----------------------------------------------------------------

===================================
= MOURNING REVEREND FATHER
===================================
Silver.  For fending the trespassers off with your bare hands. (Completion of 
Set 1 Challenge 1)

Set 1.  You must first unlock “Yaksha Ninja” in order to attempt this trophy.  
Select “Fire Crusader” as the Pre-Constructed Deck.  You have to beat the COMP 
on Normal difficulty using the Official Layout without using any spell cards.  
See “Mourning Ascetic” for COMP Deck Notes.

===================================
= BLACK GOAT PRISON WARDEN
===================================
Silver.  For suppressing the riots with an iron will. (Completion of Set 2 
Challenge 1)

Set 2. You must first unlock “Parmetic Inquisitor” in order to attempt this 
trophy. Select “Fire King’s Rage” as the Pre-Constructed Deck. You have to 
beat the COMP on Normal difficulty using the Official Layout without using any 
spell cards.  See “Black Goat Prison Guard” for COMP Deck Notes.

===================================
= CHIEF OF DHEES' ARMY OF 1000 
===================================
Silver.  For pushing your foes back with a deific physical prowess. 
(Completion of Set 3 Challenge 1)

Set 3. You must first unlock “Sacred Darkness Academy Attendee” in order to 
attempt this trophy. Select “Fire Havoc” as the Pre-Constructed Deck. You have 
to beat the COMP on Normal difficulty using the Official Layout without using 
any spell cards.  See “Theraclave Gatekeeper” for COMP Deck Notes.


This one can be a little tricky, but it is not bad because the Fire decks are 
easy to win against. See the Pre-Constructed Deck Trophies section for 
strategy.  Use the same basic strategy we’ve been using for all the bronzes, 
but do not use any spell cards! This will obviously remove your mana edge 
against the COMP, but staying true to the same strategy will inevitably 
provide victory because you should be able to improvise at this point if 
you’ve completed all the bronze trophies. For this challenge use Tier 3-4 
cards whenever possible for both the high HP and attack power. You cannot heal 
so always take advantage of field HP bonuses. Avoid attacking the COMP unless 
you are in Check – you don’t want to give the COMP too much exit mana.

Here is a video that illustrates the strategy described above:

==============================================
  http://www.youtube.com/watch?v=IWFN3fvaFxo 
==============================================


Challenge 3 - Win without an opponent left on the board
-----------------------------------------------------------------

===================================
= LIBERATOR OF EAST REACH
===================================
Silver.  For conquering every outpost of your enemy. (Completion of Set 1 
Challenge 3)

Set 1.  You must first unlock “Yaksha Ninja” in order to attempt this trophy.  
Select “Earth Emperor” as the Pre-Constructed Deck.  You have to beat the COMP 
on Normal difficulty using the Official Layout without an opponent left on the 
board.  See “Swordsman of East Reach” for COMP Deck Notes.

===================================
= UNDEAD GENERAL 
===================================
Silver.  An award for complete and total dominance. (Completion of Set 2 
Challenge 3)

Set 2. You must first unlock “Parmetic Inquisitor” in order to attempt this 
trophy. Select “Earth Atonement” as the Pre-Constructed Deck. You have to beat 
the COMP on Normal difficulty using the Official Layout without an opponent 
left on the board.  See “Undead Battalion” for COMP Deck Notes.

===================================
= TEN TYRANTS
===================================
Silver.  For utter annihilation of your blasphemous foes. (Completion of Set 3 
Challenge 3)

Set 3. You must first unlock “Sacred Darkness Academy Attendee” in order to 
attempt this trophy. Select “Earth Desolation” as the Pre-Constructed Deck. 
You have to beat the COMP on Normal difficulty using the Official Layout 
without an opponent left on the board.  See “Blade Guild at Visvar Vaas” for 
COMP Deck Notes.


This challenge can be a bit tricky. You have to win without the COMP having a 
card on the board, which means your last turn will be one of two things: 1) 
use an attack from an existing card to destroy any enemies left, then summon 
your 5th card for the win, or 2) summon your 5th card and have its attack take 
out the last enemy/enemies. I suggest option #1. There is a very good card you 
can use to do this, one of the most powerful in the game. Wait for it... wait 
for it...

