Magic: The Gathering
Duels of the Planeswalkers 2013

Walkthrough/Strategy Guide by CanadaGuy6 (Corbin Hartwick)

===========================================================================
TABLE OF CONTENTS						[TBFC]
===========================================================================

*NOTE: I've made little codes here so that you can quickly skip to the 
section you want by using the "Find" function ("Ctrl + F" on P.C.s or
"Command/Apple + F" on Macintoshes) in your browser.


Version History.................................................[VRHS]

Author's Greeting...............................................[ITDT]

Welcome to Duels of the Planeswalkers 2013!.....................[WLCM]

General Tips and Tricks.........................................[TPTR]

Decks, Decklists, and Strategies................................[DKSG]
	Born of Flame...........................................[BRNF]
	Pack Instinct...........................................[PCKN]
	Dream Puppets...........................................[DRMP]
	Goblin Gangland.........................................[GBGL]
	Obedient Dead...........................................[BNDD]
	Peacekeepers............................................[PCKP]
	Exalted Darkness........................................[XLDK]
	Ancient Wilds...........................................[NCWL]
	Crosswinds..............................................[CRSW]
	Celestial Light.........................................[CLLG]
	Aura Servants...........................................[RSVT]
	Sepulchral Strength.....................................[SPSR]
	Mindstorms..............................................[MDST]
	Grinning Malice.........................................[GNML]
	Collective Might........................................[CLMG]
	Act of War..............................................[CTFW]
	Rouges' Gallery.........................................[RGGL]
	Mana Mastery............................................[MNMS]
	Berserker Rage..........................................[BSRG]
	Grim Procession.........................................[GMPC]
	Sky and Scale...........................................[SNSL]

Promotional Cards & Codes.......................................[PMCC]	

Walkthrough.....................................................[WKTG]
	
	Main Campaign...........................................[MCPG]
		
		Stage 1 - Shandalar.............................[SHDL]
			Duel 1 - Talrand........................[TLRD]
			Encounter 1 - Disturbing the Nest.......[DSTN]
			Encounter 2 - Cult of Flame.............[CLTF]
			Duel 2 - Garruk.........................[GRRK]
		
		Stage 2 - Innistrad.............................[NSTD]
			Encounter 3 - Face of the Ghoulcaller...[FCTG]
			Encounter 4 - Stampede!.................[STMP]
			Duel 3 - Odric..........................[DRCM]
			Duel 4 - Liliana........................[LLNV]

		Stage 3 - Ravnica...............................[RVNC]
			Encounter 5 - Spiraling Mana............[SPMN]
			Duel 5 - Krenko.........................[KRNK]
			Encounter 6 - Into the Mine.............[NTTM]
			Encounter 7 - Righteous Anger...........[RTNG]
			Duel 6 - Jace...........................[JCBL]

		Stage 4 - Alara.................................[ALRA]
			Encounter 8 - Dragons' Aerie............[DGSR]
			Duel 7 - Nefarox........................[NFRX]
			Encounter 9 - Double Trouble............[DBTB]
			Duel 8 - Ajani..........................[JNGM]

		Stage 5 - Return to Ravnica.....................[RTRV]
			Duel 9 - Yeva...........................[YVNH]
			Encounter 10 - Snap Judgments...........[SPJM]
			Duel 10 - Chandra.......................[CHDR]
			Duel 11 - Jace Rematch..................[JCRM]

		Stage 6 - Bolas's Realm.........................[BSRM]
			Duel 12 - Nicol Bolas...................[NCBL]

	Revenge Campaign........................................[RVCP]

		Stage 1 - Shandalar.............................[RVSD]
			Duel 1 - Talrand........................[RVTR]
			Duel 2 - Garruk.........................[RVGK]
		
		Stage 2 - Innistrad.............................[RVNS]
			Duel 3 - Odric..........................[RVDR]
			Duel 4 - Liliana........................[RVLL]

		Stage 3 - Ravnica...............................[RVRN]
			Duel 5 - Krenko.........................[RVKK]
			Duel 6 - Jace...........................[RVJC]

		Stage 4 - Alara.................................[RVLR]
			Duel 7 - Nefarox........................[RVNF]
			Duel 8 - Ajani..........................[RVJN]

		Stage 5 - Return to Ravnica.....................[RVRR]
			Duel 9 - Yeva...........................[RVYV]
			Duel 10 - Chandra.......................[RVCD]

		Stage 6 - Bolas's Realm.........................[RVBR]
			Duel 11 - Nicol Bolas...................[RVNB]

	Planechase Campaign.....................................[PCCP]
		
		Stage 1 - Shandalar.............................[PCSL]
			Duel 1 - Ajani, Talrand, and Garruk.....[JTGR]

		Stage 2 - Innistrad.............................[PCNS]
			Duel 2 - Odric, Liliana, and Chandra....[DRLC]

		Stage 3 - Ravnica...............................[PCRV]
			Duel 3 - Jace, Krenko, and Nefarox......[JCNR]
	
		Stage 4 - Alara.................................[PCLR]
			Duel 4 - Yeva, Ajani, and Nicol Bolas...[YJNB]

	Challenge Campaign......................................[CHCP]

		Challenge 1 - Reverse the Assault...............[RVTS]
		Challenge 2 - Exalted Army......................[XLRM]
		Challenge 3 - Drake Expectations................[DKXP]
		Challenge 4 - Stolen Goods......................[SLGD]
		Challenge 5 - Obliterate This!..................[BLTS]
		Challenge 6 - Say Your Praetors.................[SYPT]
			Elesh Norn Solution.....................[SYPN]
			Jin-Gitaxias Solution...................[SYPJ]
			Sheoldred Solution......................[SYPS]
			Urabrask Solution.......................[SYPR]
			Vorinclex Solution......................[SYPV]
		Challenge 7 - Desperate Measures................[DPMS]
		Challenge 8 - Sculpting the Perfect Warrior.....[STPW]
		Challenge 9 - Replica's Revolt..................[RCRV]
		Challenge 10 - Goblin Raiding...................[GBRD]


	Expansion Campaign......................................[XPCP]
		
		Duel 1 - Selesnya Guild.........................[SLSN]
		Duel 2 - Azorius Guild..........................[ZRSG]
		Duel 3 - Rakdos Guild...........................[RKDS]
		Duel 4 - Izzet Guild............................[ZZTG]
		Duel 5 - Golgari Guild..........................[GLGR]

	Expansion Revenge Campaign..............................[XPRV]

		Duel 1 - Selesnya Guild.........................[RVSL]
		Duel 2 - Azorius Guild..........................[RVZR]
		Duel 3 - Rakdos Guild...........................[RVRK]
		Duel 4 - Izzet Guild............................[RVZZ]
		Duel 5 - Golgari Guild..........................[RVGL]

	Expansion Challenge Campaign............................[XPCL]
		
		Challenge 1 - Jitte Choices.....................[JTCC]
		Challenge 2 - Curses!...........................[CRSS]
		Challenge 3 - Golem Defeat......................[GLDF]
		Challenge 4 - Deadman's Gamble..................[DMGB]
		Challenge 5 - Into the Pod......................[NTPD]

Credits and Thanks..............................................[CDTS]

Contact Me......................................................[CTCT]

Legal Disclaimer................................................[LGDC]


===========================================================================
VERSION HISTORY							[VRHS]
===========================================================================

6/28/2012 - Version 1.0; the initial form of this guide.

6/29/2012 - Version 1.1; a little housekeeping.  Guide now available 
	    on Neoseeker.

6/30/2012 - Version 1.2; begain adding "Recommended Decklists" as per 
	    a user's suggestion; finished ones for "Exalted Darkness",
	    "Pack Instinct", and "Crosswinds". Also did a little more 
	    housekeeping.

7/1/2012  - Version 2.0; with help from some kindly users, added 
	    preliminary strategies for the Planechase Campaign.
	    Also did yet more housekeeping, and added a 
	    "non-commercial" clause to the "Legal Disclaimer" section.

7/14/2012 - Version 3.0; FINALLY finished "Recommended Decklists".
	    Also, the guide is now available on Cheat Code Central, 
	    Supercheats, and Cheat Happens.

7/21/2012 - Version 4.0; finished walkthrough for the Revenge Campaign,
	    added a couple of alternate "Recommended Decklists", and
	    did a little more housekeeping.

7/22/2012 - Version 4.5; added section on "Promotional Cards and Codes",
	    and fine-tuned "Recommended Decklists" accordingly.

7/30/2012 - Version 4.6; fixed a few errors and re-tweaked a few of the
	    "Recommended Decklists".

9/16/2012 - Version 4.7; added a reader-submitted recommended decklist
	    for "Dream Puppets", and fixed a few more errors.  The guide
	    is now available on "Cheats.de".

1/30/2013 - Version 5.0; FINALLY completed walkthrough for Expansion
	    Campaign, Expansion Revenge Campaign, and Expansion 
	    Challenge Campaign.  I profusely apologize to all of you,
	    as I said that I would get this done by October or
	    November of last year, but I got caught up in school stuff
	    and playing other games.

4/25/2013 - Version 6.0; FINALLY completed all "Recommended Decklists"
	    and everything else that wasn't already completed.  I thank
	    all of you for your patience.


===========================================================================
AUTHOR'S GREETING						[ITDT]
===========================================================================

Greetings to all!  My name is Corbin Hartwick (a.k.a. CanadaGuy6 or other 
variations of it), and this is my first video game guide.  I've been a 
frequent user of sites such as "GameFAQs" for a number of years, and 
decided that it was high time to give something back to the community.  
So I decided to make a walkthrough and strategy guide for one of my 
favourite games of late - Magic: The Gathering's Duels of the 
Planeswalkers 2013.  I've been playing Magic: The Gathering on and off for 
about 12 years now, and while I'm not the most competitive player in the 
world, I know most of the ins and outs of the game, as well as a variety 
of basic and advanced strategies.  If you have any praise, constructive 
feedback, constructive criticism, or you want to feature my guide on your
site, feel free to drop me a line; my e-mail is in the "Contacts" section.
Also, if you are or you know a person who can make cool A.S.C.I.I. art to 
maybe spruce up my boring header a bit, let me know.  Otherwise, I hope 
this guide helps you play and enjoy the game, and maybe become a better 
Magic: The Gathering player yourself.


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WELCOME TO DUELS OF THE PLANESWALKERS 2013!			[WLCM]
===========================================================================

Duels of the Planeswalkers 2013 is the third installment (or fourth, if 
you count that game made by Microprose/Atari back in 1997-1998) in a 
series of arcade simulations of the world's first and most enduring 
collectible trading card game, Magic: The Gathering.  You play the role 
of a "planeswalker", a powerful magic-user with the rare ability to 
teleport between different dimensions, called "planes" of existence.
However, there are monsters, heroes, villains, and even other
planeswalkers who are jealous of your gifts, and who would challenge
your supremacy.  Using tricks, tactics, and sometimes just good old
brute force, you must find ways to overcome those who would oppose you.
As you conquer your enemies, you will unlock knowledge of new and deadly
spells to add to your arsenal.  All of this will lead up to a final
showdown with the devious dragon planeswalker, Nicol Bolas.  Do you have
the strength, wisdom, and courage to face one of the most ancient,
powerful, and evil beings in the Multiverse?


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GENERAL TIPS AND TRICKS						[TPTR]
===========================================================================

- If you're new to Magic: The Gathering, read the "How to Play" section 
and play the "Tutorial", both in the "Help and Options" menu.  You can 
also access the "Tutorial" while in the "Shandalar" stage of the Main
Campaign (press the "X" button on the XBOX 360).

- If you're an advanced player, try playing around with some of the 
settings in the "Help and Options" menu.  There are certain situations
when being able to take extra time to think or targeting players or
creatures that the game normally wouldn't let you target can actually
be beneficial.

- If you find yourself struggling, whether with a certain deck or in
general, try decreasing the difficulty level.  That way, you can more
easily unlock the cards you need to improve your deck (and, on "Mage"
[Easy] difficulty, get hints about how to play more strategically).  
Once you feel that you've got your deck figured out and configured the 
way you want it, turn the difficulty level back up and see how you fare
against more challenging opponents.

- When building your deck, try to keep your card count close to the 
minimum of 60 cards.  The more cards you have in your deck, the less 
chance that you will draw the ones you need in a timely manner.

- Try to keep a good balance in your deck between creatures and other 
types of spells.  While creatures are usually very important in that 
they help you damage your opponent as well as defend yourself, they won't 
always be enough to help you deal with the threats that your opponents 
throw at you.  The right non-creature spells can help you get your best 
creatures out faster, help out your own creatures, or take out your 
opponent's creatures so that your own creatures don't have to do all 
of the heavy lifting.

- When possible, play cards in your deck that can generate "card advantage";
that is, they can give you more assets on the battlefield or limit your 
opponent's assets while using up fewer of your resources.  One example is
cards that generate creature tokens, since they usually allow you to summon
multiple creatures while using up only a single card.  Another example is
cards that can damage, destroy, or otherwise debilitate multiple (or all)
creatures, such as "Flamebreak", "Mutilate", and "Sleep".  While some of
these cards may put your own creatures in danger, they may also turn a game
around if your opponent has you badly outnumbered.

- Conversely, try to avoid playing cards in your deck that can easily let 
your opponent get "card advantage".  A good example of this is 
"Aura" enchantments that provide a benefit to your own creatures 
(such as "Divine Favor"); while some have powerful effects, they are 
destroyed when the creature they are attached to leaves the battlefield.  
This often means that all your opponent has to do is block your enchanted 
creature with a big enough creature of their own (or one with the 
"deathtouch" ability) - or cast a spell that destroys or exiles your 
enchanted creature - for them to take care of two of your cards with only 
one of their own.

- Partial exceptions to the above point include "Equipment" cards, as well as 
"Aura" enchantments that negatively affect your opponent's creatures.  
While "Equipment" cards behave similarly to "Aura" enchantments, they usually 
stay on the battlefield if the creature they are attached to leaves the 
battlefield, allowing you to re-use them.  Meanwhile, playing "Aura"
enchantments that negatively affect your opponent's creatures (like 
"Pacifism") will often neutralize your opponent's threats, and maybe also
make your opponent waste time and resources trying to deal with them.

- On a related note to the "card advantage" discussion, when possible, play 
cards in your deck that will immediately affect the battlefield when cast.  
This usually means a creature to attack or block with, or a spell or 
enchantment that will hamper or destroy an opponent's card(s).  There's almost 
nothing worse than facing a horde of opposing creatures and drawing a card like
"Underworld Dreams" which, while it damages your opponent, does nothing to help 
you defend yourself.

- Take advantage of your creatures' special abilities when you can.  Creatures 
with abilities like "flying", "deathtouch", "reach", and "first strike" can 
make it difficult for your opponent to attack or block effectively, letting 
you more easily implement your plans.


===========================================================================
DECKS, DECKLISTS, AND STRATEGIES				[DKSG]
===========================================================================

There are a total of twenty-one different playable decks in Duels of the 
Planeswalkers 2013.  The original game has ten, two for each different 
colour of magic (including one two-colour deck).  The expansion adds five,
each of which uses two colours and represents one of the guilds on the 
plane of Ravnica (namely, the five featured in the "Return to Ravnica" 
set). There are also six decks that you can download as part of three sets
of "deck packs" (with two decks each).  Five of these decks are like those
introduced in the expansion, each using two colours and representing a
guild from the plane of Ravnica.  The last deck uses all five colours of
magic together.  To help you figure out how one deck stacks up against
another, the nice folks at Wizards of the Coast added a new feature in this
edition of Duels of the Planeswalkers: each deck is rated on a scale of one
to five - with one being weak and five being strong - on four key deck 
characteristics.  They are as follows:


CREATURE (SIZE) - This is an average measure of how strong the creatures 
		  in the deck are, in terms of their power (attack) and 
		  toughness (defence) ratings.

(DECK) SPEED - This is an indicator of how fast the deck can assemble the 
	       assets that it needs to win.  Decks with high ratings here
	       can usually cast (and attack with) several low-mana-cost 
	       creatures very quickly, while decks with lower ratings may
	       need to try to stall the opponent a little until they can
	       start casting their best spells.

(DECK) FLEXIBILITY - This is an indicator of how good the deck is at dealing 
		     with a variety of opposing strategies.  Decks with high
		     ratings here usually contain many cards that can destroy
		     or otherwise neutralize an opponent's threats, while 
		     decks with low ratings may need to stick tightly to their
		     core strategy and simply push on through.

(CARD) SYNERGY - This is an indicator of how well the spells in the deck work 
		 together and help each other out.  Decks with high ratings 
		 here usually contain lots of spells or creatures that give 
		 bonuses to each other or form beneficial combinations, while 
		 decks with low ratings usually contain spells that are good 
		 on their own but do not necessarily support each other well.


I will list the decks in the order that they appear in the "Deck Manager" 
menu (not necessarily the order in which you unlock them, except for the
expansion decks, since "Celestial Light" got put after them for some
reason), along with their ratings, an analysis of how to play the deck
effectively, and a list of cards in the deck.  I have also included, for
each deck, a list of the 30 cards that you can unlock for that deck, in
the order in which you can unlock them.  I have also included a list of
the 10 cards that you can unlock for each deck by using promotional codes
(more on those later).  Finally, I have included recommended decklists for
playing the deck strategically (at least for normal, one-on-one games; you
may need afew tweaks here and there when playing a multiplayer game).  Most
of them are my own personal decklists, but some are from other readers.
They are only recommendations; your choices and play experiences may vary,
so use what works for you.  Also note that it is what I think the deck
should look like after all of the extra cards have been unlocked, so some of
the cards that you unlock along the way might still be useful in fully
unlocking the deck, but not as much so once the deck is done.

*NOTE: only the first two decks - "Born of Flame" and "Pack Instinct" - are 
available from the beginning of the game.  The six decks that are part of
the downloadable "deck packs" will also be available from the start of the
game if you have them.  The other thirteen are unlocked by defeating the
character that corresponds with that deck in either the Main Campaign or 
the Expansion Campaign.


---------------------------------------------------------------------------
BORN OF FLAME (CHANDRA'S DECK)					[BRNF]
---------------------------------------------------------------------------

STATS


CREATURES:	* * * *

SPEED:		* *

FLEXIBILITY:	* * * *

SYNERGY:	*


STRATEGY

Basically, the point of this deck is to use your damage spells to eliminate
your opponent's creatures before they can cause much damage to you.  Then,
you summon your own creatures to attack a defenceless opponent.  You can
also often use your damage spells to directly harm your opponent if you get
locked in a stalemate.  Besides the aforementioned damage spells, the key
cards in the deck are the "phoenix" creatures.  Not only do these creatures
all have the "flying" ability - which is extremely useful in terms of both
offence and defence - but they also all have some way to return to your
hand from the graveyard.  This means that you don't need to worry so much
about them dying, whether that happens by fighting with your opponent's
creatures in combat or getting hit by a damage spell or ability (even if
it's your own).  While your opponent begins to permanently run out of
options, your "phoenix" creatures will continue to rise from the ashes and
become threats once again!



DEFAULT DECKLIST


LANDS (24)

24 Mountain


CREATURES (18)

1 Dragon Hatchling
2 Pyre Charger
2 Torch Fiend
1 Chandra's Phoenix
2 Fiery Hellhound
1 Prodigal Pyromancer
2 Firewing Phoenix
2 Furnace Whelp
2 Fire Elemental
1 Magma Phoenix
1 Hostility
1 Skarrgan Firebird


OTHER (18)

2 Flame Slash
1 Rain of Embers
2 Ruby Medallion
4 Searing Spear
1 Flamebreak
2 Flames of the Firebrand
3 Chandra's Outrage
2 Chandra's Fury
1 Flame Wave


UNLOCKABLE CARDS

Magma Phoenix
Fire Servant
Swiftfoot Boots
Dragon Hatchling
Searing Blaze
Chandra's Phoenix
Obsidian Fireheart
Inferno Titan
Cone of Flame
Blaze
Disaster Radius
Earthquake
Flames of the Blood Hand
Chandra's Spitfire
Flamebreak
Fireblast
Red Sun's Zenith
Chandra's Fury
Swiftfoot Boots
Searing Blaze
Fire Servant
Flames of the Blood Hand
Chandra's Outrage
Obsidian Fireheart
Searing Blaze
Cone of Flame
Red Sun's Zenith
Flames of the Blood Hand
Firewing Phoenix
Beacon of Destruction


UNLOCKABLE PROMOTIONAL CARDS

Lightning Bolt
Chandra's Phoenix
Sulfuric Vortex
Chain Reaction
Furnace of Rath
Hostility
Inferno Titan
Dragon Mage
Flame Wave
Worldfire


RECOMMENDED DECKLIST


LANDS (24)

24 Mountain


CREATURES (17)

2 Torch Fiend
3 Chandra's Phoenix
1 Chandra's Spitfire
3 Firewing Phoenix
2 Obsidian Fireheart
2 Fire Elemental
2 Magma Phoenix
2 Inferno Titan


OTHER (19)

1 Earthquake
2 Flame Slash
1 Lightning Bolt
3 Searing Blaze
4 Searing Spear
2 Flamebreak
2 Flames of the Firebrand
1 Chain Reaction
3 Chandra's Outrage


---------------------------------------------------------------------------
PACK INSTINCT (GARRUK'S DECK)					[PCKN]
---------------------------------------------------------------------------

STATS


CREATURES:	* * * * *

SPEED:		* *

FLEXIBILITY:	* *

SYNERGY:	* * *



STRATEGY

This deck is all about doing what green magic does best: beating opponents 
down with brute force.  Early in the game, you'll want to cast spells that 
get more lands onto the battlefield and make your spells cost less mana to
cast.  Once you do that, you can start casting your big creatures - or
making swarms of smaller creatures - and quickly put your opponent on the 
defensive.  Creatures with the "trample" ability are key, as they can run 
right over your opponent's smaller creatures and deal their leftover damage 
to your opponent when they attack.  Cards that generate creature tokens can 
also be game-breaking.  Besides these, there are a couple of other key cards 
to pay attention to.  "Prey Upon" is a great spell that can let one of your 
big creatures beat up an opponent's smaller creature that may have an 
annoying special ability.  "Garruk's Packleader", besides being a big 
creature itself, lets you draw a card every time a creature with 3 or more 
power enters the battlefield under your control; this can be a great source 
of "card advantage".  "Indrik Stomphowler" can be a great source of 
"card advantage", too; not only do you get a big creature, but you also get 
to destroy an artifact or enchantment... just make sure your opponent has 
one for you to pick so you don't accidentally destroy your own!  Finally, 
"Sentinel Spider" has the "reach" ability, which allows it to block 
creatures with the "flying" ability, a common  weakness of decks based around 
green magic.  It also has the "vigilance" ability, which allows it to attack 
without becoming tapped.  This means that it can attack on your turn and then 
- assuming that nothing terrible happens to it - be ready to defend you on 
your opponent's turn.



DEFAULT DECKLIST


LANDS (24)

24 Forest


CREATURES (21)

2 Garruk's Companion
3 Brindle Boar
1 Leatherback Baloth
2 Primal Huntbeast
2 Timbermaw Larva
1 Wildheart Invoker
2 Garruk's Packleader
3 Indrik Stomphowler
3 Sentinel Spider
1 Primalcrux
1 Terra Stomper


OTHER (15)

1 Fog
3 Prey Upon
1 Primal Bellow
2 Emerald Medallion
1 Lightning Greaves
4 Nature's Lore
1 Blanchwood Armor
1 Bountiful Harvest
1 Howl of the Night Pack


UNLOCKABLE CARDS

Khalni Hydra
Timbermaw Larva
Garruk's Companion
Garruk's Packleader
Jayemdae Tome
Master of the Wild Hunt
Rampaging Baloths
Ant Queen
Wildheart Invoker
Fangren Firstborn
Leatherback Baloth
Ulvenwald Tracker
Boundless Realms
Garruk's Companion
Predatory Rampage
Primordial Hydra
Leatherback Baloth
Cultivate
Primal Bellow
Fangren Firstborn
Ant Queen
Incremental Growth
Chameleon Colossus
Jayemdae Tome
Cultivate
Primeval Titan
Epic Proportions
Howl of the Night Pack
Blanchwood Armor
Primalcrux


UNLOCKABLE PROMOTIONAL CARDS

Primordial Hydra
Vinelasher Kudzu
Dungrove Elder
Genesis Wave
Obstinate Baloth
Incremental Growth
Vorapede
Avenger of Zendikar
Biorhythm
Verdant Force



RECOMMENDED DECKLIST (BIG STATS)


LANDS (24)

24 Forest


CREATURES (27)

1 Ulvenwald Tracker
4 Garruk's Companion
1 Dungrove Elder
3 Leatherback Baloth
1 Chameleon Colossus
1 Master of the Wild Hunt
1 Obstinate Baloth
3 Garruk's Packleader
3 Indrik Stomphowler
3 Sentinel Spider
1 Vorapede
2 Primalcrux
1 Primeval Titan
1 Rampaging Baloths
1 Terra Stomper


OTHER (9)

3 Prey Upon
1 Lightning Greaves
3 Nature's Lore
2 Cultivate



RECOMMENDED DECKLIST (TOKEN SWARM)


LANDS (24)

24 Forest


CREATURES (24)

4 Garruk's Companion
2 Primordial Hydra
1 Vinelasher Kudzu
3 Brindle Boar
1 Dungrove Elder
3 Leatherback Baloth
2 Fangren Firstborn
1 Master of the Wild Hunt
2 Ant Queen
3 Sentinel Spider
1 Rampaging Baloths
1 Avenger of Zendikar


OTHER (12)

3 Prey Upon
4 Nature's Lore
2 Cultivate
1 Predatory Rampage
2 Howl of the Night Pack


---------------------------------------------------------------------------
DREAM PUPPETS (JACE'S DECK)					[DRMP]
---------------------------------------------------------------------------

STATS


CREATURES:	*

SPEED:		*

FLEXIBILITY:	* * * *

SYNERGY:	* * * *


STRATEGY

This is a bit of a different deck in that instead of attacking your 
opponent's life, the goal is to attack their deck (i.e. if your opponent 
has no cards left in their deck when they are required to draw one, they 
lose the game).  To that end, this deck's main priority is defence, whether 
that is blocking attacks, negating your opponent's spells, tapping your 
opponent's creatures, stealing your opponent's creatures, or returning your 
opponent's cards to their hand.  When you catch a breather, use the 
opportunity to cast spells that let you draw extra cards or send cards from 
your opponent's deck to the graveyard.  A few key cards stand out in this 
deck.  "Jace's Phantasm" may be a small creature to begin with, but it has 
the useful "flying" ability, and once you start filling your opponent's 
graveyard with cards, it will quickly grow into a powerful offensive and 
defensive threat.  "Sleep" is a wonderful defensive spell that taps all of
your opponent's creatures and keeps them tapped for their next turn,
thereby effectively stopping them from attacking and/or clearing the way for
your own creatures.  Finally, "Mind Control" is a nasty enchantment that
steals one of your opponent's creatures and lets you use it against them!
As you unlock cards for this deck, try to add more creatures to defend
yourself with, and replace cards that help both you and your opponent
(like "Howling Mine" and "Font of Mythos") or that don't affect the
battlefield much (such as "Jace's Erasure" and "Mind Sculpt") with cards
that are only beneficial to you, can affect the battlefield, and/or that
can generate "card advantage" (such as "Unsummon", "Mind Control", and
"Visions of Beyond").  You can also try a combination-style deck that
runs fewer creatures and lets your opponent draw extra cards, but can also
quickly fill your own hand with deck-depleting spells.  It's riskier,
but if you do it right, the increased speed can be well worth it.


DEFAULT DECKLIST


LANDS (25)

25 Island


CREATURES (12)

3 Jace's Phantasm
2 Aether Adept
2 Cephalid Broker
1 Clone
1 Dreamborn Muse
3 Vedalken Entrancer


OTHER (23)

3 Thought Scour
1 Visions of Beyond
2 Counterspell
2 Howling Mine
2 Into the Roil
2 Jace's Erasure
2 Mind Sculpt
2 Sapphire Medallion
1 Crippling Chill
2 Font of Mythos
1 Sleep
1 Wheel and Deal
1 Mind Control
1 Telemin Performance


UNLOCKABLE CARDS

Mind Control
Prosperity
Unsummon
Jace's Phantasm
Dreamborn Muse
Icy Manipulator
Clone
Sturmgeist
Mind Sculpt
Hedron Crab
Crippling Chill
Sword of Body and Mind
Chancellor of the Spires
Scalpelexis
Traumatize
Tome Scour
Hedron Crab
Crippling Chill
Icy Manipulator
Tome Scour
Unsummon
Grindclock
Visions of Beyond
Body Double
Isleback Spawn
Sands of Delirium
Archive Trap
Chancellor of the Spires
Isleback Spawn


UNLOCKABLE PROMOTIONAL CARDS

Grindstone
Dream Fracture
Sands of Delirium
Stroke of Genius
Sword of Body and Mind
Dreamborn Muse
Body Double
Telemin Performance
Traumatize
Forced Fruition


RECOMMENDED DECKLIST (DEFENCE AND CONTROL)


LANDS (25)

25 Island


CREATURES (19)

2 Hedron Crab
4 Jace's Phantasm
2 Aether Adept
2 Clone
3 Dreamborn Muse
3 Vedalken Entrancer
2 Body Double
1 Chancellor of the Spires


OTHER (16)

3 Thought Scour
2 Unsummon
2 Visions of Beyond
2 Counterspell
2 Into the Roil
2 Sword of Body and Mind
1 Sleep
2 Mind Control



RECOMMENDED DECKLIST (SPEED SHREDDER)


LANDS (25)

25 Island


CREATURES (12)

2 Hedron Crab
4 Jace's Phantasm
2 Aether Adept
2 Clone
1 Sturmgeist
1 Chancellor of the Spires


OTHER (23)

2 Prosperity
2 Unsummon
2 Counterspell
2 Howling Mine
2 Into the Roil
2 Jace's Erasure
3 Mind Sculpt
2 Sapphire Medallion
1 Dream Fracture
2 Font of Mythos
1 Sleep
2 Mind Control



RECOMMENDED DECKLIST (DEFENCE/SHRED HYBRID)

from blackdragoon289, a.k.a. Superwised


LANDS (29)

29 Island


CREATURES (19)

2 Hedron Crab
4 Jace's Phantasm
2 Aether Adept
2 Clone
2 Dreamborn Muse
2 Vedalken Entrancer
2 Body Double
1 Scalpelexis
2 Chancellor of the Spires



OTHER (24)

1 Grindstone
2 Tome Scour
2 Counterspell
2 Howling Mine
2 Jace's Erasure
3 Mind Sculpt
2 Sapphire Medallion
2 Sword of Body and Mind
2 Font of Mythos
1 Archive Trap
2 Mind Control
2 Traumatize
1 Forced Fruition


---------------------------------------------------------------------------
GOBLIN GANGLAND (KRENKO'S DECK)					[GBGL]
---------------------------------------------------------------------------

STATS


CREATURES:	*

SPEED:		* * * * *

FLEXIBILITY:	* *

SYNERGY:	* * * *


STRATEGY

The theme of this deck is pretty simple: cast creatures quickly, attack 
whenever you aren't going to get blown out in combat, and win before your 
opponent has a chance to set up.  With lots of low-mana-cost creatures, 
along with spells that can generate creature tokens, you should be able 
to quickly muster a small army.  If you run into problems, use damage 
spells or the damage abilities of your creatures to clear the way.  While 
most of the cards in this deck are small statwise, there are a few 
all-stars.  "Goblin Chieftain" gives all of your other "goblin" creatures 
a small stat boost, while "Goblin Warchief" makes your "goblin" creatures 
cost less mana to cast.  Also, both of these creatures give your "goblin"
creatures the "haste" ability, meaning that they don't have to wait a
turn to attack!  "Gempalm Incinerator" can be used as a creature if you
need it, but it's even more valuable for its "cycling" ability.  By
discarding it, you not only draw a new card, but also hit any creature for
damage equal to the number of "goblin" creatures you control!  Finally, 
"Siege-Gang Commander" creates 3 "goblin" creature tokens when it's 
summoned, and its other ability allows you to sacrifice "goblin" creatures
to damage almost anything you want!  This is great for clearing out bigger
opposing creatures, or damaging your opponent in a stalemate.  As you
unlock cards for this deck, try to take out the more expensive cards in
your deck, or those with limited or no special abilities (like
"Raging Goblin" and "Goblin Piker") and replace them with cards that help
you get more creatures onto the battlefield or boost the ones that you
already have (like "Goblin Bushwhacker", "Goblin Chieftain", and
"Goblin Ringleader").


DEFAULT DECKLIST


LANDS (24)

24 Mountain


CREATURES (27)

2 Goblin Arsonist
1 Goblin Bushwhacker
2 Raging Goblin
2 Ember Hauler
3 Goblin Piker
1 Goblin Piledriver
1 Goblin Wardriver
1 Blisterstick Shaman
2 Gempalm Incinerator
1 Goblin Chieftain
1 Goblin Roughrider
1 Goblin Warchief
2 Rummaging Goblin
1 Battle-Rattle Shaman
1 Clickslither
1 Goblin Fire Fiend
1 Lowland Oaf
2 Reckless One
1 Siege-Gang Commander


OTHER (9)

1 Goblin Grenade
2 Shock
2 Krenko's Command
2 Ring of Valkas
1 Mindmoil
1 Rage Reflection



UNLOCKABLE CARDS

Krenko, Mob Boss
Relentless Assault
Rummaging Goblin
Goblin Guide
Thunder-Thrash Elder
Goblin Balloon Brigade
Goblin Bushwhacker
Goblin Goon
Lowland Oaf
Chancellor of the Forge
Goblin Ringleader
Goblin Dynamo
Goblin Chieftain
Smelt
Squee, Goblin Nabob
Thunder-Thrash Elder
Relentless Assault
Lavafume Invoker
Voracious Dragon
Goblin Balloon Brigade
Goblin Offensive
Krenko's Command
Goblin Piledriver
Goblin Fireslinger
Lowland Oaf
Smelt
Arms Dealer
Gempalm Incinerator
Goblin Grenade
Warren Instigator


UNLOCKABLE PROMOTIONAL CARDS

Goblin Guide
Goblin War Strike
Warren Instigator
Arms Dealer
Goblin Artillery
Goblin Assault
Goblin Chieftain
Goblin Ringleader
Reckless One
Siege-Gang Commander



RECOMMENDED DECKLIST


LANDS (24)

24 Mountain


CREATURES (31)

2 Goblin Arsonist
2 Goblin Bushwhacker
2 Goblin Guide
2 Ember Hauler
2 Goblin Piledriver
1 Goblin Wardriver
2 Warren Instigator
2 Ams Dealer
3 Gempalm Incinerator
3 Goblin Chieftain
1 Goblin Roughrider
1 Goblin Warchief
1 Rummaging Goblin
1 Clickslither
2 Goblin Ringleader
1 Krenko, Mob Boss
2 Siege-Gang Commander
1 Voracious Dragon


OTHER (5)

2 Shock
3 Krenko's Command


---------------------------------------------------------------------------
OBEDIENT DEAD (LILIANA'S DECK)					[BNDD]
---------------------------------------------------------------------------

STATS

CREATURES:	* * *

SPEED:		* *

FLEXIBILITY:	* * * * *

SYNERGY:	* * *


STRATEGY

Two things stick out about this deck.  First of all, it has a ton of ways to 
eliminate your opponent's creatures, either by discarding them from your 
opponent's hand, damaging them, lowering their stats, forcing them to be 
sacrificed, or just destroying them outright.  Second, a lot of cards in this
deck seem to care about how many "Swamp" cards you can put onto the 
battlefield.  "Liliana's Shade" puts an extra "Swamp" into your hand from 
your deck when it hits the battlefield, and can temporarily grow stronger if
you have spare black mana lying around to feed it.  "Veilborn Ghoul" returns
to your hand from the graveyard every time you play a "Swamp", ready to drive
at your opponent once more.  And both "Tendrils of Corruption" and "Corrupt"
can inflict damage on an opponent's creature (or, in the case of "Corrupt", 
your opponent) equal to the number of "Swamp" cards you control, and increase
your life by the same amount!  When you unlock cards for this deck, try 
taking out cards that do not affect the battlefield or that you feel are 
underpowered and/or overcosted for their stats or effects (such as 
"Mire's Toll", "Underworld Dreams", or "Public Execution").  Then, add in 
cheaper creatures that have better effects, such as "Dread Warlock" and 
"Halo Hunter".  You may also want to add in cheaper cards that can destroy 
your opponent's cards, such as "Mutilate", "Infest", and "Nekrataal".
Finally, although this deck could use some balancing in terms of mana costs,
don't be shy about throwing one or two extra heavy hitters in the deck.
Between drawing cards with "Sign in Blood" and fetching "Swamp" cards with
"Liliana's Shade", you should usually have enough mana available to make some
game-changing plays.


DEFAULT DECKLIST


LANDS (25)

25 Swamp


CREATURES (17)

2 Fume Spitter
2 Blister Beetle
2 Liliana's Specter
1 Vampire Nighthawk
2 Warpath Ghoul
2 Bloodhunter Bat
2 Liliana's Shade
2 Veilborn Ghoul
1 Xathrid Gorgon
1 Rune-Scarred Demon


OTHER (18)

2 Crippling Blight
1 Innocent Blood
1 Mire's Toll
2 Jet Medallion
2 Sign in Blood
1 Last Kiss
3 Murder
1 Underworld Dreams
1 Tendrils of Corruption
1 Rise from the Grave
1 Corrupt
2 Public Execution


UNLOCKABLE CARDS

Nekrataal
Liliana's Shade
Incremental Blight
Nightwing Shade
Nantuko Shade
Befoul
Nested Ghoul
Avatar of Woe
Liliana's Shade
Infest
Mutilate
Nightmare
Plague Wind
Icy Manipulator
Reiver Demon
Rise from the Grave
Dread Warlock
Befoul
Murder
Exsanguinate
Underworld Dreams
Nested Ghoul
Icy Manipulator
Griselbrand
Halo Hunter
Dread Warlock
Nightmare Incursion
Pestilence Demon
Exsanguinate


UNLOCKABLE PROMOTIONAL CARDS

Nantuko Shade
Diabolic Tutor
Phyrexian Obliterator
Dread
Grave Titan
Hellcarver Demon
Massacre Wurm
Nightmare
Phage the Untouchable
Reiver Demon


RECOMMENDED DECKLIST


LANDS (25)

25 Swamp


CREATURES (24)

2 Blister Beetle
2 Nantuko Shade
2 Dread Warlock
2 Liliana's Specter
1 Vampire Nighthawk
2 Warpath Ghoul
2 Bloodhunter Bat
4 Liliana's Shade
1 Nekrataal
1 Phyrexian Obliterator
1 Halo Hunter
1 Veilborn Ghoul
1 Dread
1 Grave Titan
1 Massacre Wurm


OTHER (11)

2 Sign in Blood
1 Infest
4 Murder
1 Diabolic Tutor
1 Mutilate
1 Tendrils of Corruption
1 Corrupt


---------------------------------------------------------------------------
PEACEKEEPERS (ODRIC'S DECK)					[PCKP]
---------------------------------------------------------------------------

STATS


CREATURES:	* *

SPEED:		* * * *

FLEXIBILITY:	* * *

SYNERGY:	* * *


STRATEGY

This is a fairly aggressive deck, but it scraps the all-out offensive 
approach in favour of more defensive tricks in case you hit a snag or two.  
Cards like "Pacifism", "Oblivion Ring", and "Fiend Hunter" can lock down or
eliminate your opponent's biggest threats, creating openings for your other
creatures.  Other than that, this deck has tons of ways to create creature
tokens.  Even some of your creatures generate creature tokens, either when 
they enter the battlefield or when they die.  "Captain of the Watch" is your
trump card in this regard, as it not only creates 3 creature tokens when it 
enters the battlefield, but also gives all other "soldier" creatures you 
control (which most of your creatures will be) a stat boost as well as the 
"vigilance" ability!  Another key card in this deck is "Crusader of Odric", 
a creature whose original stats are equal to the number of creatures you 
control, including itself.  With a bunch of creature tokens on the 
battlefield, it can become a big threat in a big hurry!  When you unlock 
cards for this deck, try adding more ways to deal with your opponent's 
creatures, as well as some creatures with the "flying" ability 
("Archon of Justice" is both!).  That way, you can have your creatures 
with "flying" attack your opponent with less resistance while your 
creature tokens on the ground provide a steady line of defence.