BAM!!!!!
Phaseus, Biolith God (Set.1 #89, Biolith)

This card rules. It has a magic attack of 4 that targets all enemies on the 
board. Yes, all. It starts with 12 HP, with 9 SC and 6 AC. It also has 
Incarnation, which means you can replace an existing Biolith card on the board 
with this one and only have the pay the difference in SC between the two 
cards. And what's even better is that it has no Blind Spot!

Most of the Earth decks have cards with 4 or less base HP, so whenever you 
attack with Phaseus, you will almost always kill every enemy on the board. 
This is a good thing.

The only downside to this card is that if it's on a non-Biolith field, it is 
automatically destroyed. You will always want to play Phaseus on the center 
field, which is Biolith on both sides. That protects it from Fieldquakes, 
right? Yes, however… keep in mind the challenge against the Set 2 Earth deck, 
which contains a Behemoth Terrorformer (#179). If the COMP attacks your 
Phaseus with a Behemoth Terrorformer, both fields will be exchanged and 
Phaseus will automatically die.

There will be no turn-by-turn instructions for this challenge, as it may take 
several turns to get the exact conditions you need for victory.  Basically, 
what you want to do is this:

1. Cast Parmetic Holy Feast (#91) on your first turn for 2 extra mana.

2. Keep ending your turn without summoning or attacking until you have 10 mana.

3. Whenever the COMP has 4 or more mana when it's your turn, cast Summoner 
Mesmer's Lapse (#93) and discard some high SC card to rob the COMP of its 
mana.  Laugh at the COMP while doing so.

4. If the center Biolith field has been taken, destroy the enemy on it.  If 
you have trouble getting that field open, just surrender and restart the game 
and try again.  Sometimes the COMP plays on it early, but most times it 
doesn't.  You need that center Biolith field to keep Phaseus alive and to get 
around the Summoning Lock.

5. Summon Phaseus, Biolith God (#89) to the center Biolith field.  It will 
attack all enemies and most likely kill them all.  This will also boost the 
COMP's mana, but that's okay.  Just don't forget to use Summoner Mesmer's 
Lapse (#93) if you haven't yet.  #93 is your friend.

6. Build up mana again and summon a Tolicore Zealot (#169) for 4 mana if you 
can.  Place it on Field 3 or 8, whichever is open (for the field HP bonus) and 
suits the attack pattern / blind spot better.  Try to keep it alive for a 
while.

7. The COMP will probably start to attack Phaseus.  Let it.  It has 12 HP and 
will stick around for a while.

8. Build up mana again and summon a couple of 1 SC cards (see Recommended 
Cards at the beginning of the guide) onto fields of their same element for the 
HP bonus.  You want to just summon 1 SC cards because you need to build your 
mana back up.

9. Keep alternating between the following steps:

- a. Use the Action Card to attack with Phaseus (6 mana) to wipe out your 
enemies if they have you in check – try to do this with the Tolicore Zealot on 
the board, because you will steal all the exit mana for the COMP's Earth cards

- b. Use a Healing Shower (#97) to keep the Tolicore Zealot alive (primarily) 
or any other card that is down to 1 or 2 HP.

- c. Summon a 1 SC card.  Keep replaying them if the COMP destroys them.  
Remember, limit of 3 for each creature.

- d. Soften up an enemy with a simple summon/attack if the card is over 4 HP – 
you want it at 4 or below in order to kill it with Phaseus easily.

10. At some point you want to get in a position where you have 4 cards on the 
board, at least 7 mana in reserve and all the enemies with 4 HP or less.  It 
may take up to 20-30 turns, so be patient.  When you finally get in that 
position, use the Action Card to attack with Phaseus.  This will wipe out all 
your enemies.  Then summon some cheap card for the victory.