DEFAULT DECKLIST


LANDS (25)

25 Plains


CREATURES (21)

2 Doomed Traveler
2 Elite Vanguard
2 Accorder Paladin
2 Master Decoy
2 Squadron Hawk
2 Attended Knight
2 Crusader of Odric
2 Fiend Hunter
2 Nightguard Patrol
1 Elgaud Inquisitor
1 Geist-Honored Monk
1 Captain of the Watch


OTHER (14)

3 Pacifism
2 Raise the Alarm
2 Ring of Thune
1 Glorious Anthem
2 Oblivion Ring
1 Safe Passage
3 Captain's Call


UNLOCKABLE CARDS

Odric, Master Tactician
Spectral Rider
Elgaud Inquisitor
Journey to Nowhere
Windborne Charge
Pennon Blade
Intrepid Hero
Glorious Anthem
Mass Calcify
Captain's Call
Mausoleum Guard
Dawn Elemental
Loyal Sentry
Archon of Justice
Crusader of Odric
Captain of the Watch
Elite Vanguard
Journey to Nowhere
Windborne Charge
Geist-Honored Monk
Flickerwisp
Archon of Justice
Turn the Tables
Master Decoy
Pennon Blade
Spirit of the Hearth
Midnight Guard
Honor of the Pure
Guardians' Pledge
Archangel


UNLOCKABLE PROMOTIONAL CARDS

Accorder Paladin
Honor of the Pure
Squadron Hawk
Guardians' Pledge
Intrepid Hero
Dawn Elemental
Sigil of the New Dawn
Captain of the Watch
Sun Titan
Mass Calcify



RECOMMENDED DECKLIST


LANDS (25)

25 Plains


CREATURES (23)

3 Elite Vanguard
3 Accorder Paladin
3 Squadron Hawk
2 Attended Knight
3 Crusader of Odric
2 Fiend Hunter
1 Odric, Master Tactician
2 Archon of Justice
3 Captain of the Watch
1 Sun Titan


OTHER (12)

2 Honor of the Pure
2 Journey to Nowhere
2 Raise the Alarm
2 Oblivion Ring
4 Captain's Call


---------------------------------------------------------------------------
EXALTED DARKNESS (NEFAROX'S DECK)				[XLDK]
---------------------------------------------------------------------------

STATS


CREATURES:	*

SPEED:		* * *

FLEXIBILITY:	* *

SYNERGY:	* * * * *


STRATEGY

This deck uses white and black magic, and is based around the "exalted"
ability.  When you declare an attack with only one creature during a turn,
it gets a stat boost equal to the number of cards you control with "exalted"
(including itself, if it has "exalted").  Since you can only attack with one
creature per turn in order for "exalted" to work, try to make it a creature
that is difficult to block, like one that has the "flying" or "unblockable"
abilities.  Meanwhile, use the rest of your creatures and other spells to
defend yourself.  A few key cards in this deck will help you better
implement this strategy.  "Duty-Bound Dead" may be one of the smallest
creatures in the deck, but it has the "exalted" ability, as well as a
"regeneration" ability that can keep it from being destroyed.  Use it to
block a big opposing creature, then activate the "regeneration" ability to
keep it alive to fight again!  "Silent Arbiter" forces each player to attack
and block with only one creature each turn, creating a combat situation that
is likely frustrating for your opponent, but perfect for you!  Finally, 
"Battlegrace Angel" not only has the "exalted" ability, but also gives the
"lifelink" ability to any of your creatures that attacks alone during a turn.
Creatures with "lifelink" add the damage that they deal to their controller's
life, which is a great way to recover if you took damage while setting up.  
When you unlock cards for this deck, try adding creatures with the "flying" or
"protection" abilities, as well as cards that eliminate your opponent's
threats (such as "Unmake" and "Vindicate") or help your creatures push damage
through (such as "Whispersilk Cloak" and "Sword of Vengeance").


DEFAULT DECKLIST


LANDS (25)

11 Plains
9 Swamp
4 Evolving Wilds
1 Cathedral of War


CREATURES (24)

4 Duty-Bound Dead
2 Tormented Soul
4 Aven Squire
2 Child of Night
2 Daggerclaw Imp
3 Guardians of Akrasa
2 Servant of Nefarox
2 Duskmantle Prowler
1 Silent Arbiter
1 Battlegrace Angel
1 Deathbringer Liege


OTHER (11)

1 Seize the Initiative
3 Doom Blade
2 Pacifism
2 Ring of Xathrid
1 Whispersilk Cloak
2 Angelic Benediction


UNLOCKABLE CARDS

Nefarox, Overlord of Grixis
Knight of Infamy
Akrasan Squire
Guardians of Akrasa
Darklit Gargoyle
Knight of Glory
Unmake
Sublime Archangel
Spirit Mantle
Silent Arbiter
Cathedral of War
Whispersilk Cloak
Spirit Mantle
No Mercy
Debtor's Knell
Sigil of Distinction
Angelic Benediction
Knight of Glory
Mark of Asylum
Darklit Gargoyle
Unmake
Knight of Infamy
Akrasan Squire
Angelic Benediction
Mighty Leap
Knight of Glory
Divinity of Pride
Deathbringer Liege
Sword of Vengeance
Vindicate


UNLOCKABLE PROMOTIONAL CARDS

Demonic Tutor
Spirit Mantle
Mortify
Pillory of the Sleepless
Royal Assassin
Unmake
Vindicate
Worship
Divinity of Pride
Angel of Despair


RECOMMENDED DECKLIST


LANDS (22)

8 Plains
12 Swamp
2 Cathedral of War


CREATURES (27)

2 Akrasan Squire
4 Duty-Bound Dead
4 Aven Squire
2 Darklit Gargoyle
3 Knight of Glory
2 Knight of Infamy
1 Royal Assassin
2 Servant of Nefarox
2 Silent Arbiter
1 Sublime Archangel
1 Battlegrace Angel
2 Divinity of Pride
1 Nefarox, Overlord of Grixis


OTHER (11)

1 Demonic Tutor
2 Pacifism
1 Mortify
1 Pillory of the Sleepless
1 Sword of Vengeance
3 Unmake
2 Vindicate



---------------------------------------------------------------------------
ANCIENT WILDS (YEVA'S DECK)					[NCWL]
---------------------------------------------------------------------------

STATS


CREATURES:	* * *

SPEED:		* *

FLEXIBILITY:	* * * *

SYNERGY:	* * *


STRATEGY

For a deck based on green magic, this one is a little unusual.  Instead of
relying on direct force to win, it uses combinations of creatures whose
abilities trigger when they (or another creature) enter and/or leave the
battlefield to adapt to the opponent's strategy.  As such, the key card in
this deck is "Roaring Primadox"; it's a big creature, but forces you to
send one of your own creatures back to your hand every turn.  Normally,
this would be a bad thing, but think about what was just discussed: most
creatures in the deck have abilities that activate upon entering or
leaving the battlefield.  Therefore, if you have a creature on the
battlefield with an ability you want or need to use again, just use the
ability of "Roaring Primadox" to return it to your hand, and then just
re-cast it!  Once you unlock cards for this deck, you can start adding
cards to it that allow you to put creatures onto the battlefield during
your opponent's turn!  Your opponent may think that their attack or
defence is tactically sound... but you may have a nasty surprise!


DEFAULT DECKLIST


LANDS (25)

25 Forest


CREATURES (26)

2 Bond Beetle
2 Taunting Elf
2 Elvish Visionary
2 Thornweald Archer
1 Awakener Druid
2 Wood Elves
2 Yeva's Forcemage
2 Ambassador Oak
4 Roaring Primadox
1 Wolfbriar Elemental
2 Acidic Slime
1 Stingerfling Spider
1 Thragtusk
1 Primordial Sage
1 Terastodon


OTHER (9)

2 Giant Growth
2 Ring of Kalonia
2 Beast Within
1 Overrun
1 Wild Pair
1 Wurmweaver Coil


UNLOCKABLE CARDS

Yeva, Nature's Herald
Carven Caryatid
Erratic Portal
Acidic Slime
Natural Order
Momentous Fall
Wild Pair
Fauna Shaman
Vengevine
Pelakka Wurm
Lurking Predators
Briarpack Alpha
Caller of the Claw
Wood Elves
Primal Surge
Eternal Witness
Elderscale Wurm
Pelakka Wurm
Elvish Visionary
Wild Pair
Stingerfling Spider
Caller of the Claw
Briarpack Alpha
Momentous Fall
Thragtusk
Manaplasm
Erratic Portal
Herd Gnarr
Primordial Sage
Gaea's Revenge


UNLOCKABLE PROMOTIONAL CARDS

Joraga Warcaller
Beast Within
Manaplasm
Spawnwrithe
Natural Order
Vengevine
Thragtusk
Soul of the Harvest
Gigantomancer
Decree of Savagery



RECOMMENDED DECKLIST


LANDS (25)

25 Forest


CREATURES (27)

3 Elvish Visionary
1 Fauna Shaman
2 Thornweald Archer
2 Caller of the Claw
1 Carven Caryatid
1 Eternal Witness
3 Wood Elves
2 Briarpack Alpha
1 Roaring Primadox
2 Vengevine
1 Wolfbriar Elemental
1 Yeva, Nature's Herald
2 Acidic Slime
2 Stingerfling Spider
2 Thragtusk
1 Soul of the Harvest


OTHER (8)

2 Giant Growth
3 Beast Within
2 Erratic Portal
1 Overrun


---------------------------------------------------------------------------
CROSSWINDS (TALRAND'S DECK)					[CRSW]
---------------------------------------------------------------------------

STATS


CREATURES:	* *

SPEED:		* * *

FLEXIBILITY:	* * * *

SYNERGY:	* *


STRATEGY

This deck revolves around two things.  The first thing is creatures with the 
"flying" ability, which are difficult to block and can help defend you
against other creatures that have the "flying" ability.  The second thing is 
repeatedly casting instant and sorcery spells with the help of the "rebound"
ability and cards like "Archaeomancer".  Early in the game, prioritize
defence by casting spells like "Fog Bank", "Disperse", and "Cancel".  Once 
you have weathered your opponent's storm, it's time to rule the skies!  
"Talrand's Evocation" is a great spell that can give you two creatures with 
the "flying" ability for only a single card. "Rite of Replication" can copy 
any creature on the battlefield (even one of your opponent's creatures), and 
if you cast it late enough in the game, it can give you five creatures at 
once!  Finally, your "sphinx" creatures are there for some added muscle in 
case you need some late-game defence, or just a way to make a final push.  
As you unlock cards for this deck, take out cards that give minimal benefits 
(for their cost) such as "Curiosity", "Hydrosurge", "Recurring Insight", and
"Sphinx-Bone Wand".  Then, prioritize three things: creatures (preferably 
with the "flying" ability), ways to draw extra cards, and ways to deal with 
your opponent's cards (like spells that negate your opponent's moves or 
return their cards to their hand).



DEFAULT DECKLIST


LANDS (25)

25 Island


CREATURES (13)

3 Kraken Hatchling
3 Fog Bank
3 Skywinder Drake
2 Archaeomancer
2 Goliath Sphinx


OTHER (22)

2 Curiosity
2 Hydrosurge
3 Sleight of Hand
2 Disperse
2 Favorable Winds
2 Ring of Evos Isle
2 Cancel
1 Rite of Replication
4 Talrand's Evocation
1 Recurring Insight
1 Sphinx-Bone Wand



UNLOCKABLE CARDS

Talrand, Sky Summoner
Repulse
Dehydration
Azure Mage
Mana Leak
Distortion Strike
Time Warp
Cast Through Time
Dehydration
Spiketail Hatchling
Arm with Aether
Rite of Replication
Keep Watch
Time Reversal
Panoptic Mirror
Repulse
Future Sight
Cerulean Sphinx
Azure Mage
Sphinx of Lost Truths
Spiketail Drake
Call to Mind
Goliath Sphinx
Azure Mage
Gravitational Shift
Blatant Thievery
Distortion Strike
Twincast
Mana Leak
Day of the Dragons


UNLOCKABLE PROMOTIONAL CARDS

Rite of Replication
Bribery
Followed Footsteps
Future Sight
Tidings
Time Warp
Flow of Ideas
Blatant Thievery
Day of the Dragons
Time Stretch


RECOMMENDED DECKLIST


LANDS (25)

25 Island


CREATURES (16)

3 Azure Mage
3 Fog Bank
1 Spiketail Hatchling
3 Skywinder Drake
2 Archaeomancer
1 Talrand, Sky Summoner
1 Sphinx of Lost Truths
1 Spiketail Drake
1 Cerulean Sphinx


OTHER (19)

3 Sleight of Hand
2 Disperse
2 Favorable Winds
2 Cancel
2 Repulse
3 Rite of Replication
4 Talrand's Evocation
1 Time Warp


---------------------------------------------------------------------------
CELESTIAL LIGHT (AJANI'S DECK)					[CLLG]
---------------------------------------------------------------------------

STATS


CREATURES:	* *

SPEED:		* * *

FLEXIBILITY:	*

SYNERGY:	* * * *


STRATEGY

This deck is about one thing: gaining life.  As most decks in this game 
revolve around reducing the opponent's life to zero in order to win, this 
deck is bound to keep you in games for a long time.  However, you can't 
actually win the game by just gaining life (at least until you unlock 
"Felidar Sovereign"), so make sure you have ways to generate offence as well.  
A few cards stand out in helping you do just that.  "Serra Ascendant" may be 
a low-stat creature to start out, but it has the "lifelink" ability (so the 
damage it does is added to your life), and once you have over 30 life, it 
gains the "flying" ability and grows to a massive size!  Another key 
creature is "Ajani's Pridemate"; while it starts out with low stats, it gets
a permanent stat boost every time your amount of life goes up.  With all of
the ways this deck has to (repeatedly) increase your life, this creature can
become gigantic very fast!  "Loxodon Warhammer" is a great "Equipment" card 
that not only gives the equipped creature a substantial power boost, but also
the "trample" and "lifelink" abilities!  Mowing down an opponent's creature(s),
damaging your opponent, and gaining life, all at the same time... you have to 
like that!  Finally, if you need to break a stalemate late in the game, 
"White Sun's Zenith" can create a small army for you out of seemingly nowhere,
allowing you to make a final push.  When you unlock cards for this deck, try 
taking out cards that do little or nothing else on the battlefield except 
gaining you life, such as "Ajani's Mantra", "Angel's Feather", 
"Landbind Ritual", and "Celestial Mantle".  Then, replace them with stronger 
creatures - preferably those with the "flying" ability - and cards that help 
you deal with your opponent's creatures, such as "Day of Judgment",
"Basilisk Collar", and "Swords to Plowshares".


DEFAULT DECKLIST


LANDS (25)

25 Plains


CREATURES (21)

1 Cathedral Sanctifier
1 Goldenglow Moth
1 Serra Ascendant
2 Soul Warden
2 Ajani's Pridemate
1 Ajani's Sunstriker
2 Lone Missionary
3 Kemba's Skyguard
1 Slith Ascendant
2 Kor Cartographer
1 Peace Strider
2 Seraph of Dawn
1 Archon of Redemption
1 Celestial Force


OTHER (14)

1 Ajani's Mantra
1 Angel's Feather
2 Divine Favor
1 Moment of Heroism
2 Pearl Medallion
1 Loxodon Warhammer
2 Solemn Offering
1 White Sun's Zenith
1 Chastise
1 Landbind Ritual
1 Celestial Mantle


UNLOCKABLE CARDS

Felidar Sovereign
Ajani's Sunstriker
Ajani's Pridemate
Chastise
Purity
Day of Judgment
Soul Warden
Baneslayer Angel
Serra Ascendant
Knight of Meadowgrain
Beacon of Immortality
Ajani's Pridemate
Seraph of Dawn
Swords to Plowshares
Recumbent Bliss
Celestial Mantle
Solemn Offering
Knight of Meadowgrain
Slith Ascendant
Swell of Courage
Swords to Plowshares
Elixir of Immortality
Serra Ascendant
Chastise
Elixir of Immortality
Moment of Heroism
Basilisk Collar
Well of Lost Dreams
Day of Judgment
Rhox Faithmender


UNLOCKABLE PROMOTIONAL CARDS

Serra Ascendant
Soul Warden
Recumbent Bliss
White Sun's Zenith
Chastise
Marshal's Anthem
Archon of Redemption
Baneslayer Angel
Beacon of Immortality
Serra Avatar



RECOMMENDED DECKLIST


LANDS (25)

25 Plains


CREATURES (26)

3 Serra Ascendant
2 Soul Warden
4 Ajani's Pridemate
2 Ajani's Sunstriker
2 Knight of Meadowgrain
3 Kemba's Skyguard
2 Kor Cartographer
3 Seraph of Dawn
2 Archon of Redemption
2 Baneslayer Angel
1 Felidar Sovereign


OTHER (9)

1 Basilisk Collar
2 Swords to Plowshares
1 Loxodon Warhammer
2 White Sun's Zenith
2 Day of Judgment
1 Well of Lost Dreams


---------------------------------------------------------------------------
AURA SERVANTS (AZORIUS DECK)					[RSVT]
---------------------------------------------------------------------------


CREATURES:	* * *

SPEED:		* *

FLEXIBILITY:	* *

SYNERGY:	* * * *



STRATEGY

As I have said before, "Aura" enchantments can be very powerful, but also
very tricky to use.  If you're not careful, you'll lose "card advantage"
when your opponent takes out your creature and its "Aura" enchantments
along with it, or get stuck with a bunch of "Aura" enchantments in your
hand with no creatures to use them on.  There are a few ways to alleviate
these problems.  The first is to use "Aura" enchantments that negatively
affect your opponent and their creatures, such as "Pacifism" or
"Mind Control".  The second is to save your "Aura" enchantments for 
creatures that are difficult to target and destroy, such as
"Invisible Stalker" and "Aven Fleetwing".  The third is to use "Aura" 
enchantments with abilities that negate or compensate for 
"card advantage" loss, such as those with the "totem armor" ability or
"Griffin Guide" (since it effectively replaces itself with a creature
when it's destroyed).  Besides the aforementioned cards, there are a few
other all-stars in this deck.  "Kor Spiritdancer" gets a 2-point stat
boost for each "Aura" enchantment it has on it, but more importantly, it
also lets you draw a card whenever you cast an "Aura" enchantment spell.
"Grand Arbiter Augustin IV" makes all of your spells cost less mana to 
cast, while increasing the mana cost of your opponent's spells - a 
definite way to swing a game in your favour!  And 
"Sigil of the Empty Throne" creates a sizeable creature token with the 
"flying" ability every time you cast an enchantment spell, making sure 
that even if your opponent takes down a few of your creatures - and maybe 
a few "Aura" enchantments, too - they will have plenty more to deal with!
When you unlock cards for this deck, try to take out "Aura" enchantments 
that don't fit the first or third suggestions above, and replace them with
those that do.  Also, focus on creatures with the "flying" ability, as 
well as cards that let you recover other cards from your graveyard.


DEFAULT DECKLIST


LANDS (24)

11 Plains
9 Island
4 Evolving Wilds


CREATURES (22)

2 Invisible Stalker
3 Kor Spiritdancer
1 Academy Researchers
2 Auramancer
2 Aven Mimeomancer
3 Talon Trooper
2 Aven Fleetwing
1 Grand Arbiter Augustin IV
2 Celestial Ancient
2 Totem-Guide Hartebeest
2 Auratouched Mage


OTHER (14)

1 Gift of Granite
1 Lifelink
1 Daybreak Coronet
2 Pacifism
1 Griffin Guide
1 Ophidian Eye
1 Ocular Halo
1 Drake Umbra
2 Mammoth Umbra
1 Mind Control
1 Sigil of the Empty Throne
1 Three Dreams


UNLOCKABLE CARDS

Narcolepsy
Guardian Seraph
Flickerwisp
Followed Footsteps
Indestructibility
Godhead of Awe
Winds of Rath
Winds of Rath
Hanna, Ship's Navigator
Empyrial Armor
Wall of Reverence
Infiltrator's Magemark
Sovereigns of Lost Alara
Nomad Mythmaker
Guardian Seraph
Sun Titan
Pariah
Fool's Demise
Invisible Stalker
Three Dreams
Kor Spiritdancer
Triclopean Sight
Flickerwisp
Griffin Guide
Eel Umbra
Indestructibility
Ocular Halo
Followed Footsteps
Narcolepsy
Indestructibility


UNLOCKABLE PROMOTIONAL CARDS

Daybreak Coronet
Invisible Stalker
Empyrial Armor
Geist of Saint Traft
Indestructibility
Followed Footsteps
Mind Control
Sovereigns of Lost Alara
Sun Titan
Iridescent Angel



RECOMMENDED DECKLIST


LANDS (22)

10 Plains
10 Island
2 Evolving Wilds


CREATURES (25)

4 Invisible Stalker
4 Kor Spiritdancer
2 Auramancer
2 Aven Mimeomancer
2 Flickerwisp
1 Geist of Saint Traft
3 Talon Trooper
2 Aven Fleetwing
1 Grand Arbiter Augustin IV
2 Guardian Seraph
2 Sun Titan


OTHER (13)

1 Eel Umbra
2 Pacifism
2 Griffin Guide
2 Winds of Rath
1 Drake Umbra
2 Mammoth Umbra
2 Mind Control
1 Sigil of the Empty Throne



---------------------------------------------------------------------------
SEPULCHRAL STRENGTH (GOLGARI DECK)				[SPSR]
---------------------------------------------------------------------------


CREATURES:	* * *

SPEED:		* *

FLEXIBILITY:	* * *

SYNERGY:	* * * *



STRATEGY

This deck runs on the philosophy that life and death are intricately
connected, and that most (if not all) living things are able to 
sustain themselves at least partially because something else has died.
To that end, many of the cards in this deck have beneficial effects
that often require a card to be sent to the graveyard from the
battlefield (which may include sacrificing it). These effects include:
increasing your life, draining your opponent's life, powering up your
own creatures, creating creature tokens, putting land cards onto the
battlefield or into your hand, and/or destroying, sacrificing, or 
weakening your opponent's creatures.  Many other cards in this deck
get more powerful when there are more cards in players' graveyards,
and/or have abilities that quickly send cards there.  For example,
"Blood Artist" may be a weak creature, but it steals 1 point of life
from your opponent and gives it to you whenever any creature
(including itself) dies.  "Viridian Emissary" and "Yavimaya Elder"
give you extra land cards when they die.  "Mortivore" has original
stats equal to the number of creatures in all players' graveyards,
and has a "regeneration" ability to keep itself alive, to boot.
Finally, "Spiritmonger" also has a "regeneration" ability, and it
gets a permanent stat boost whenever it damages a creature (even if
it doesn't destroy it!).  When you unlock cards for this deck, take
out cards that sacrifice your own resources and replace them with
cards that give you a benefit at the expense of your your opponent
and/or their cards, or that punish your opponent for killing them.
And, of course, adding mana-efficient ways to destroy your
opponent's cards is almost never a bad idea, either.
 


DEFAULT DECKLIST


LANDS (24)

9 Swamp
11 Forest
4 Evolving Wilds


CREATURES (24)

1 Spore Frog
2 Abyssal Gatekeeper
2 Blood Artist
2 Ravenous Rats
2 Viridian Emissary
1 Bloodflow Conoisseur
1 Troll Ascetic
3 Yavimaya Elder
1 Creakwood Liege
2 Mortivore
1 Sewer Nemesis
1 Spiritmonger
3 Vulturous Zombie
2 Drooling Groodion


OTHER (12)

1 Dark Heart of the Wood
2 Consume Strength
1 Golgari Germination
2 Maelstrom Pulse
2 Mind Rot
1 Pernicious Deed
1 Grave Pact
1 Greater Good
1 Death Mutation


UNLOCKABLE CARDS

Spiritmonger
Master of the Wild Hunt
Rancor
Yavimaya Elder
Go for the Throat
Mitotic Slime
Bellowing Tanglewurm
Oracle of Mul Daya
Creakwood Liege
Diabolic Edict
Go for the Throat
Bellowing Tanglewurm
Scute Mob
Lord of Extinction
Pelakka Wurm
Bloodflow Conoisseur
Greater Good
Asceticism
Diabolic Edict
Penumbra Wurm
Sewer Nemesis
Master of the Wild Hunt
Troll Ascetic
Yavimaya Dryad
Go for the Throat
Pelakka Wurm
Oracle of Mul Daya
Scute Mob
Gleancrawler
Lord of Extinction



UNLOCKABLE PROMOTIONAL CARDS

Rancor
Go for the Throat
Pernicious Deed
Troll Ascetic
Consuming Vapors
Damnation
Defense of the Heart
Drana, Kalastria Bloodchief
Mitotic Slime
Cabal Patriarch



RECOMMENDED DECKLIST


LANDS (23)

11 Swamp
9 Forest
3 Evolving Wilds


CREATURES (25)

1 Spore Frog
2 Blood Artist
2 Ravenous Rats
2 Viridian Emissary
3 Troll Ascetic
4 Yavimaya Elder
2 Creakwood Liege
2 Master of the Wild Hunt
2 Mortivore
1 Drana, Kalastria Bloodchief
2 Lord of Extinction
2 Spiritmonger


OTHER (12)

2 Diabolic Edict
4 Go for the Throat
2 Maelstrom Pulse
2 Pernicious Deed
1 Consuming Vapors
1 Damnation


---------------------------------------------------------------------------
MINDSTORMS (IZZET DECK)						[MDST]
---------------------------------------------------------------------------


CREATURES:	*

SPEED:		* *

FLEXIBILITY:	* * * *

SYNERGY:	* * * *



STRATEGY

This deck seriously messes with your head... and your opponent's!  Some of
its cards augment your mind by letting you draw extra cards or otherwise
access the cards in your deck more quickly.  Some subtly hamper your
opponent's mind by making it more difficult for them to cast spells or
confusing their creatures into temporarily fighting for you.  And when
subtelty isn't an option, you can always just damage and destroy your
opponent and their creatures with fireballs and bolts of lightning.  The
latter is usually what you will be doing for the early part of the game, as
this deck's best creatures cost a fair amount of mana to cast.  As for the
key cards in the deck, let's start with "Wee Dragonauts".  It's not a very
large creature initially, but it has the useful "flying" ability, and gains
a temporary power boost whenever you cast an instant or sorcery spell.  In
the late game, when you have access to enough mana to cast multiple spells
in the same turn, you can attack for large amounts of damage!
"Prophetic Bolt" is a great card that not only does a hefty amount of
damage to any target, but also lets you put into your hand a card of your
choosing from among the top four in your deck.  This can help you get a
card you need faster and/or prevent you from drawing cards that you don't
need.  "Spellbound Dragon", in addition to having the "flying" ability,
lets you draw a card and then discard one every time it attacks.  It also
gains a temporary power boost based on the mana cost of the card you
discard, so you can throw out a high-mana-cost card that you probably
won't be using and watch this creature torch your opponent!  Finally,
there's the leader of the Izzet Guild himself, "Niv-Mizzet, the Firemind".
This legendary dragon not only has the "flying" ability, but can also
damage any target whenever you draw a card.  He even has an ability that
lets you draw extra cards!  When you unlock cards for this deck, take out
cards that cost too much mana for too weak stats and/or abilities, have
significant drawbacks, or that generally don't help you damage your
opponent's creatures or draw extra cards.  Then, add in creatures that
have better stat/ability-to-mana-cost ratios, as well as cards that
damage or destroy your opponent's creatures.



DEFAULT DECKLIST


LANDS (25)

11 Island
10 Mountain
4 Terramorphic Expanse


CREATURES (18)

2 Razorfin Hunter
3 Wee Dragonauts
2 Lightning Elemental
3 Petahydrox
2 Steamcore Weird
1 Djinn of Wishes
1 Dominus of Fealty
2 Spellbound Dragon
1 Niv-Mizzet, the Firemind
1 Living Inferno


OTHER (17)

1 Mana Leak
1 Reverberate
2 Thunder Strike
1 Volcanic Geyser
2 Arc Lightning
3 Compulsive Research
2 Electrolyze
1 Invoke the Firemind
1 Schismotivate
1 Beacon of Destruction
2 Prophetic Bolt


UNLOCKABLE CARDS

Living Inferno
Izzet Chronarch
Wee Dragonauts
Volcanic Geyser
Breaking Point
Wand of the Elements
Breaking Point
Insurrection
Thunder Dragon
Quicksilver Dagger
Sphinx of Jwar Isle
Izzet Chronarc
Prophetic Bolt
Mana Leak
Conquering Manticore
Invoke the Firemind
Puca's Mischief
Arc Lightning
Act of Treason
Mana Leak
Time Warp
Volcanic Geyser
Breaking Point
Tidings
Steamcore Wierd
Wand of the Elements
Thunder Dragon
Hoard-Smelter Dragon
Dominus of Fealty
Mindwrack Liege


UNLOCKABLE PROMOTIONAL CARDS

Act of Treason
Cerebral Vortex
Gelectrode
Quicksilver Dagger
Jester's Cap
Spellbound Dragon
Time Warp
Conquering Manticore
Sphinx of Magosi
Thunder Dragon



RECOMMENDED DECKLIST


LANDS (25)

9  Island
12 Mountain
4  Terramorphic Expanse


CREATURES (18)

2 Razorfin Hunter
1 Gelectrode
4 Wee Dragonauts
2 Lightning Elemental
3 Steamcore Weird
2 Dominus of Fealty
3 Spellbound Dragon
1 Niv-Mizzet, the Firemind


OTHER (17)

3 Mana Leak
3 Volcanic Geyser
3 Arc Lightning
3 Compulsive Research
2 Electrolyze
3 Prophetic Bolt



---------------------------------------------------------------------------
GRINNING MALICE (RAKDOS DECK)					[GNML]
---------------------------------------------------------------------------


CREATURES:	* * *

SPEED:		* * *

FLEXIBILITY:	* * * *

SYNERGY:	* *



STRATEGY

This deck is best described by the term "sado-masochism".  For those of
you who are unfamiliar with the term, it refers to having fun (usually in
a sexual sense) by destroying and hurting everything and everyone,
including yourself.  Many cards in this deck can cause pain in various
ways: destroying creatures, damaging creatures or players, or forcing
players to discard cards or sacrifice creatures.  Notice that I said
"players", as the player who feels the pain will sometimes be you!
However, the deck also has many cards that profit from pain,
self-inflicted or otherwise.  Some increase your life.  Some damage your
opponent.  Some are creatures that grow stronger.  Some force your
opponent to discard cards from their hand or sacrifice their cards. And
some just let you get a strong creature onto the battlefield at a low mana
cost and start whaling on your opponent.  You will want to put pressure on
your opponent quickly with this deck, so cast creatures like 
"Goblin Deathraiders" and "Ashenmoor Gouger" and start attacking!  Your
mid-range creatures like "Hissing Iguanar", "Hellhole Rats", and 
"Singe-Mind Ogre" will keep your opponent scrambling to defend themselves 
while losing both life and cards from their hand.  Finally, send in your 
high-stat creatures to finish off a battered opponent.  
"Demigod of Revenge" is your creature of choice here: not only is it a very
strong creature for its mana cost - especially with the "flying" and "haste"
abilities - but if you cast one while you have others in your graveyard, 
they all come back to the battlefield!  When you unlock cards for this deck,
try taking out cards that don't affect the battlefield, or that may 
unneccessarily use up your resources.  Then, add in cheap and/or efficient 
ways to deal with your opponent's creatures, as well as cards that have 
high attack power and abilities that are less likely to backfire on you.



DEFAULT DECKLIST


LANDS (24)

9 Swamp
11 Mountain
4 Evolving Wilds


CREATURES (26)

1 Deathgreeter
2 Typhoid Rats
2 Goblin Deathraiders
2 Sootstoke Kindler
1 Spiteflame Witch
2 Ashenmoor Gouger
2 Blood Cultist
2 Hissing Iguanar
1 Lyzolda, the Blood Witch
1 Blazing Specter
2 Hellhole Rats
2 Singe-Mind Ogre
2 Demigod of Revenge
1 Capricious Efreet
1 Deathbringer Throctar
1 Defiler of Souls
1 Rakdos the Defiler


OTHER (10)

2 Stabbing Pain
2 Terminate
2 Blightning
1 Pain Magnification
2 Wrecking Ball
1 Bituminous Blast


UNLOCKABLE CARDS

Demigod of Revenge
Terminate
Onyx Mage
Ashenmoor Gouger
Scavenger Drake
Vexing Devil
Malfegor
Reanimate
Bloodchief Ascension
Kaervek the Merciless
Avatar of Slaughter
Heat Shimmer
Chaos Warp
Chaos Warp
Din of the Fireherd
Bituminous Blast
Ashenmoor Liege
Onyx Mage
Capricious Efreet
Vexing Devil
Ashenmoor Liege
Scavenger Drake
Wrecking Ball
Reanimate
Avatar of Discord
Avatar of Discord
Rockslide Elemental
Rockslide Elemental
Bloodchief Ascension
Grave Titan


UNLOCKABLE PROMOTIONAL CARDS

Bloodchief Ascension
Dragonmaster Outcast
Demonic Tutor
Demigod of Revenge
Deathbringer Thoctar
Grave Titan
Massacre Wurm
Kaervek the Merciless
Din of the Fireherd
Vampiric Dragon


RECOMMENDED DECKLIST


LANDS (23)

9 Swamp
11 Mountain
3 Evolving Wilds


CREATURES (29)

1 Dragonmaster Outcast
2 Typhoid Rats
2 Goblin Deathraiders
2 Onyx Mage
2 Sootstoke Kindler
1 Spiteflame Witch
3 Ashenmoor Gouger
2 Hissing Iguanar
2 Ashenmoor Liege
1 Blazing Specter
2 Hellhole Rats
2 Singe-Mind Ogre
4 Demigod of Revenge
2 Grave Titan
1 Massacre Wurm


OTHER (8)

2 Stabbing Pain
1 Demonic Tutor
3 Terminate
2 Bituminous Blast


---------------------------------------------------------------------------
COLLECTIVE MIGHT (SELESNYA DECK)				[CLMG]
---------------------------------------------------------------------------


CREATURES:	* *

SPEED:		* * *

FLEXIBILITY:	* *

SYNERGY:	* * * *



STRATEGY

This deck specializes in two strategies.  The first is creating creature
tokens, which is usually a very good way to gain "card advantage".  The
second is powering up multiple creatures at the same time, which goes
hand-in-hand with the first strategy.  Note that this deck doesn't have
very many defensive tricks to permanently deal with your opponent's
threats, so you will likely have to rely on gaining life, keeping your
own creatures alive, and attacking with sheer numbers and force in order
to win.  Let's look at some cards in this deck that help you do that.
"Selesnya Guildmage" gives you a lot of versatility.  It's a solid
low-stat creature with a very flexible mana cost, and it has abilites 
that both create creature tokens AND temporarily boost the stats
of all of your creatures.  "Behemoth Sledge" gives the creature it's 
equipped to a 2-point stat boost as well as the "trample" and "lifelink"
abilities, allowing you to turn just about any creature in your deck 
into a threat.  "Overrun" gives all of your creatures a temporary 3-point
stat boost and the "trample" ability, turning an army of weak creature 
tokens into a deadly stampede!  Finally, there's the legendary 
"Tolsimir Wolfblood", who not only gives all of your green or white 
creatures a small stat boost (and if they're BOTH colours, they get BOTH 
bonuses!), but can repeatedly call his wolf buddy, "Voja", into battle
alongside him.  Just remember that "Voja" is a legendary creature, too, so
don't create more than one of him at a time or else all tokens of it will
disappear!  When you unlock cards for this deck, try taking out cards that
you feel are underpowered or don't affect the battlefield too much.  Then,
add in cards that power up or protect your own creatures, or help you deal
with your opponent's cards, especially creatures with the "flying" ability.



DEFAULT DECKLIST


LANDS (24)

9 Plains
11 Forest
4 Evolving Wilds


CREATURES (21)

2 Elvish Skysweeper
2 Jade Mage
2 Selesnya Evangel
2 Selesnya Guildmage
1 Transluminant
2 Civic Wayfinder
2 Nightguard Patrol
1 Scion of the Wild
1 Trophy Hunter
2 Leonin Armorguard
1 Loxodon Hierarch
1 Nemata, Grove Guardian
1 Tolsimir Wolfblood
1 Verdeloth the Ancient


OTHER (15)

2 Sprout
2 Fists of Ironwood
2 Intangible Virtue
2 Sigil Blessing
1 Behemoth Sledge
2 Midnight Haunting
1 Parallel Lives
1 Overrun
1 Pollenbright Wings
1 Biorhythm


UNLOCKABLE CARDS

Hero of Bladehold
Selesnya Evangel
Wilt-Leaf Liege
Selesnya Guildmage
Qasali Pridemage
Swords to Plowshares
Overrun
Behemoth Sledge
Ant Queen
Swords to Plowshares
Novablast Wurm
Parallel Lives
Loxodon Hierarch
Juniper Order Ranger
Juniper Order Ranger
Scion of the Wild
Pollenbright Wings
Biorhythm
Knotvine Paladin
Dauntless Escort
Beastmaster Ascension
Silklash Spider
Trophy Hunter
Pale Recluse
Knotvine Paladin
Qasali Pridemage
Wilt-Leaf Liege
Dauntless Escort
Silklash Spider
Beastmaster Ascension


UNLOCKABLE PROMOTIONAL CARDS

Eladamri's Call
Scion of the Wild
Hero of Bladehold
Loxodon Hierarch
Marshal's Anthem
Parallel Lives
Ant Queen
Phytohydra
Novablast Wurm
Living Hive


RECOMMENDED DECKLIST


LANDS (24)

9 Plains
11 Forest
4 Evolving Wilds


CREATURES (26)

2 Jade Mage
2 Knotvine Paladin
2 Qasali Pridemage
3 Selesnya Guildmage
2 Civic Wayfinder
2 Dauntless Escort
2 Hero of Bladehold
3 Loxodon Hierarch
2 Wilt-Leaf Liege
2 Ant Queen
2 Silklash Spider
1 Pale Recluse
1 Tolsimir Wolfblood


OTHER (10)

2 Sprout
2 Swords to Plowshares
1 Eladamri's Call
2 Behemoth Sledge
2 Midnight Haunting
1 Overrun


---------------------------------------------------------------------------
ACT OF WAR (BOROS DECK)						[CTFW]
---------------------------------------------------------------------------


CREATURES:	* 

SPEED:		* * * * *

FLEXIBILITY:	* * * *

SYNERGY:	* *



STRATEGY


This deck combines the damage and power of red magic with the defence
and tactics of white magic.  The creatures in this deck may have low
stats, but many of them have aggressive abilities such as "first strike",
"double strike", and "haste" that can give them an advantage in battle.
This is important, since keeping creatures on the battlefield to both
attack your opponent and defend yourself is key for this deck.
"Veteran Armorer" is a great card in this regard, as it is not only a
cost-efficient creature, but also toughens up all of your other
creatures as long as it remains on the battlefield. "Mentor of the Meek"
lets you draw extra cards if you have mana available when creatures with
2 power or less enter the battlefield.  "Glory of Warfare" gives your
creatures a power boost on your turn so you can do more damage, and a
toughness boost on an opponent's turn so you can better defend yourself!
"Flame-Kin Zealot" gives all of your creatures (including itself) a stat
boost and the "haste" ability on the turn that it enters the battlefield;
if used at the right time, it can lead a ferocious charge that can break
a stalemate or heavily damage an unprepared opponent.  Finally, 
"Firemane Angel" is the deck's ace; it costs quite a bit of mana to cast
for how strong it is statwise, but it has both the "flying" and 
"first strike" abilities, AND it recovers your life total as long as it
is on the battlefield or in your graveyard, AND it has an ability that
allows you to revive it directly to the battlefield from your graveyard!
When you unlock cards for this deck, take out cards that do little to (or
little else than) support your creatures, or that don't have abilities 
that allow them to attack or block safely (namely, "flying", 
"first strike", and "double strike").  Then, add in creatures with the 
"flying" ability, as well as cost-efficient cards that can damage or 
destroy your opponent's creatures.  This will allow your creatures to 
focus on attacking and decrease the risk associated with them doing 
double-duty in defending you as well.