Here is a video that illustrates the strategy described above:

==============================================
  http://www.youtube.com/watch?v=i5Q4oyY9wzw 
==============================================

Beware when playing the Set 2 Earth deck in this challenge.  As mentioned 
before, it contains a Behemoth Terrorformer (#179), which the COMP will use to 
attack Phaseus and switch the fields between the two.  If this happens, 
Phaseus will automatically be destroyed and your chances of winning the 
challenge may be slim.  But don't give up!  This happened to me and I still 
won the challenge with no enemies left.  Hopefully by this point you know the 
game and cards well enough to improvise on the spot and adapt to new game 
conditions.  If the COMP is weakened enough you could still put it away.  Just 
hope the COMP doesn't draw its Behemoth Terrorformer too early.


Challenge 5 - Win with 5 Biolith fields occupied
-----------------------------------------------------------------

===================================
= BATTLE MASTER
===================================
Silver.  For gaining ground on the great expanse. (Completion of Set 1 
Challenge 5)

Set 1.  You must first unlock “Yaksha Ninja” in order to attempt this trophy.  
Select “Biolith Scourge” as the Pre-Constructed Deck.  You have to beat the 
COMP on Normal difficulty using the Official Layout with 5 Biolith fields 
occupied.  See “Biolith Castle Gatekeeper” for COMP Deck Notes.

===================================
= UNSINKABLE BIOLITH ARMADA
===================================
Silver.  For abolishing the Prime Elements. (Completion of Set 2 Challenge 5)

Set 2. You must first unlock “Parmetic Inquisitor” in order to attempt this 
trophy. Select “Biolith Godmaker” as the Pre-Constructed Deck. You have to 
beat the COMP on Normal difficulty using the Official Layout with 5 Biolith 
fields occupied.  See “Biolith Castle Archive Curator” for COMP Deck Notes.

===================================
= CONDEMNED BIOLITH
===================================
Silver.  For striking fear into the hearts of the heartless Bioliths. 
(Completion of Set 3 Challenge 5)

Set 3. You must first unlock “Sacred Darkness Academy Attendee” in order to 
attempt this trophy. Select “Biolith Revenge” as the Pre-Constructed Deck. You 
have to beat the COMP on Normal difficulty using the Official Layout with 5 
Biolith fields occupied.  See “Biolith Godmaker” for COMP Deck Notes.


This is one of the tougher challenges in the game, but if you can master it, 
you won’t have any problems with the other tough challenges (#3 and #6). You 
have to win the game while occupying 5 Biolith fields. The creatures on the 
fields don’t have to be Biolith, but I would recommend that you use Biolith 
cards exclusively in this challenge, as combining some of them together will 
create some nice bonuses.

You will probably have noticed by now that the bottom element to each corner 
field on the Official Layout is Biolith. So in order to even get 5 Biolith 
fields on the board to start with, you need to fieldquake the corners. There 
is a spell card that is very useful for this purpose:

Seer Vizak’s Calamity (Set.1 #109, Sorcery)

For 5 SC, this card fieldquakes all fields. It also ends your turn 
automatically when played, but this takes care of the main obstacle to 
completing this challenge, as it will reveal all 4 corner Biolith fields. Once 
played, you just need to occupy and hold onto all the Biolith fields. What 
makes this challenge a bit tough is that you are going against the Biolith 
decks, and they can be tough to beat under non-challenge matches.

I highly recommend you have all the Biolith and Spell cards listed in 
the “Recommended Cards” section (earlier in the guide) on hand for this 
challenge. Also have a Cubic on hand (preferably the White Cubic #90), for 
easy card summoning. Use only Biolith cards, because once you complete this 
challenge, you can use this same exact strategy to complete the “creatures of 
the same element on the board” challenge.

Thanks to Tzeeke and FilliamHMuffman for their suggested cards, which provided 
the foundation for this strategy.

There will be no exact turn-by-turn instructions for this challenge, as it may 
take several turns to get the exact conditions you need for victory. 
Basically, what you want to do is this:

1. Cast Parmetic Holy Feast (#91) on your first turn for 2 extra mana.

2. Keep ending your turn without summoning or attacking until you have 8 mana 
(3 turns).

3. Whenever the COMP has 4 or more mana when it's your turn, cast Summoner 
Mesmer's Lapse (#93) and discard some high SC card to rob the COMP of its 
mana. Laugh at the COMP while doing so.