DEFAULT DECKLIST


LANDS (25)

10 Plains
11 Mountain
4 Terramorphic Expanse


CREATURES (25)

3 Boros Recruit
2 Boros Guildmage
2 Boros Swiftblade
4 Veteran Armorer
2 Benalish Veteran
1 Mentor of the Meek
3 Skyknight Legionnaire
2 Flame-Kin Zealot
2 Sunhome Enforcer
1 Lightwielder Paladin
1 Bull Cerodon
1 Firemane Angel
1 Hammerfist Giant


OTHER (10)

1 Lightning Helix
2 To Arms!
3 Rally the Righteous
1 Breath of Fury
1 Brightflame
1 Faith's Fetters
1 Glory of Warfare



UNLOCKABLE CARDS

Balefire Liege
Lightning Helix
Scourge of the Nobilis
Skyknight Legionnaire
Bull Cerodon
Rise of the Hobgoblins
Spitemare
Basandra, Battle Seraph
Fire at Will
Intimidation Bolt
Breath of Life
Glory of Warfare
Sunblast Angel
Aggravated Assault
Assault Strobe
Balefire Dragon
Lightning Serpent
Mentor of the Meek
Agrus Kos, Wojek Veteran
Lightning Helix
Breath of Life
Rise of the Hobgoblins
Assault Strobe
Brightflame
Bull Cerodon
Fire at Will
Scourge of the Nobilis
Nobilis of War
Rally the Righteous
Storm Herd



RECOMMENDED DECKLIST


LANDS (24)

10 Plains
11 Mountain
3 Terramorphic Expanse


CREATURES (25)

3 Boros Recruit
2 Boros Guildmage
2 Boros Swiftblade
4 Veteran Armorer
2 Mentor of the Meek
4 Skyknight Legionnaire
2 Flame-Kin Zealot
1 Spitemare
1 Agrus Kos, Wojek Veteran
1 Balefire Liege
1 Nobilis of War
1 Firemane Angel
1 Sunblast Angel


OTHER (11)

3 Lightning Helix
2 To Arms!
2 Fire at Will
1 Intimidation Bolt
1 Faith's Fetters
2 Glory of Warfare


---------------------------------------------------------------------------
ROGUES' GALLERY (DIMIR DECK)					[RGGL]
---------------------------------------------------------------------------


CREATURES:	* *

SPEED:		* * * *

FLEXIBILITY:	*

SYNERGY:	* * * * *



STRATEGY


If you're into espionage, then this is the deck for you.  Many of the
creatures in this deck have abilities such as "fear", "flying", or
"unblockable" that allow them to sneak past your opponent's creatures and
assault their life total directly.  But they often won't just steal away
points of life... they'll steal secrets as well!  Some, such as
"Scroll Thief", allow you to draw extra cards.  Some, such as 
"Abyssal Specter", force your opponent to discard cards.  And some, such 
as "Dimir Cutpurse", do all that and more!  While your creatures have
some great abilities, their stats usually aren't that high compared to
their mana cost, so you're going to need to give them some support.
Spells such as "Agony Warp" and "Ribbons of Night" can not only eliminate
your opponent's creatures, but also give you a cushion if your opponent
happens to be depleting your life total faster than you are chipping away
at theirs.  And the high-stat creatures in the deck, such as
"Harvester of Souls", provide some muscle to ward off your opponent's
attacks and/or create an opening through a stalemate.  When you unlock
cards for this deck, try taking out the "Aura" enchantments and cards that
give too little benefit (for their cost), such as "Infiltrate" and
"Crafty Pathmage".  Then, add in ways to keep your opponent's creatures
off the battlefield, as well as creatures with good stat-to-mana-cost
ratios and abilities that make them difficult to block (such as "flying"
or "unblockable").



DEFAULT DECKLIST


LANDS (25)

11 Island
10 Swamp
4 Terramorphic Expanse


CREATURES (20)

2 Dimir Guildmage
2 Inkfathom Infiltrator
1 Invisible Stalker
2 Walking Corpse
2 Barony Vampire
1 Crafty Pathmage
1 Dimir Cutpurse
2 Phantom Warrior
1 Scroll Thief
1 Abyssal Specter
2 Moroii
1 Shoreline Salvager
1 Harvester of Souls
1 Mindleech Mass


OTHER (15)

2 Infiltrate
3 Agony Warp
1 Mask of Riddles
1 Soul Manipulation
2 Flight of Fancy
1 Helm of the Ghastlord
2 Necromantic Thirst
1 Followed Footsteps
2 Ribbons of Night


UNLOCKABLE CARDS

Glen Elendra Liege
Agony Warp
Flight of Fancy
Neurok Invisimancer
Dire Undercurrents
Unliving Psychopath
Extract
Ghastlord of Fugue
Moroii
Hellcarver Demon
Helm of the Ghastlord
Sangromancer
Barrin's Spite
Laquatus's Champion
Glimpse the Unthinkable
Grimgrin, Corpse-Born
Dimir Cutpurse
Memory Plunder
Mephidross Vampire
Wrexial, the Risen Deep
Extract
Neurok Invisimancer
Followed Footsteps
Ashling, the Extinguisher
Barrin's Spite
Painful Quandary
Helm of the Ghastlord
Crafty Pathmage
Royal Assassin
Nemesis of Reason



RECOMMENDED DECKLIST


LANDS (25)

10 Island
11 Swamp
4 Terramorphic Expanse


CREATURES (25)

2 Dimir Guildmage
2 Inkfathom Infiltrator
2 Walking Corpse
2 Barony Vampire
2 Dimir Cutpurse
2 Neurok Invisimancer
2 Phantom Warrior
1 Royal Assassin
1 Scroll Thief
1 Abyssal Specter
1 Ashling, the Extinguisher
1 Glen Elendra Liege
1 Sangromancer
1 Shoreline Salvager
1 Ghastlord of Fugue
1 Nemesis of Reason
1 Harvester of Souls
1 Laquatus's Champion


OTHER (10)

4 Agony Warp
1 Mask of Riddles
1 Soul Manipulation
2 Barrin's Spite
2 Ribbons of Night


---------------------------------------------------------------------------
MANA MASTERY (ALL-COLOUR DECK)					[MNMS]
---------------------------------------------------------------------------


CREATURES:	* * * * *

SPEED:		*

FLEXIBILITY:	* *

SYNERGY:	* * * * *



STRATEGY


Are you tired of being constrained to using just one or two styles of magic
at a time?  Well, this deck allows you to use all five of them together!
When playing this deck, your first priority is to access the colours of
mana that you need.  Your green spells are key in this, so try to get a
"Forest" onto the battlefield as quickly as possible, and then use
"Rampant Growth", "Cultivate", and the "cycling" abilities of "Pale Recluse"
to put land cards into your hand and onto the battlefield quickly.  Your 
opponent will likely be putting pressure on you while you set up, so use
spells that can destroy multiple creatures at once - such as "Savage Twister",
"Pernicious Deed", and "Day of Judgment" - to keep yourself from getting
overwhelmed.  When your opponent's attack peters out, use "Allied Strategies"
to quickly restock your hand.  From there, how you dominate the battlefield
is up to you!  Want a creature that lets you cast spells from your hand
without paying any mana?  "Maelstrom Archangel" can make it happen!  Want two
high-stat creatures for the price of one?  "Broodmate Dragon" gives you just
that!  Want a creature that eliminates your opponent's creatures one-by-one
while leaving your own creatures intact? "Defiler of Souls" has you covered!
When you unlock cards for this deck, take out cards that have situational
abilities (like those that you may not always get much out of or that can 
backfire on you).  Then, add in low-mana-cost creatures, as well as ones that
have abilities that make them difficult to deal with (such as "flying" or 
"vigilance") or give you a huge advantage.  It would also be good to take out
cards that can only eliminate one of your opponent's cards at a time, and
replace them with cards that can wipe out multiple threats.  Finally, check
out the "charm" series of spells, which can produce a small but versatile
array of beneficial effects.  There is a good deal of flexibility when it 
comes to building this deck, so feel free to experiment with it until you
find a configuration that you like!



DEFAULT DECKLIST


LANDS (26)

4 Plains
3 Island
4 Swamp
4 Mountain
5 Forest
2 Evolving Wilds
4 Terramorphic Expanse


CREATURES (9)

1 Child of Alara
2 Fusion Elemental
1 Maelstrom Archangel
1 Broodmate Dragon
1 Defiler of Souls
2 Pale Recluse
1 Progenitus


OTHER (25)

4 Rampant Growth
2 Savage Twister
4 Cultivate
1 Pernicious Deed
3 Vindicate
3 Day of Judgment
4 Allied Strategies
1 All Suns' Dawn
2 Prophetic Bolt
1 Conflux


UNLOCKABLE CARDS

Violent Ultimatum
Meglonoth
Maelstrom Pulse
Naya Charm
Empyrial Archangel
Jund Charm
Lightning Angel
Lavalanche
Gloryscale Viashino
Kaervek the Merciless
Witch-Maw Nephilim
Bant Charm
Finest Hour
Godsire
Magister Sphinx
Elder Mastery
Prince of Thralls
Maelstrom Pulse
Broodmate Dragon
Gloryscale Viashino
Maelstrom Nexus
Jund Charm
Child of Alara
Charnelhoard Wurm
Naya Charm
Vorosh, the Hunter
Bant Charm
Enigma Sphinx
Death Mutation
Sphinx of the Steel Wind



RECOMMENDED DECKLIST


LANDS (26)

4 Plains
2 Island
4 Swamp
4 Mountain
6 Forest
2 Evolving Wilds
4 Terramorphic Expanse


CREATURES (12)

2 Gloryscale Viashino
1 Lightning Angel
1 Maelstrom Archangel
2 Broodmate Dragon
1 Defiler of Souls
2 Pale Recluse
1 Enigma Sphinx
1 Magister Sphinx
1 Sphinx of the Steel Wind


OTHER (22)

4 Rampant Growth
2 Savage Twister
4 Cultivate
1 Lavalanche
2 Maelstrom Pulse
2 Naya Charm
1 Pernicious Deed
3 Day of Judgment
3 Allied Strategies


---------------------------------------------------------------------------
BERSERKER RAGE (GRUUL DECK)					[BSRG]
---------------------------------------------------------------------------


CREATURES:	* * *

SPEED:		* * *

FLEXIBILITY:	* *

SYNERGY:	* * * *



STRATEGY


You're angry. You're stressed.  You can't think clearly.  Suddenly, without
warning, you scream at the top of your lungs and utterly smash something.
This deck embodies that solitary moment of pure rage.  Its creatures like
to be agressive, with abilities like "haste" and "trample" that allow them 
attack quickly and start pummeling your opponent and their creatures.  Some 
creatures in the deck, like "Tattermunge Maniac" and "Bloodrock Cyclops", 
even have to attack whenever they can!  Not to worry, though, because this 
deck has plenty of ways to help your creatures win in combat, while still 
giving your opponent a thrashing!  "Rancor" gives the creature it enchants 
a power boost as well as the "trample" ability, but it also returns to your
hand whenever it is put into the graveyard from the battlefield, ensuring 
that you won't lose "card advantage"!  "Tattermunge Witch" has an ability 
that temporarily gives a power boost and the "trample" ability to any of 
your creatures that has its attack blocked, so even if your opponent 
manages to fend off an assault, they are still going to feel the pain!  
And the all-powerful "Berserk" gives a creature the "trample" ability AND 
doubles its attack power for a turn (just remember that it eventually 
destroys that creature if it attacks)!  Try waiting for your opponent to
use up their mana and abilities, then combine a spell or ability that 
boosts an attacking creature's stats (such as "Colossal Might") with
"Berserk" for a single, devastating blow!  When you unlock cards for this
deck, try putting in creatures better stat-to-mana-cost ratios.  You don't
need them to be overly strong (since your stat-boost spells will have you
covered there), but they should be able to hold their own without offering
too many drawbacks.  Also try putting in ways to deal with your opponent's
creatures besides relying on your own creatures to beat them up in combat.



DEFAULT DECKLIST


LANDS (25)

9  Mountain
12 Forest
4  Terramorphic Expanse


CREATURES (26)

1 Essence Warden
2 Tattermunge Maniac
3 Gruul Guildmage
2 Tattermunge Witch
2 Bloodrock Cyclops
2 Centaur Courser
2 Sacred Wolf
4 Gruul Scrapper
2 Wickerbough Elder
2 Berserkers of Blood Ridge
2 Shivan Wurm
1 Silverback Ape
1 Borborygmos


OTHER (9)

1 Berserk
1 Rancor
2 Colossal Might
1 Fires of Yavimaya
1 Mage Slayer
3 Wildsize


UNLOCKABLE CARDS

Boartusk Liege
Spellbreaker Behemoth
Colossal Might
Vengeful Rebirth
Breath of Fury
Runes of the Deus
Berserk
Apocalypse Hydra
Rancor
Blitz Hellion
Fires of Yavimaya
Colossal Might
Runes of the Deus
Branching Bolt
Ulvenwald Tracker
Deus of Calamity
Breath of Fury
Ulasht, the Hate Seed
Stonebrow, Krosan Hero
Blitz Hellion
Branching Bolt
Rumbling Slum
Feral Animist
Soulblast
Breath of Fury
Wildsize
Branching Bolt
Fling
Chameleon Colossus
Skarrgan Skybreaker



RECOMMENDED DECKLIST


LANDS (24)

10  Mountain
11 Forest
3  Terramorphic Expanse


CREATURES (25)

1 Essence Warden
2 Tattermunge Maniac
1 Ulvenwald Tracker
3 Gruul Guildmage
2 Tattermunge Witch
2 Bloodrock Cyclops
2 Centaur Courser
2 Sacred Wolf
1 Boartusk Liege
1 Chameleon Colossus
1 Rumbling Slum
1 Spellbreaker Behemoth
2 Wickerbough Elder
2 Blitz Hellion
1 Deus of Calamity
1 Stonebrow, Krosan Hero


OTHER (11)

2 Berserk
2 Rancor
3 Colossal Might
1 Fling
3 Branching Bolt



---------------------------------------------------------------------------
GRIM PROCESSION (ORZHOV DECK)					[GMPC]
---------------------------------------------------------------------------


CREATURES:	* * * *

SPEED:		* *

FLEXIBILITY:	* *

SYNERGY:	* * * *



STRATEGY


In medieval fantasy worlds like the Multiverse (if not in real life), some
people go to extraordinary lengths to maintain their own existence.  Some
are willing to kill or let die everyone around them just so that they can
live, and some even find ways to come back from the dead.  That's where
this deck comes in.  Some creatures in the deck hate dying or seeing their
comrades die.  "Doomed Traveler", "Restless Apparition", "Gravedigger", 
and "Angel of Flight Alabaster" all have ways of bringing themselves or 
other creatures back from death (in one form or another).  Other cards in
the deck have no problem joyfully watching your opponent slowly bleed dry!  
"Zealous Persecution" powers up all of your own creatures at the expense 
of all of your opponent's creatures.  "Pillory of the Sleepless" stops a 
creature from attacking or blocking, while also slowly draining its 
controller's life.  "Bloodgift Demon", in addition to being a powerful
creature on its own, allows you to spend any extra life that you've saved
up to draw extra cards, or force your opponent to draw cards and put them
ever closer to an early grave!  Finally, "Divinity of Pride" is the
deck's lynchpin, and not just because it has a good stat-to-mana-cost 
ratio and the "flying" ability.  Its "lifelink" ability reinforces your
life total whenever it damages anything, and whenever you have at least
25 life, its base stats double!  When you unlock cards for this deck,
focus on low-mana-cost ways to send creatures from the battlefield to 
the graveyard, or recover your own creatures from your graveyard.
These two things are the cornerstones of your combinations that will
wear down your opponent in a battle of attrition.  Other than that,
try to pick cards that strike a balance between giving you power when
you need it and still being viable for a drawn-out game.



DEFAULT DECKLIST


LANDS (25)

11 Plains
10 Swamp
4  Terramorphic Expanse


CREATURES (25)

4 Doomed Traveler
2 Mourning Thrull
2 Onyx Mage
2 Orzhov Guildmage
2 Restless Apparition
3 Bloodhunter Bat
1 Gravedigger
1 Guardian Seraph
1 Keening Banshee
1 Voracious Hatchling
1 Angel of Flight Alabaster
2 Bloodgift Demon
1 Divinity of Pride
1 Shepherd of the Lost
1 Sanguine Praetor


OTHER (10)

1 Zealous Persecution
1 Midnight Haunting
3 Pillory of the Sleepless
2 Unmake
1 Soul Feast
1 Necromancer's Covenant
1 Debtors' Knell


UNLOCKABLE CARDS

Deathbringer Liege
Unmake
Vampire Nighthawk
Falkenrath Noble
Edge of the Divinity
Voracious Hatchling
Unmake
Angel of Despair
Zealous Persecution
Pillory of the Sleepless
Castigate
Debtors' Knell
Damnation
Tainted Sigil
Falkenrath Noble
Vish Kal, Blood Arbiter
Reanimate
Edge of the Divinity
Vampire Nighthawk
Stillmoon Cavalier
Tainted Sigil
Ob Nixilis, the Fallen
Divinity of Pride
Vindicate
Zealous Persecution
Castigate
Falkenrath Noble
Bloodgift Demon
Ghost Council of Orzhova
Blazing Archon



RECOMMENDED DECKLIST


LANDS (24)

10 Plains
11 Swamp
3  Terramorphic Expanse


CREATURES (26)

4 Doomed Traveler
2 Onyx Mage
2 Orzhov Guildmage
2 Restless Apparition
2 Vampire Nighthawk
3 Falkenrath Noble
1 Ghost Council of Orzhova
1 Gravedigger
1 Guardian Seraph
1 Keening Banshee
1 Angel of Flight Alabaster
3 Bloodgift Demon
1 Deathbringer Liege
2 Divinity of Pride


OTHER (10)

3 Zealous Persecution
1 Midnight Haunting
4 Pillory of the Sleepless
1 Vindicate
1 Damnation


---------------------------------------------------------------------------
SKY AND SCALE (SIMIC DECK)					[SNSL]
---------------------------------------------------------------------------


CREATURES:	* * * *

SPEED:		* *

FLEXIBILITY:	* * *

SYNERGY:	* * *



STRATEGY


Evolution is an amazing process; living things are able to respond to 
their environment and change themselves over time in order to survive and
thrive.  But wouldn't it be cool to use science to speed up evolution,
creating organisms that are as intelligent and versatile as they are
strong and durable?  With this deck, you can!  The weird and wonderful
creatures in this deck boast both crafty abilities and (usually) the raw
stats to back them up.  "Coiling Oracle" is the key low-mana-cost
creature of the deck, giving you not only a presence on the battlefield,
but also an extra card from the top of your deck.  Plus, if the card you
pick up is a land card, you get to play it right away for free!
"Gaea's Skyfolk" and "Assault Zeppelid" are both fairly efficient creatures
with the "flying" ability that will form the core of your attack.
"Lorescale Coatl" gets a stat boost every time you draw a card, and
"Winged Coatl" can pop out of nowhere to stop an unsuspecting attacker in
its tracks!  And "Simic Sky Swallower" leads the deck with its high stats
and triple-threat abilities: "flying" lets it soar past would-be blockers,
"trample" lets it ram through low-stat creatures to damage your opponent,
and "shroud" lets it shrug off any insidious spells or abilities that your
opponent would use to take it down.  When you unlock cards for this deck, 
put in more creatures that are difficult to block (e.g. they have the 
"flying" or "unblockable" abilties), have high stats for their mana cost,
and/or have abilities that clearly hamper your opponent.  Then, take out 
cards that don't do these things.  You may also want to add a few more ways
to debilitate your opponent's creatures, or even just keep them off the 
battlefield altogether.  



DEFAULT DECKLIST


LANDS (25)

12 Island
9  Forest
4  Terramorphic Expanse


CREATURES (24)

4 Coiling Oracle
3 Gaea's Skyfolk
1 Lorescale Coatl
1 Trygon Predator
2 Winged Coatl
1 Wistful Selkie
3 Assault Zeppelid
1 Omnibian
2 Simic Ragworm
2 Indrik Stomphowler
1 Overbeing of Myth
1 Protean Hulk
1 Simic Sky Swallower
1 Tidespout Tyrant


OTHER (11)

2 Groundswell
2 Pongify
3 Claustrophobia
2 Aether Mutation
1 Fable of Wolf and Owl
1 Yavimaya's Embrace


UNLOCKABLE CARDS

Murkfiend Liege
Lorescale Coatl
Regrowth
Mitotic Slime
Fable of Wolf and Owl
Aether Mutation
Jhessian Infiltrator
Gigantomancer
Omnibian
Selkie Hedge-Mage
Acidic Slime
Biomantic Mastery
Snakeform
Draining Whelk
Yavimaya's Embrace
Momir Vig, Simic Visionary
Lorescale Coatl
Acidic Slime
Mitotic Slime
Overbeing of Myth
Quest for the Gemblades
Fable of Wolf and Owl
Jhessian Infiltrator
Simic Sky Swallower
Mystic Snake
Selkie Hedge-Mage
Omnibian
Multani, Maro-Sorceror
Vedalken Heretic
Sower of Temptation



RECOMMENDED DECKLIST


LANDS (25)

11 Island
10  Forest
4  Terramorphic Expanse


CREATURES (30)

4 Coiling Oracle
3 Gaea's Skyfolk
2 Jhessian Infiltrator
1 Vedalken Heretic
3 Lorescale Coatl
2 Selkie Hedge-Mage
1 Trygon Predator
2 Winged Coatl
1 Wistful Selkie
3 Assault Zeppelid
1 Mystic Snake
1 Sower of Temptation
2 Indrik Stomphowler
2 Mitotic Slime
1 Murkfiend Liege
1 Simic Sky Swallower


OTHER (5)

2 Pongify
3 Claustrophobia


===========================================================================
PROMOTIONAL CARDS AND CODES					[PMCC]
===========================================================================

If you go to the "Player Status" menu from the main menu, there should
be an option called "View Promotional Unlocks".  If you select it, and
then press the "Enter Code" button (the "X" button on the XBOX 360),
you can input special codes that will unlock a special foil promotional
card for each of the ten original decks, as well as the five decks 
included in the expansion.  Unfortunately, they do not unlock cards for 
the decks in the stand-alone deck packs, though.  What a shame.  Anyway, 
the codes, and the cards that they unlock, are as follows:


WMKFGC
------

BORN OF FLAME: Chandra's Phoenix

PACK INSTINCT: Genesis Wave

DREAM PUPPETS: Telemin Performance

GOBLIN GANGLAND: Goblin Guide

OBEDIENT DEAD: Phage the Untouchable

PEACEKEEPERS: Sigil of the New Dawn

EXALTED DARKNESS: Pillory of the Sleepless

ANCIENT WILDS: Spawnwrithe

CROSSWINDS: Flow of Ideas

CELESTIAL LIGHT: Recumbent Bliss

AURA SERVANTS: Followed Footsteps

SEPULCHRAL STRENGTH: Defense of the Heart

MINDSTORMS: Quicksilver Dagger

GRINNING MALICE: Demonic Tutor

COLLECTIVE MIGHT: Marshal's Anthem




KWPMZW
------

BORN OF FLAME: Lightning Bolt

PACK INSTINCT: Verdant Force

DREAM PUPPETS: Dreamborn Muse

GOBLIN GANGLAND: Goblin Assault

OBEDIENT DEAD: Dread

PEACEKEEPERS: Squadron Hawk

EXALTED DARKNESS: Vindicate

ANCIENT WILDS: Gigantomancer

CROSSWINDS: Bribery

CELESTIAL LIGHT: Soul Warden

AURA SERVANTS: Geist of Saint Traft

SEPULCHRAL STRENGTH: Mitotic Slime

MINDSTORMS: Cerebral Vortex

GRINNING MALICE: Vampiric Dragon

COLLECTIVE MIGHT: Phytohydra



FNMDGP
------

BORN OF FLAME: Furnace of Rath

PACK INSTINCT: Vorapede

DREAM PUPPETS: Grindstone

GOBLIN GANGLAND: Goblin War Strike

OBEDIENT DEAD: Grave Titan

PEACEKEEPERS: Honor of the Pure

EXALTED DARKNESS: Royal Assassin

ANCIENT WILDS: Soul of the Harvest

CROSSWINDS: Tidings

CELESTIAL LIGHT: Serra Avatar

AURA SERVANTS: Iridescent Angel

SEPULCHRAL STRENGTH: Drana, Kalastria Bloodchief

MINDSTORMS: Gelectrode

GRINNING MALICE: Kaervek the Merciless

COLLECTIVE MIGHT: Novablast Wurm



MWTMJP
------

BORN OF FLAME: Worldfire

PACK INSTINCT: Incremental Growth

DREAM PUPPETS: Sands of Delirium

GOBLIN GANGLAND: Goblin Chieftain

OBEDIENT DEAD: Nantuko Shade

PEACEKEEPERS: Dawn Elemental

EXALTED DARKNESS: Spirit Mantle

ANCIENT WILDS: Decree of Savagery

CROSSWINDS: Time Stretch

CELESTIAL LIGHT: Serra Ascendant

AURA SERVANTS: Mind Control

SEPULCHRAL STRENGTH: Go for the Throat

MINDSTORMS: Jester's Cap

GRINNING MALICE: Dragonmaster Outcast

COLLECTIVE MIGHT: Ant Queen



FXGJDW
------

BORN OF FLAME: Chain Reaction

PACK INSTINCT: Biorhythm

DREAM PUPPETS: Forced Fruition

GOBLIN GANGLAND: Goblin Artillery

OBEDIENT DEAD: Reiver Demon

PEACEKEEPERS: Intrepid Hero

EXALTED DARKNESS: Worship

ANCIENT WILDS: Joraga Warcaller

CROSSWINDS: Time Warp

CELESTIAL LIGHT: Baneslayer Angel

AURA SERVANTS: Empyrial Armor

SEPULCHRAL STRENGTH: Consuming Vapors

MINDSTORMS: Spellbound Dragon

GRINNING MALICE: Grave Titan

COLLECTIVE MIGHT: Hero of Bladehold



GDZDJC
------

BORN OF FLAME: Flame Wave

PACK INSTINCT: Dungrove Elder

DREAM PUPPETS: Body Double

GOBLIN GANGLAND: Siege-Gang Commander

OBEDIENT DEAD: Massacre Wurm

PEACEKEEPERS: Guardians' Pledge

EXALTED DARKNESS: Angel of Despair

ANCIENT WILDS: Thragtusk

CROSSWINDS: Followed Footsteps

CELESTIAL LIGHT: Chastise

AURA SERVANTS: Daybreak Coronet

SEPULCHRAL STRENGTH: Troll Ascetic

MINDSTORMS: Thunder Dragon

GRINNING MALICE: Demigod of Revenge

COLLECTIVE MIGHT: Parallel Lives



HTRNPW
------

BORN OF FLAME: Inferno Titan

PACK INSTINCT: Vinelasher Kudzu

DREAM PUPPETS: Dream Fracture

GOBLIN GANGLAND: Reckless One

OBEDIENT DEAD: Diabolic Tutor

PEACEKEEPERS: Mass Calcify

EXALTED DARKNESS: Demonic Tutor

ANCIENT WILDS: Beast Within

CROSSWINDS: Rite of Replication

CELESTIAL LIGHT: Archon of Redemption

AURA SERVANTS: Sovereigns of Lost Alara

SEPULCHRAL STRENGTH: Cabal Patriarch

MINDSTORMS: Act of Treason

GRINNING MALICE: Massacre Wurm

COLLECTIVE MIGHT: Eladamri's Call



NCTFJN
------

BORN OF FLAME: Hostility

PACK INSTINCT: Obstinate Baloth

DREAM PUPPETS: Sword of Body and Mind

GOBLIN GANGLAND: Warren Instigator

OBEDIENT DEAD: Hellcarver Demon

PEACEKEEPERS: Captain of the Watch

EXALTED DARKNESS: Unmake

ANCIENT WILDS: Vengevine

CROSSWINDS: Blatant Thievery

CELESTIAL LIGHT: Beacon of Immortality

AURA SERVANTS: Sun Titan

SEPULCHRAL STRENGTH: Rancor

MINDSTORMS: Time Warp

GRINNING MALICE: Bloodchief Ascension

COLLECTIVE MIGHT: Scion of the Wild



PCNKGR
------

BORN OF FLAME: Sulfuric Vortex

PACK INSTINCT: Avenger of Zendikar

DREAM PUPPETS: Traumatize

GOBLIN GANGLAND: Goblin Ringleader

OBEDIENT DEAD: Nightmare

PEACEKEEPERS: Accorder Paladin

EXALTED DARKNESS: Divinity of Pride

ANCIENT WILDS: Manaplasm

CROSSWINDS: Day of the Dragons

CELESTIAL LIGHT: White Sun's Zenith

AURA SERVANTS: Indestructibility

SEPULCHRAL STRENGTH: Pernicious Deed

MINDSTORMS: Conquering Manticore

GRINNING MALICE: Deathbringer Thoctar

COLLECTIVE MIGHT: Loxodon Hierarch



GPCRSX
------

BORN OF FLAME: Dragon Mage

PACK INSTINCT: Primordial Hydra

DREAM PUPPETS: Stroke of Genius

GOBLIN GANGLAND: Arms Dealer

OBEDIENT DEAD: Phyrexian Obliterator

PEACEKEEPERS: Sun Titan

EXALTED DARKNESS: Mortify

ANCIENT WILDS: Natural Order

CROSSWINDS: Future Sight

CELESTIAL LIGHT: Marshal's Anthem

AURA SERVANTS: Invisible Stalker

SEPULCHRAL STRENGTH: Damnation

MINDSTORMS: Sphinx of Magosi

GRINNING MALICE: Din of the Fireherd

COLLECTIVE MIGHT: Living Hive



===========================================================================
WALKTHROUGH							[WKTG]
===========================================================================

Phew!  Now that we're done with the deck rundowns, let's start playing
the actual game!


---------------------------------------------------------------------------
MAIN CAMPAIGN							[MNCP]
---------------------------------------------------------------------------

The Main Campaign is divided into six stages, which represent planes of 
existence from the Magic: The Gathering universe.  There are two kinds of 
levels in each stage: "Duel" and "Encounter".  "Duel" levels are games
against legendary creatures or other planeswalkers and their corresponding
decks.  They are mandatory and must be cleared before moving on to the next
"Duel" or stage.  "Encounter" levels are kind of a cross between "Duel"
levels and "Challenge" levels (from the Challenge Campaign, to be discussed
later), in that the rules are the same as a normal game, except that your
opponent will play the same cards in (roughly) the same order every time.
You do not have to clear "Encounter" levels to progress, but they are fun
tests that help you gauge how your deck will hold up against certain
strategies.  Each time you win a "Duel" or "Encounter", you will unlock a
new card to use in the deck that you are currently using.


::::::::::::::::::::::::::
::			::
:: STAGE 1 - SHANDALAR	::					[SHDL]
::			::
::::::::::::::::::::::::::


DUEL 1 - TALRAND						[TLRD]
----------------

Talrand's deck focuses on creatures with the "flying" ability, as well 
as instants or sorceries that debilitate your creatures, send them back 
to your hand, or stop you from casting them altogether.  Out of the two 
starting decks, "Born of Flame" is the better choice here, as 
"Pack Instinct" is poor at defending against creatures with "flying".  
Most of Talrand's creatures are pretty weak defensively, so they are 
easily taken care of by the damage spells in "Born of Flame".  Once 
you have cleared the air, retaliate with your own creatures.  Defeating
Talrand unlocks the "Crosswinds" deck.


ENCOUNTER 1 - DISTURBING THE NEST				[DSTN]
---------------------------------

This deck's strategy is to continually play "Plains" cards and continually
cast "Suntail Hawk" spells.  They have the "flying" ability, but are weak
statwise.  You can use "Born of Flame" here with the same strategy as you 
used against Talrand: use damage spells to shoot down the little birdies, 
and then once you get a breather, summon some big creatures and go on the 
counterattack.  You can also use "Crosswinds" here, and try to outmuscle 
your opponent with your slightly more durable creatures with "flying".


ENCOUNTER 2 - CULT OF FLAME					[CLTF]
---------------------------

This deck's strategy is to continually play "Mountain" cards and 
continually cast "Prodigal Pyromancer" spells.  Though weak statistically, 
this creature can tap to deal damage to any creature or player, allowing it 
to assault you or your creatures without engaging in direct combat.  
"Born of Flame" gets the job done nicely here, clearing out your opponent's 
creatures with damage spells and then throwing down some big creatures when 
there's a break in the action.  You can also use "Pack Instinct" and try to 
summon big creatures quickly, thereby putting your opponent on the defensive 
and forcing them to use their creatures to block your attacks instead of 
using their abilities.


DUEL 2 - GARRUK							[GRRK]
---------------

Garruk's deck is the definition of the phrase "size matters".  Expect 
him to cast spells that increase the number of lands he has on the 
battlefield or make his spells cheaper to cast, and then throw down 
creatures with high power and toughness ratings.  "Crosswinds" is 
probably your best choice here, as it has more effective ways to deal 
with Garruk's brawny creatures, and Garruk has few ways to defend against 
creatures with the "flying" ability.  You can also use Garruk's own deck, 
"Pack Instinct"; in that case, the playing field will be pretty much level 
in terms of creature strength, meaning that the game will likely come down 
to a contest of tactics and technique.  Defeating Garruk unlocks the 
Planechase Campaign, as well as the next Main Campaign stage.



::::::::::::::::::::::::::
::			::
:: STAGE 2 - INNISTRAD	::					[NSTD]
::			::
::::::::::::::::::::::::::


ENCOUNTER 3 - FACE OF THE GHOULCALLER				[FTGC]
-------------------------------------

This deck's strategy is to continually play "Swamp" cards and alternate 
casts of two different spells.  The main spell your opponent will cast is 
"Horrifying Revelation", which not only forces you to discard a card from
your hand, but also sends the top card of your deck to the graveyard.  
Eventually, your opponent will also cast "Rise from the Grave", taking a 
creature out of your graveyard and putting it onto the battlefield under 
their control.  Therefore, you should try to play out the cards in your hand 
carefully, maybe even holding on to a land card or two as a throwaway.  
When your opponent revives your creature, try to deal with it as soon as 
possible, and then quickly finish the game before your opponent can cast
another "Rise from the Grave".  "Crosswinds" and "Born of Flame" work well
against this deck, as most of their creatures are weak defensively and can
easily be destroyed by damage or sent back to their owner's (i.e. your) hand.


ENCOUNTER 4 - STAMPEDE!						[STMP]
-----------------------

This deck's strategy is to continually play "Forest" cards, cast 
progressively bigger creature spells ("Willow Elf", "Runeclaw Bear", 
"Centaur Courser", and "Order of the Sacred Bell"), and then cast "Overrun".  
This gives all of its caster's creatures a 3-point stat boost and the 
"trample" ability (which allows them to assign their leftover damage 
directly to an opponent even if they are blocked), and will most likely 
allow your opponent to attack you for lethal damage over the next couple of 
turns (if not that turn).  There are two basic strategies that you can use 
here.  The first (and, in my opinion, the better one) is to use the damage 
spells in "Born of Flame" to eliminate your opponent's creatures as soon as 
possible.  Without creatures on the battlefield, "Overrun" becomes all but 
useless.  The other strategy is to counter with the already-large creatures 
in "Pack Instinct" and hold on until you can outmuscle your opponent for the 
rest of the game.


DUEL 3 - ODRIC							[DRCM]
--------------

Odric's deck has a few spells that can deal with some of the bigger 
threats that you throw at him, but the biggest danger when playing against 
him is that he can quickly create an almost endless army of creature tokens, 
leaving you hopelessly outnumbered.  "Born of Flame" is probably your best 
(if not your only) option here, as it is likely the only deck you have right 
now that can deal with multiple small creatures at once.  "Pack Instinct" is 
likely too slow to react to the onslaught, and "Crosswinds" has trouble 
permanently dealing with swarms of small creatures.  Defeating Odric unlocks 
the "Peacekeepers" deck.


DUEL 4 - LILIANA						[LLNV]
-----------------

Liliana's deck is chock full of ways to get rid of your cards - destroying
them, discarding them, powering them down, damaging them, or forcing you 
to sacrifice them. Once she has stalled out your attack, she can 
counterattack with creatures and spells straight out of your worst 
nightmares.  Some have the "flying" ability, some drain your life and give
it to Liliana, and some can even bring themselves back from the graveyard.
Your best bet is to use a fast deck that relies on a large number of small 
creatures, rather than a few large creatures that are easy prey for a damage 
or destruction spell.  To that end, your new "Peacekeepers" deck is probably 
your best bet, although "Crosswinds" can work as well.  Defeating Liliana 
unlocks the "Obedient Dead" deck, as well as the next stage of the 
Main Campaign.


::::::::::::::::::::::::::
::			::
:: STAGE 3 - RAVNICA	::					[RVNC]
::			::
::::::::::::::::::::::::::


ENCOUNTER 5 - SPIRALING MANA					[SPMN]
----------------------------

This deck's strategy is a little more complex.  On their first turn, your
opponent will play a "Forest" card, and then cast "Helix Pinnacle".  
Not only does this enchantment have the "shroud" ability - meaning that it
can't be targeted by spells or abilities - but at any time, your opponent 
can pay any amount of mana to put that many counters on it.  If it has 100 
or more counters on it by the start of any of your opponent's turns, your 
opponent automatically wins the game.  On subsequent turns, your opponent 
will play "Cloudpost" lands, which enter the battlefield tapped, but can 
tap for an amount of colourless mana equal to the number of "locus" lands 
on the battlefield (of which "Cloudpost" is one).  They will also cast 
"Wall of Vines" each turn (or couple of turns), a creature with 
considerable toughness and the "reach" ability, which lets it block 
creatures with the "flying" ability (though it can't attack).  At the end of 
each of your turns, your opponent will use any of their untapped "Cloudpost" 
lands to add counters to "Helix Pinnacle".  Speed and strength are key in 
this game, so I would recommend one of two approaches.  The first is to use 
"Pack Instinct" to quickly summon big creatures - especially ones with the 
"trample" ability - and just barge on through your opponent's defenses.  The 
other is to use "Peacekeepers" to quickly swarm the battlefield with creature 
tokens and attack as often as possible; since "Wall of Vines" has 0 power, 
your creatures will never be destroyed in combat.  If you're lucky, you may 
even be able to summon a big enough creature to start destroying your 
opponent's "Wall of Vines" creatures, making it easier for your weaker 
creatures to actually break through and score some damage.


DUEL 5 - KRENKO							[KRNK]
---------------

Krenko has one of the fastest-playing decks in the game, and his mix of
aggressive creatures and damage-dealing spells and abilities can be a
handful.  It doesn't help that many of the cards in his deck have - 
or grant - the "haste" ability, allowing his creatures to attack on the turn 
that they enter the battlefield, leaving you feeling like you're always just 
one step behind him.  Two effective strategies come to mind.  The first is
to use "Born of Flame" and its damage-dealing spells to keep Krenko from
having too many creatures on the battlefield at once, where they can start
helping each other out.  Then, your own big creatures should be able to 
easily outmatch his relatively small ones.  The other strategy is to use 
"Peacekeepers"; its creature-token-generating cards will usually allow you
to outnumber even Krenko's army, and his damage spells and abilities
probably won't be able to destroy your creatures as fast as you can cast
them (at least without losing a few of his own creatures in the process).
Add to this the fact that the creatures in "Peacekeepers" are a little
stronger on the defensive side of things, which is just what you need
against an aggressive deck like this.  Defeating Krenko unlocks the 
"Goblin Gangland" deck.