4. Cast Seer Vizak’s Calamity (#109) to fieldquake the entire board.

5. The key to this strategy from this point forward is to play Biolith cards 
on Biolith fields as much as possible. Do not forget that.

6. Start by playing two Imperial Biolith Guards (#75) in two corner fields. 
These cards will give you 1 mana each time you summon a creature to a Biolith 
field. So you’ll want to keep them, alive as long as possible.

7. If you can’t play on a Biolith field because of the card layout (remember 
after the first couple turns you can only play on fields adjacent to occupied 
fields), pass your turn if you need to build mana and you are not in check. Or 
play a Healing Shower (#97) if needed – remember that a Healing Shower will 
give +3 HP to all allies of the same element as the target. So if only play 
Bioliths, all your cards will get +3 HP at once. Very nice.

8. Play a third Imperial Biolith Guard if you have the option to do so. If 
not, play in Field 5 if it is open. The best options are Biolith Battle 
Chariot (#76), Biolith War Chariot (#178), Athenix Citadel (#175), Aegis 
Citadel (#82) or Arc Satellite Cannon (#83). The Chariots are good because if 
you are playing on Biolith fields you don’t have to worry about being in their 
line of fire (can’t target the corners from Field 5). The others are good 
because they have magic attack and the Citadels have extra bonuses:

- a. Athenix = +1 MP for all allied Bioliths if placed on Biolith field

- b. Aegis = Invisibility for all allied Bioliths if placed on Biolith field

9. Don’t forget about a Healing Shower (#97) or Beguiling Fog (#94) if the 
COMP starts messing with you. Just keep an eye on the cards in your “hand” (on 
the screen). Try not to go below 2 cards at the beginning of your turn (though 
passing a turn will build your hand back up).

10. An option at this point that generates a 6th Biolith field is to use an 
Archiver (#181) facing in the direction of a non-Biolith field. The field in 
front of an Archiver is treated as a Biolith field, and thus you can play on 
it as such until the Archiver is either rotated or destroyed. Having the 
Archiver on the board also gives the benefit of +1 HP to all your Biolith 
cards every time you summon a Biolith (which should be all you summon).

11. Replay an Imperial Biolith Guard if the COMP has destroyed one (likely) 
and you are not over the 3 card limit. Otherwise play some of the previous 
card options as needed: Biolith Battle Chariot (#76), Biolith War Chariot 
(#178), Athenix Citadel (#175), Aegis Citadel (#82) or Arc Satellite Cannon 
(#83).

12. Don’t be afraid to pass your turn and just take the mana charge if you 
aren’t in check and the only fields you can play on are non-Biolith. None of 
the cards you are using have less than 3 SC, but if you manage your mana 
correctly you will be okay.

13. At this point you should be building up some good mana and consistently 
have 3 or 4 Biolith fields occupied. The COMP will start to become annoying 
and will summon to any open Biolith field in an obvious attempt to thwart you. 
If there are open non-Biolith fields next to an enemy occupied Biolith field, 
there are a couple of ways you can deal with that:

- a. Play a Biolith Stinger (#74). If it damages but does not destroy an enemy 
(which always happens since it has 0 AP), it will switch places with it. This 
will get you a Biolith card on the Biolith field the COMP occupied. Beware, 
though, the Stinger only has 1 HP – the COMP may take it out the next turn, so 
sometimes it’s better to use this when you have the COMP in Check and need one 
card left to win.

- b. Play a Behemoth Terrorformer (#179). After attacking the fields the 
Terrorformer and the target are on will switch places, putting the Biolith 
field beneath your Terrorformer.

14. The Set 2 Biolith deck has two Behemoth Terrorformers – it will use them 
to steal your Biolith fields. If this happens, an easy way to counter is to 
use Absolver Sacrament (#191) to remove your card that used to be on the 
Biolith field and regain mana equal to its SC. Then play your own Terrorformer 
to move the Biolith field back.