ENCOUNTER 6 - INTO THE MINE					[NTTM]
---------------------------

This deck's strategy is to continuously play "Island" cards and alternate
casts of three different spells.  One of the two main spells that your
opponent will cast is "Howling Mine", an artifact that forces both players 
to draw one extra card at the beginning of each of their turns.  Your 
opponent's other main spell is "Fog Bank", a creature with the "flying" 
ability that cannot attack, but that negates all damage that it deals or 
receives in combat.  Occasionally, your opponent will also cast 
"Mana Leak", a spell that negates one of your spells as you cast it, unless
you choose to pay 3 additional mana (assuming you are able to).  This 
"Encounter" level is similar to the last one, in that its goal is not to
attack you, but rather to stall you until it achieves an alternate win
condition. That win condition is forcing you to draw a card when you have
no cards left in your deck.  Though the effect of "Howling Mine" affects
your opponent too, your opponent begins with 113 cards in their deck, so
you will inevitably run out of cards faster than they will. As with the
last "Encounter" level, speed and strength are a must.  You can use
creatures with the "trample" ability in "Pack Instinct" to bash through your
opponent's defenses; although the ability of "Fog Bank" negates the combat
damage that it takes, it does NOT negate the leftover damage from the
"trample" ability.  "Peacekeepers" and your new "Goblin Gangland" deck can
work too, as chances are good that you can outnumber your opponent and
eventually punch through enough damage.  If you use "Goblin Gangland" and
get lucky, you can use "Goblin Piledriver" - which has the 
"protection from blue" ability, meaning that (among other things) it can't
be blocked by blue creatures - to sneak right past your opponent's defenses
for the win!  Just be sure to increase its power by attacking with other 
"goblin" creatures, too.  "Fog Bank" has 0 power, and its ability stops it
from dealing damage in combat anyway, so you have nothing to lose from
attacking all-out.


ENCOUNTER 7 - RIGHTEOUS ANGER					[RTNG]
-----------------------------

This deck's strategy is to continually play a combination of "Mountain" 
and "Plains" cards, and to alternate casts of two different spells.  
The main spell that your opponent will cast is "Lightning Helix", which 
deals 3 damage to any target while giving its caster 3 life.  Occasionally, 
your opponent will also cast "Fire Servant", a relatively strong creature 
that doubles the damage of red spells cast by its controller
("Lightning Helix" counts as both a white spell and a red spell, so it is 
affected by this).  Three things will help you in this encounter: spells that 
help you gain life back (while doing something else relevant, like damaging 
your opponent or being a creature that can attack or block, of course), 
creatures that don't mind dying (e.g. because they can be brought back from 
the graveyard), and/or creatures that are big enough to render damage spells 
ineffective.  To this end, "Born of Flame", "Pack Instinct", or "Obedient Dead" 
should fit your needs.  Throw a creature or two out occasionally to keep your 
opponent from always targeting you directly with "Lightning Helix", wait for 
them to run out of momentum, and then go on the counterattack.


DUEL 6 - JACE							[JCBL]
-------------

Jace's deck runs on a similar principle to the one in the "Encounter" level
"Into the Mine".  Part of his deck is devoted to defending himself, either
by blocking attacks, tapping your creatures, stealing your creatures,
sending your cards back to your hand, or negating your spells as you cast
them.  The rest of his deck is devoted to depleting your deck, either by
forcing you to draw extra cards or by sending cards straight from the top
of your deck to the graveyard.  This is another game in which time is of
the essence, so use a fast deck like "Peacekeepers" or "Goblin Gangland"
for best results.  Jace's deck doesn't include that many creatures, and
those that are in his deck are rather weak statwise, so you should have
little trouble outnumbering and overwhelming him with all of the extra
cards that he likely will force you to draw.  Defeating Jace unlocks the
"Dream Puppets" deck, as well as the next stage of the Main Campaign.


::::::::::::::::::::::::::
::			::
:: STAGE 4 - ALARA	::					[ALRA]
::			::
::::::::::::::::::::::::::


ENCOUNTER 8 - DRAGONS' AERIE					[DGSR]
----------------------------

This deck's strategy is to continually play "Mountain" cards and alternate 
casts of three different "dragon" creature spells.  This is usually done in 
a progressively larger order, starting with "Dragon Hatchling", then
"Furnace Whelp", and finally "Shivan Dragon".  All of them have the "flying"
ability, as well as an ability that allows your opponent to spend red mana
to increase their power rating for the turn, both of which make them very
dangerous opponents in combat.  That said, the strategy for this "Encounter"
level isn't all that different from that in the "Encounter" level 
"Disturbing the Nest", so use "Born of Flame" or "Crosswinds" to defend with
your own creatures with "flying" and either damage or return-to-hand spells.
You may also be able to use "Obedient Dead"; since "dragon" creatures usually
cost a lot of mana to cast or activate their abilities, you can probably pick
them off as they come with a steady stream of destruction spells/abilities.


DUEL 7 - NEFAROX						[NFRX]
----------------

Nefarox is one of only two opponents in the original game whose deck uses
more than one colour of magic; his deck uses both white and black magic.
It is based around the "exalted" ability, so expect him to only attack
with one creature per turn (usually one with an ability that makes it
difficult to block, such as "flying" or "unblockable") to boost its stats
with the "exalted" ability, while leaving the rest of his creatures and
other spells back to defend himself with.  Usually, this means blocking
with creatures that have the "regeneration" ability (which, each time it
is activated, prevents the creature from being destroyed by damage or a
destruction effect, though it wears off at the end of each turn) or casting
spells that destroy or lock down your creatures, such as "Doom Blade" and
"Pacifism".  When they're not using the "exalted" ability, though, most of
the creatures in his deck are pretty weak statwise.  Therefore, a good
strategy is to use "Born of Flame" and its damage spells to eliminate his
creatures as they come, preventing them from setting up huge "exalted"
bonuses for each other.  "Pack Instinct" can work too, as its creatures are
usually strong enough to survive (or at least match in) combat against a
creature with a few "exalted" boosts.  They can then counterattack, often
forcing your opponent to block and lose creatures in combat.  The more cards
with "exalted" that Nefarox loses, the less you have to worry about getting
blown out by a big attacker turn after turn.  Defeating Nefarox unlocks the
"Exalted Darkness" deck.


ENCOUNTER 9 - DOUBLE TROUBLE					[DBTB]
----------------------------

This deck's strategy is to continually play "Forest" cards and continually
cast "Primordial Hydra" spells.  This creature enters the battlefield with
original stats equal to the amount of mana used to cast it minus two (so your 
opponent has to spend at least 3 mana on it to have it enter the battlefield 
with its stats at 1, enough to keep it alive).  However, at the start of each 
of your opponent's turns, its original stats DOUBLE, and when its original
stats are 10 or more, it gains the deadly "trample" ability.  If you want to
have any hope of completing this encounter, you are going to need a deck that
can permanently destroy, exile, or lock down these creatures, and not just 
stall them for a while.  To that end, there are five decks which should be 
able to do the job: "Born of Flame", "Peacekeepers", "Obedient Dead",
"Goblin Gangland", and your new "Exalted Darkness" deck.  Note that if you
plan to destroy your opponent's "Primordial Hydra" creatures with damage
spells or abilities, do so as quickly as you can, or their stat-doubling
ability will likely quickly put their toughness ratings high enough to be
avoid being destroyed by a single spell (and you really shouldn't use two
spells to deal with a single creature).


DUEL 8 - AJANI							[JNGM]
--------------

Ajani's deck is all about increasing the amount of life that he has.  This
usually will serve as a cushion while he sets up his army of creatures to
pound on you with.  Decks that rely on speed or damage abilities are 
probably not a good idea here, as Ajani will probably be able to stall out 
your attack and then overpower you with his larger creatures.  Instead, use 
a mid-range deck such as "Obedient Dead", "Pack Instinct", or 
"Exalted Darkness" that can deal with his creatures as they come, while
slowly gaining the upper hand in terms of creature size.  You can often force
Ajani to lose "card advantage" by waiting for him to cast "Aura" enchantments
on his own creatures and then destroying those creatures, or by waiting for
him to cast spells that increase his life, but nothing (or not much) else.
"Dream Puppets" is another good option here; since your opponent will likely
make it difficult for you to win by depleting his life, it might just be
easier to stay on the defensive and  try to win by forcing your opponent to
draw a card from an empty deck. Defeating Ajani unlocks the "Celestial Light"
deck, as well as the next stage of the Main Campaign.



::::::::::::::::::::::::::::::::::
::				::
:: STAGE 5 - RETURN TO RAVNICA	::				[RTRV]
::				::
::::::::::::::::::::::::::::::::::


DUEL 9 -  YEVA							[YVNH]
--------------

Yeva's deck is a bit of a curveball, in that it employs combinations that
force her creatures to enter and leave the battlefield repeatedly in order
to re-use their abilities.  Other than that, though, it's what you should
expect from a deck based around green magic: spells that get lands onto 
the battlefield quickly, followed by sizeable creatures.  The nature of her 
deck usually doesn't let her get too many large creatures onto the 
battlefield at once, though, so a mid-range deck that can permanently deal 
with said creatures - such as "Pack Instinct", "Obedient Dead", or
"Exalted Darkness" - will probably carry the day.  You can also use
"Crosswinds" to exploit green magic's seemingly perennial weakness against
creatures with the "flying" ability, but be careful; what defenses Yeva does
have against creatures with "flying" are a little more immediately available
- and troublesome - than those in Garruk's deck.  Defeating Yeva unlocks the
"Ancient Wilds" deck.


ENCOUNTER 10 - SNAP JUDGMENTS					[SPJM]
-----------------------------

This deck's strategy is to continuously play a combination of "Plains" and
"Swamp" cards, and then alternate casts of two different spells.  The main
spell that your opponent will cast is "Bloodghast"; while this creature 
cannot block, it gains the "haste" ability (allowing it to attack on the
same turn that it enters the battlefield) if you have 10 or less life, 
and returns to the battlefield from the graveyard every time its owner 
plays a land card.  Your opponent will also occasionally cast 
"Day of Judgment", which destroys all creatures currently on the 
battlefield.  While you may be tempted to play a fast deck that can deal 
with your opponent's onslaught of "Bloodghast" creatures, this is not 
advisable, as you will likely lose "card advantage" by having several of 
your cards destroyed at once with a single "Day of Judgment" spell.  
Instead, it is better to use a deck that focuses on a few strong creatures, 
especially if there are ways to revive them from the graveyard.  To that 
end, "Pack Instinct", "Ancient Wilds", "Born of Flame", or "Obedient Dead" 
should all be able to get the job done here.  Play out the cards in your hand
conservatively, casting only a few creatures at a time.  Force your opponent 
to really think about when they should cast "Day of Judgment", and then drop 
a few more big creatures on them after they cast it.


DUEL 10 - CHANDRA						[CHDR]
-----------------

If you've been playing the "Born of Flame" deck a lot, you should know 
exactly what to expect from Chandra.  She will stall you out in the early 
game by casting damage spells to eliminate your creatures, and then drop big 
creatures on you in the later game (often ones with "flying" or other nasty 
abilities) to finish you off.  To counter this, play a deck that has 
creatures with higher toughness ratings, or at least ones that don't mind 
being destroyed (e.g. because they can be brought back from the graveyard).  
In that regard, "Pack Instinct", "Ancient Wilds", "Obedient Dead", or even 
"Born of Flame" itself will probably work.  "Celestial Light" might also be 
feasible, in that its life-gaining abilities can help you survive Chandra's 
initial onslaught until she runs out of momentum, leaving her vulnerable 
to counterattack.


DUEL 11 - JACE REMATCH						[JCRM]
----------------------

You've faced Jace at least once before, so you should know what to expect
from him.  While he casts creatures and spells that hamper your ability
to cast your own spells and/or get any offence going, he will use other
spells and abilities to slowly chip away at the number of cards in your 
deck.  He still has trouble dealing with fast swarms of multiple 
creatures, so use "Peacekeepers" or "Goblin Gangland" and run right over 
him.  Defeating Jace here unlocks the final stage of the Main Campaign.


::::::::::::::::::::::::::::::::::
::				::
:: STAGE 6 - BOLAS'S REALM	::				[BSRM]
::				::
::::::::::::::::::::::::::::::::::


DUEL 12 - NICOL BOLAS						[NCBL]
---------------------

Well, here he is, the big man - er, dragon - himself.  Nicol Bolas uses
a deck that employs blue magic, black magic, and red magic, which 
(respectively) represent the three things that he loves to do most: 
manipulate, kill, and destroy.  If there is any strategy in 
Magic: The Gathering that you think is unfair, dishonourable, or 
mean-spirited, chances are good that Nicol Bolas uses it: damaging or 
destroying (multiple) creatures, stealing your creatures, forcing you 
to sacrifice your creatures, draining your life, discarding cards from 
your hand, and using creatures with the "haste" ability to attack without 
warning, just to name a few.  If you want to defeat this opponent, it is 
IMPERATIVE that you use a deck that is highly flexible and does not run 
out of options quickly.  On one hand, this can mean playing a deck like 
"Born of Flame" or "Obedient Dead" that can permanently deal with your 
opponent's threats as well as get creatures back from the graveyard.
On the other hand, it can mean playing a deck like "Crosswinds" or 
"Dream Puppets" that can force your opponent to think hard about when to 
make their big plays, and then manipulate your own hand and deck so that 
you usually have a way to shut down your opponent's key cards.  Nicol Bolas
is the toughest opponent in the game (as he should be), and it may take a 
few tries to defeat him, but you can do it!


If and when you manage to defeat Nicol Bolas, congratulations!  You have 
completed the Main Campaign and have now unlocked the Revenge Campaign!  
Now you get to do this whole thing over again, except it's harder this time!  
Aren't you lucky?


---------------------------------------------------------------------------
REVENGE CAMPAIGN						[RVCP]
---------------------------------------------------------------------------

Basically, the Revenge Campaign is a redux of the Main Campaign, with two 
major differences.  First of all, there are no "Encounter" levels; there 
are only "Duel" levels, where you will face the opponents from the Main 
Campaign in the same order.  The other difference is that your opponents 
will have better cards in their decks and employ better strategies.  
As a kind reviewer pointed out (and as I found out through experience),
these strategies are actually quite a bit different from the ones used in the 
Normal Campaign, so you might have to try some alternate strategies to make
it through.  As with the Main Campaign, clear all "Duel" levels in a stage
to advance to the next one.


::::::::::::::::::::::::::
::			::
:: STAGE 1 - SHANDALAR	::					[RVSD]
::			::
::::::::::::::::::::::::::


DUEL 1 - TALRAND						[RVTR]
----------------

Talrand's deck this time around is quite a bit more streamlined, with
more efficient creatures on the lower end of the mana cost scale.
While he doesn't have too many high-cost threats anymore (not one card
in his deck costs over 5 mana), he does have many more ways to draw
cards, send cards back to your hand, lock down your creatures, or negate
your spells as you cast them.  His two biggest threats are "Time Warp",
which lets him take an extra turn; and "Rite of Replication", which can
copy any creature on the battlefield (up to five times if he pays its
additional "kicker" cost)!  Your best strategy here is to use a deck that
can deal with creatures with the "flying" ability, and/or several (small)
creatures at once.  To that end, "Born of Flame", "Obedient Dead", and
"Celestial Light" should all give you a fighting chance.  "Dream Puppets"
or "Crosswinds" itself may also work.


DUEL 2 - GARRUK							[RVGR]
---------------

Garruk has reinforced his deck with stronger creatures on the low end
of the mana cost scale, such as "Leatherback Baloth" and 
"Timbermaw Larva".  The real danger with his new deck, however, is that
he has taken a page out of Odric's book and packed his deck with cards
that generate creature tokens (such as "Ant Queen", "Rampaging Baloths",
and "Howl of the Night Pack").  Coupled with "Fangren Firstborn", which
gives a permanent stat boost to attacking creatures when it attacks, this
can be a nightmare.  Your best bet is to use a deck that is good at
defence and can deal with creatures of any size, like "Obedient Dead" or
"Celestial Light".  "Crosswinds" is another option, as Garruk's deck still
has trouble with dealing with creatures with the "flying" ability; just
do what you can to keep your own creatures on the battlefield and stall or
stop Garruk's big threats as they come.  Finally, "Ancient Wilds" or
"Pack Instinct" itself might work if you don't mind a head-on collision of
strength and think you can out-strategize your opponent.  Defeating Garruk
here unlocks the next stage of the Revenge Campaign.



::::::::::::::::::::::::::
::			::
:: STAGE 2 - INNISTRAD	::					[RVNS]
::			::
::::::::::::::::::::::::::


DUEL 3 - ODRIC							[RVDR]
--------------

Odric's deck remains relatively similar to the one you faced in the
Normal Campaign, but it is much more streamlined and aggressive.  It
specializes in generating multiple creature tokens at once, exiling
your cards, and increasing the stats of all of his creatures at once.
Try to use a deck that can deal with multiple small creatures at once,
and try to get Odric's creatures off the battlefield as quickly as
possible before he can increase their stats, or cast a big creature
such as "Crusader of Odric" or "Geist-Honored Monk".  "Born of Flame",
"Obedient Dead", or "Celestial Light" should serve your needs.
"Pack Instinct" might work too, if you use lots of cards that generate
creature tokens (try to model it after what you saw when you faced
Garruk in the Revenge Campaign earlier).  


DUEL 4 - LILIANA						[RVLL]
-----------------

Liliana knows that both life and mana are finite resources, and her
new deck reflects that philosophy.  Many of her spells and abilities
cost a lot of mana to cast or activate, so she has cards like 
"Jet Medallion" and "Liliana's Shade" to ease her burden on that end.
She also has a lot of spells that damage you or your creatures while
reinforcing her own life, which she uses to draw extra cards with
"Sign in Blood" or the legendary "Griselbrand".  Her deck is still
rather slow (maybe even slower than in the Main Campaign), and she
has few ways to deal with swarms of small creatures, so use a fast deck
like "Peacekeepers", "Goblin Gangland", or "Exalted Darkness" to quickly
deplete her life before she has a chance to take over the game.
Defeating Liliana here unlocks the next stage of the Revenge Campaign.


::::::::::::::::::::::::::
::			::
:: STAGE 3 - RAVNICA	::					[RVRN]
::			::
::::::::::::::::::::::::::


DUEL 5 - KRENKO							[RVKK]
---------------

Krenko is back, and his new deck of "goblin" creatures is as fast and
furious as ever.  Among the tune-ups to his deck include more cards
with abilities that damage you or your creatures (such as "Arms Dealer",
"Gempalm Incinerator", and "Goblin Grenade"), as well as cards that let
him get more creatures into his hand and onto the battlefield quicker
(such as "Goblin Ringleader" and "Chancellor of the Forge").  
Be prepared to deal with swarms of small creatures, and also be prepared
to lose some of your own creatures in the process.  Decks that can take
out multiple creatures at once (such as "Born of Flame", "Obedient Dead",
or "Celestial Light"), or that can outswarm and/or outmuscle your
opponent (such as "Peacekeepers", "Exalted Darkness", or the creature
token build of "Pack Instinct") should probably do the trick here.


DUEL 6 - JACE							[RVJC]
-------------

Jace's new deck is full of low-cost cards and combinations that can
tear large chunks out of your deck quickly.  Between "Jace's Erasure",
"Howling Mine", "Mind Sculpt", and "Prosperity", you may find yourself
scrambling to push the offensive before you lose all of the cards in
your deck.  Jace also has a few big cards such as "Sturmgeist" and
"Chancellor of the Spires" if he needs to pull out a game-changing play.
Fortunately, Jace still usually has trouble dealing with quick-strike
offence, so a deck like "Peacekeepers" or "Goblin Gangland" should be
able to outrace him.  Defeat Jace here to unlock the next stage of the
Revenge Campaign.