From here on out you may need to improvise a little. Keep working to secure 
all the Biolith fields. If you have all the recommended cards you have the 
tools you need to win this challenge and eventually you will wear the COMP 
down. Try to have a couple Biolith Stingers and Behemoth Terrorformers on hand 
to switch fields around at the end – you will need it because the COMP has the 
annoying habit of killing one of your cards when you have it in Check and then 
summoning to one of the Biolith fields. Using this basic setup and your 
improved knowledge of the game will net you these challenge trophies in no 
time.

Here is a video that illustrates the strategy described above:

==============================================
  http://www.youtube.com/watch?v=GXhImYjyr6I 
==============================================


Challenge 6 - Win with creatures of the same element on the board
-----------------------------------------------------------------

===================================
= NINJA PATRIARCH 
===================================
Silver.  For inspiring steadfast unity in battle. (Completion of Set 1 
Challenge 6)

Set 1. You must first unlock “Yaksha Ninja” in order to attempt this trophy. 
Select “Arbiter” as the Pre-Constructed Deck. You have to beat the COMP on 
Normal difficulty using the Official Layout with creatures of the same element 
on the board.  See “Yaksha Ninja” for COMP Deck Notes.

===================================
= PARMETIC PRIOR 
===================================
Silver.  For punishing heretics near and far. (Completion of Set 2 Challenge 6)

Set 2. You must first unlock “Parmetic Inquisitor” in order to attempt this 
trophy. Select “Parmetic Wrath” as the Pre-Constructed Deck. You have to beat 
the COMP on Normal difficulty using the Official Layout with creatures of the 
same element on the board.  See “Parmetic Inquisitor” for COMP Deck Notes.

===================================
= MASTER SUMMONER
===================================
Silver.  In recognition of your rank as a master summoner. (Completion of Set 
3 Challenge 6)

Set 3. You must first unlock “Sacred Darkness Academy Attendee” in order to 
attempt this trophy. Select “Eye of Judgment” as the Pre-Constructed Deck. You 
have to beat the COMP on Normal difficulty using the Official Layout with 
creatures of the same element on the board.  See “Sacred Darkness Academy 
Attendee” for COMP Deck Notes. 


See Challenge 5 for strategy. I suggest doing the “5 Biolith fields occupied” 
challenge (#5) prior to doing this. Once you master that strategy, you can do 
the same thing for this challenge, only you don’t have to worry about actually 
holding 5 Biolith fields at the end. You just need to make sure your final 5 
cards are all the same element. In our case that’s Biolith.

The main benefit to using Biolith cards on this challenge is that you don’t 
have to worry about losing HP bonuses / fieldquakes since Bioliths are immune 
to that and can be played on any field. The other benefit is that you should 
have done challenge #5 already and so doing this will be no sweat. The only 
issue is the Summoning Lock – but if you use Seer Vizak’s Calamity (#109) like 
in challenge #5 then there is no issue. So stop lollygagging and get to it!



=============================================================================
   VIII.  O T H E R   T R O P H I E S                                  [OTH] |
=============================================================================

===================================
= DIVINE WARRIOR OF JUNO
===================================
Gold.  In recognition of those truly experienced in battle. (victory in 
countless duels)

To get this trophy you need to win 100 games. They can be done either online 
or offline, but all have to be done in one mode or the other. I.e. you can’t 
have 40 offline and 60 online and get the trophy.

Do this trophy last. I recommend getting the victories offline against the 
COMP because if you’ve completed all the bronze and silver trophies thus far 
you will already have at least 37 wins. So just play against one of the easier 
Set 1 decks (I recommend Fire Crusader or Water Barrage), and just grind out 
the other 63 wins. See the Pre-Constructed Deck Trophies section for strategy.

And as always, you have to beat the COMP on Normal or higher difficulty using 
the Official Layout for it to count.

===================================
= DIVINE SUMMONER
===================================
Platinum.  In recognition of your rank as a true master summoner. (Acquisition 
of all trophies)

You will receive this trophy once you have acquired all gold, silver and 
bronze trophies in this title.

Congratulations on the platinum! Can you say "Mana Release?"