::::::::::::::::::::::::::
::			::
:: STAGE 4 - ALARA	::					[RVLR]
::			::
::::::::::::::::::::::::::


DUEL 7 - NEFAROX						[RVNF]
----------------

Nefarox has really trimmed the fat from his deck and packed it full of
small, efficient creatures with the "exalted" ability.  Expect to see
the likes of "Akrasan Squire", "Knight of Glory", "Knight of Infamy",
and "Sublime Archangel".  In addition, he has added some nasty ways to
deal with your own creatures, such as "Unmake" and "Mortify".  Finally,
he has added a few big finishers with the "flying" ability, such as
"Divinity of Pride" and "Angel of Despair".  As in the Main Campaign,
it is key to keep Nefarox from having too many creatures on the
battlefield at once, where they can combine their "exalted" abilities
to attack you for grievous damage.  Therefore, use a deck that can
either quickly clear out creatures or quickly put your opponent on the
defensive.  "Born of Flame", "Pack Instinct", and "Goblin Gangland" are
all good choices (I would also suggest "Peacekeepers" or "Obedient Dead",
but "protection" abilities might trip you up).



DUEL 8 - AJANI							[RVJN]
--------------

Ajani has scrapped his beneficial "Aura" enchantments for your rematch,
making it more difficult to gain "card advantage" against him this time
around (though he still uses "Pearl Medallion" and "Solemn Offering",
which won't always be too useful for him).  Expect to face a lot of
creatures that can increase his life - either with the "lifelink" ability
or some other ability - as well as a lot of creatures with the "flying"
ability.  The sheer number of threats in his deck means that you can't
just hang back on defence like last time; you need a deck that can
reliably deal with creatures both large and small.  "Obedient Dead" or
"Celestial Light" itself are good choices, but so are "Pack Instinct"
and "Ancient Wilds"; Ajani doesn't have many ways to deal with your own
threats besides fighting them in combat, so you can use big creatures to
steadily keep pressure on him.  Defeating Ajani here unlocks the next
stage of the Revenge Campaign.



::::::::::::::::::::::::::::::::::
::				::
:: STAGE 5 - RETURN TO RAVNICA	::				[RVRR]
::				::
::::::::::::::::::::::::::::::::::


DUEL 9 -  YEVA							[RVYV]
--------------

Yeva's deck is still kind of a mixed bag, though it now seems to
specialize in four things: drawing cards, increasing her life, getting
more resources onto the battlefield, and destroying your cards.  Watch
out for "Erratic Portal", since it not only lets her send her own
creatures back to her hand (allowing them to re-use their abilities),
but it can also send YOUR creatures back to your hand if you don't leave
mana available to negate its ability.  Also beware of high-stat creatures
with the "trample" ability that she has added to her deck, such as
"Pelakka Wurm", "Elderscale Wurm", and "Soul of the Harvest".  A mid-range
deck that can match your opponent in creature size while taking out your
opponent's biggest threats - such as "Obedient Dead", "Pack Instinct", or
"Exalted Darkness" - should be able to win here.


DUEL 10 - CHANDRA						[RVCD]
-----------------

Chandra's new deck is loaded with firepower... literally.  It has a ton
of spells that can damage your creatures all the way to the graveyard
(or even to exile), or damage you all the way to zero life!  The good
news is that she doesn't have too many creatures in the deck that are
overly strong (at least for their mana cost), and most of her damage
spells cannot destroy more than one creature at a time.  A deck that can
strike a balance between quality and quantity of creatures - such as
"Peacekeepers" or "Pack Instinct" - should be able to come out on top.
"Crosswinds" or "Dream Puppets" might also work, as they are good at 
dealing with creatures with the "flying" ability (which Chandra has quite
a few of) and don't have too many creatures themselves, meaning that
Chandra will often have to leave her damage spells sitting in her hand
with nothing to target.  Defeating Chandra here unlocks the final stage
of the Revenge Campaign. 



::::::::::::::::::::::::::::::::::
::				::
:: STAGE 6 - BOLAS'S REALM	::				[RVBR]
::				::
::::::::::::::::::::::::::::::::::


DUEL 11 - NICOL BOLAS						[RVNB]
---------------------

As if Nicol Bolas wasn't hard enough in the Main Campaign, his deck
in the Revenge Campaign is just downright nasty.  First of all, he has
four each of "Mox Sapphire", "Mox Jet", and "Mox Ruby", which are
artifacts that cost no mana to cast and can tap for mana, just like
lands!  This not only allows him to get several mana sources onto the
battlefield in one turn, but it allows him to discard land cards to
"Compulsive Research" like they were nothing!  If that wasn't enough,
he also has several cards that allow him to get any card that he wants
out of his deck, such as "Demonic Tutor", "Diabolic Tutor", and
"Diabolic Revelation".  Furthermore, he still has tons of ways to
eliminate your resources (often several at once), such as
"Barter in Blood", "Pyroclasm", "Mind Shatter", and his trump card,
"Cruel Ultimatum".  Finally, he may not have many creatures, but they
have nasty abilities, and if you don't deal with them quickly -
especially "Inferno Titan" and "Grave Titan" - a comeback will be a
definite long shot.  If there is one bright spot to all this, it's that
his deck has lost some of its ability to deal with one or two strong
creatures on the battlefield (as opposed to a swarm of small ones).
Therefore, you should be able to use a deck like "Born of Flame",
"Pack Instinct", "Ancient Wilds", or "Obedient Dead" to keep his threats
in check while you pound away at his life with one or two large
creatures.  If he eliminates them, cast one or two more, and save the
rest of your hand for backup.  "Dream Puppets" might also work; since
Nicol Bolas has few actual threatening creatures and likes to draw cards,
you might as well help him along and have him draw himself right into
oblivion!  The odds may seem stacked against you, but you've made it this
far.  Show this chump why you have a planeswalker spark, and send him
packing once and for all!


If you manage to defeat Nicol Bolas here, congratulations!  You have
completed the Revenge Campaign!  If you haven't already, try to
complete the Planechase Campaign or the Challenge Campaign.  You can
also try to unlock all of the cards for each deck, or try playing one
of the many multiplayer variations.  If that's not enough for you, try
playing against the world in an online match!



---------------------------------------------------------------------------
PLANECHASE CAMPAIGN						[PCCP]
---------------------------------------------------------------------------

"Planechase" is a variant form of Magic: The Gathering that was originally
unveiled back in 2009.  It plays like a multiplayer free-for-all, with one 
major exception: each player gets their own separate deck of "plane" cards, 
which represent different places in the Magic: The Gathering universe. 
Each "plane" card usually has one or more "static" abilities that either 
happen as soon as it becomes active, or else have a continuing effect on 
the game; these abilities usually affect multiple players.  Each "plane" 
card also has a "chaos" ability, which usually only affects the player who 
activates it.  "Planechase 2012" has added new cards to the "planar deck" 
called "phenomenon" cards, which do something once when they become the 
active "plane", and then (usually) the next card in their owner's 
"planar deck" becomes the active "plane" (unless it is also a "phenomenon" 
card, in which case, this process repeats itself).

The player who plays first flips the top card of their "planar deck" 
face-up, and that becomes the active "plane".  During each player's turn,
any time that they could cast a sorcery spell, they can roll a special 
"planar die" by paying mana equal to the number of times that they have 
already rolled it during that turn (meaning that each player can roll it 
at least once per turn for free).  If they roll the "planeswalker" symbol
(the one that looks like a little hand), the currently active "plane" gets 
put at the bottom of its owner's "planar deck", and the top card of the 
roller's "planar deck" flips over and becomes the new active "plane".  If 
they roll the "chaos" symbol (the one that looks kind of like an "S"), they
do what the "chaos" ability of the current "plane" says.  If they roll a 
blank face, nothing else happens.

Since there are more players than just you and a single opponent in a
multiplayer free-for-all, you're going to want to use decks that prioritize 
defence and flexibility more than all-out offence, such as "Ancient Wilds",
"Obedient Dead", and "Celestial Light" (I would also suggest
"Dream Puppets", but the AI likes to gang up on you for some reason if you
play it).  Remember, with all things being equal, you have to deplete 60 
life (or 180 cards in a deck) in order to win a multiplayer free-for-all,
as opposed to the usual 20 life (or 60 cards in a deck) in a normal game.
Therefore, unless your opponents decide to be massive trolls and gang up on
you all at once (which is rare, but it happens), your best bet will usually
be to hang back and defend yourself, build up your presence on the 
battlefield, let your opponents wear each other down for a while, and then
go in for a winning strike when you see an opening.  The bottom line when 
playing a multiplayer free-for-all is: expect the game to last a while.

As for using the "plane" cards: each time you roll the "planar die", you 
only have a one-in-three chance of having something happen (as there are 
six faces on the "planar die", with one containing the "planeswalker" 
symbol, one containing the "chaos" symbol, and the other four faces being 
blank).  In addition, the "planar die" costs more mana to roll each time 
you roll it during the same turn.  Therefore, it is usually only a good 
idea to roll the "planar die" when having something happen will directly 
benefit you.  This can mean rolling to try and activate a very useful 
"chaos" ability (such as destroying an opposing creature or bringing back 
a creature from the graveyard), or to try to get away from a "plane" with 
a "static" ability that puts you at a severe disadvantage (such as tapping 
or damaging your creatures).  Otherwise, it is best to save your mana for 
building up your battlefield presence or having a counter-strategy ready 
in case one of your opponents casts a dangerous spell or summons (or 
attacks with) a dangerous creature.

As for the Planechase Campaign itself, it consists of four stages that each
contain only one "Duel" level each; due to the length of multiplayer 
free-for-all games, if there were any more levels, you would probably get 
bored and frustrated just trying to get to the end.  Anyway, clear each 
level to proceed to the next stage.


::::::::::::::::::::::::::
::			::
:: STAGE 1 - SHANDALAR	::					[PCSL]
::			::
::::::::::::::::::::::::::


DUEL 1 - AJANI, TALRAND, AND GARRUK				[JTGR]
-----------------------------------

Your first three opponents play decks based (respectively) on gaining
life, casting creatures with "flying" and repeatedly casting instant and
sorcery spells, and casting creatures with high power and toughness
ratings.  Talrand is probably the most vulnerable opponent in this game,
as his creatures are difficult to block but are weak statwise.  This
means that he probably won't be able to do much damage without everyone
else deciding that it would be a good idea to gang up on him and take
him out before his creatures with the "flying" ability peck you all 
into submission.  Garruk is more of a problem; since multiplayer
free-for-all games tend to last a while, if he is left to himself, he
will be able to muster a small army of very strong creatures and
outmuscle everyone else.  Therefore, you should probably make Garruk your
first target, harassing him and trying to keep him from getting too many
creatures on the battlefield at once.  Ajani is probably the most
dangerous opponent in this game, as the amount of life that he can gain
with his deck will almost always give him the upper hand in a battle of
attrition.  If you are able to safely attack Ajani from the start, do so;
otherwise, hang back and let him waste resources trying to deal with your
other two opponents.  Once Talrand and Garruk are out of the game, you
can focus your efforts on laying siege to Ajani and his likely-depleted
forces.  Once all three opponents are down, you can move on to the next
stage.


::::::::::::::::::::::::::
::			::
:: STAGE 2 - INNISTRAD	::					[PCNS]
::			::
::::::::::::::::::::::::::


DUEL 2 - ODRIC, LILIANA, AND CHANDRA				[DRLC]
------------------------------------

Your next three opponents are all slightly more challenging than those
in the last level.  Respectively, one plays a deck that creates massive
armies of creature tokens, and the other two play decks that damage and
destroy everything in sight while continuing to revive their own
creatures from the graveyard.  Defeating Odric is probably your first
priority in this game.  His ability to quickly cast spells that put a
ton of creature tokens onto the battlefield is dangerous, but it also 
makes it more likely that your other two opponents will focus their 
attention on him first to keep from being completely overrun.  Use this 
to your advantage, and try and eliminate him from the game early.
Next, you'll have to deal with Chandra and Liliana, who are both flexible
and dangerous opponents.  As noted, a lot of cards in their decks have
nasty abilities that either damage or destroy your creatures, as well as
bring their own creatures back from the graveyard.  To counter this, try
to deal with their threats by exiling them or locking them down 
(i.e. tapping them or making it so they cannot attack or block), instead
of just putting them right back in the graveyard by damaging, destroying,
sacrificing, or negating them.  If you manage to pull off the win, you're
on to the next stage, and halfway done the Planechase Campaign.


::::::::::::::::::::::::::
::			::
:: STAGE 3 - RAVNICA	::					[PCRV]
::			::
::::::::::::::::::::::::::


DUEL 3 - JACE, KRENKO, AND NEFAROX				[JKNR]
----------------------------------

Like the last level, your three opponents in this level use decks that
are a study in contrasts.  Respectively, while one attempts to defend
himself and deplete his opponent's decks instead of their life, the
other two use small creatures with high synergy to implement aggressive
strategies.  Jace's deck-depleting strategy usually isn't that dangerous
early on in the game, but as the turns go by and everyone starts to
exhaust their resources, it becomes more threatening.  While it might be
a good idea to take out Jace early to prevent this scenario, you often 
won't have the luxury of doing this, as you'll be scrambling to defend 
yourself against Krenko and Nefarox, who can both pull off quick starts 
with their decks.  If you're lucky, they might both ignore you and 
attack Jace first (since his deck is pretty slow), solving your problem 
for you.  That said, be sure to keep their key cards in check so that
you'll have an easier time defeating them when they turn your attention
to you.  After you take out all three of these opponents, you just have 
one more stage and level to clear in the Planechase Campaign.


::::::::::::::::::::::::::
::			::
:: STAGE 4 - ALARA	::					[PCLR]
::			::
::::::::::::::::::::::::::


DUEL 4 - YEVA, AJANI, AND NICOL BOLAS				[YJNB]
-------------------------------------

Your last three opponents in the Planechase Campaign have decks that
(respectively) cast big creatures that can form powerful combinations,
gain life, and... well, Nicol Bolas's deck can do just about anything
and everything.  While it has already been established that Ajani is a
massive threat in multiplayer free-for-all games, Nicol Bolas is a much
bigger threat.  The spells in his deck can put him in such great
strategic positions - with respect to his amount of life, battlefield
presence, and number of cards in hand - that, if he is left to himself,
he becomes very difficult to take down.  Fortunately, your other two
opponents will often realize this and gang up on him from the get-go,
and as good as his deck is, it will often have trouble dealing with an
early combined offensive from all three of you at once.  After you 
eliminate Nicol Bolas, focus your attention on Yeva.  Her creature 
combinations can be a pain, so eliminate her before she can cause too
much trouble.  That leaves Ajani to deal with.  Attack when it is safe 
to do so, save some counter-strategies for his big threats, and hope
that he has too few resources left to put up much of a fight.


When you have defeated all three of these opponents, congratulations!
You've cleared the Planechase Campaign!  Now, if you haven't already,
complete the rest of the Main Campaign, complete the Revenge Campaign,
complete the Challenge Campaign, and/or unlock the rest of the cards
for the decks.  If you're done all of that, try playing online and
showing the rest of the world your skills!


---------------------------------------------------------------------------
CHALLENGE CAMPAIGN						[CHCP]
---------------------------------------------------------------------------

"Challenge" levels, sometimes called "duel puzzles" after their Yu-Gi-Oh!
counterparts, are a new twist on playing Magic: The Gathering strategically.
They thrust you into (what is assumed to be) a game already in progress, and
tell you that you must win the game in a set number of turns (usually only
one or two).  Therefore, you must think very carefully about which spells to 
cast, which abilities to activate, which creatures to attack with, and when 
all of these things should be done.  I suggest that you first try to complete 
these puzzles by yourself, but if you get stuck, here are the solutions.
Note that clearing a "Challenge" does not unlock a new card for the deck you 
are currently using.  It sucks, I know, but that's the way it goes.  We 
wouldn't want to make this game too easy, now, would we?


CHALLENGE 1 - REVERSE THE ASSAULT				[RVTS]
---------------------------------

1) The challenge begins with your opponent attacking you with three creatures.

2) Use "Dragon Hatchling" and "Goblin Piker" to block two of your opponent's
   creatures, making sure that one blocks "Sentinel Spider".

3) When it becomes your turn, cast "Act of Treason" targeting 
   "Sentinel Spider".

4) Enter your Combat Phase. 

5) Attack with both of your creatures.

6) During your Main Phase 2, cast "Fling" targeting your opponent directly,
   and sacrifice "Sentinel Spider".


CHALLENGE 2 - EXALTED ARMY					[XLRM]
--------------------------

1) Cast "Pacifism" targeting one of your opponent's creatures.

2) Cast another "Pacifism" targeting a different one of your
   opponent's creatures.

3) Cast "Seize the Initiative" targeting "Skyhunter Skirmisher".

4) Enter your Combat Phase.

5) Attack with all of your creatures.


CHALLENGE 3 - DRAKE EXPECTATIONS				[DKXP]
--------------------------------

1) Cast "Sage Owl".

2) When the ability of "Sage Owl" activates, select this order in 
   which to send cards back to the top of your deck (from last drawn
   to first drawn): "Blaze", "Furnace of Rath", "Mountain", and 
   "Time Warp".

3) Cast "Time Warp" targeting yourself.

4) Skip to your End Phase.

5) When your next turn starts, cast "Time Warp" targeting yourself, stop 
   the timer, and cast "Reverberate" targeting "Time Warp".

6) When "Reverberate" copies "Time Warp", choose yourself as the target.

7) Skip to your End Phase.

8) When your next turn starts, play a "Mountain".

9) Cast "Talrand's Evocation".

10) Cast your other "Talrand's Evocation".

11) Skip to your End Phase.

12) When your next turn starts, cast "Furnace of Rath".

13) Cast "Rupture", sacrificing "Talrand, Sky Summoner".

14) Enter your Combat Phase.

15) Attack with all of your creatures.


CHALLENGE 4 - STOLEN GOODS					[SLGD]
--------------------------

1) When it becomes your turn, play a "Plains".

2) Equip "Lightning Greaves" (currently equipped to "Garruk's Packleader")
   to "Leatherback Baloth".

3) Equip "Ring of Kalonia" (currently equipped to "Cudgel Troll") to
   "Garruk's Packleader".

4) Equip "Lightning Greaves" (currently equipped to "Leatherback Baloth")
   to "Garruk's Packleader".

5) Enter your Combat Phase.

6) Attack with "Garruk's Packleader".

7) When your opponent blocks "Garruk's Packleader" with "Cudgel Troll",
   cast "Divine Verdict" targeting "Cudgel Troll".


CHALLENGE 5 - OBLITERATE THIS!					[BLTS]
------------------------------

1) Cast "Cloudshift" targeting "War Priest of Thune".

2) When "War Priest of Thune" returns to the battlefield, have its 
   ability target and destroy the "Arrest" attached to "Rage Nimbus".

3) Skip to your End Phase.

4) During your opponent's Main Phase 1, stop the timer and activate the 
   ability of "Rage Nimbus" (MAKE SURE TO TAP BOTH "MOUNTAIN" CARDS TO
   DO THIS!) targeting "Phyrexian Obliterator".

5) When your opponent attacks (usually with both creatures), block
   "Phyrexian Obliterator" with "Rage Nimbus", stop the timer, cast
   "Undying Evil" targeting "Oxxida Scrapmelter", stop the timer again, 
   and cast "Seize the Initiative" targeting "Rage Nimbus".

6) When "Phyrexian Obliterator" activates its ability, sacrifice 
   "Oxidda Scrapmelter", "Flayer of the Hatebound", and four of your lands 
   (or three of your lands and "Rage Nimbus").

7) When "Flayer of the Hatebound" returns to the battlefield, target your 
   opponent directly with its ability.

8) When "Oxxida Scrapmelter" returns to the battlefield, have its ability
   target and destroy "Lumengrid Gargoyle", and then target your opponent
   directly with the ability of "Flayer of the Hatebound".

9) Once it is your turn again, skip to your Combat Phase.

10) Attack with all of your creatures.



CHALLENGE 6 - SAY YOUR PRAETORS					[SYPT]
-------------------------------


Elesh Norn Solution						[SYPN]
-------------------

1) This challenge begins with your opponent attacking you with five creatures.

2) Block "Elesh Norn, Grand Cenobite" with "Baneslayer Angel", stop the 
   timer, cast "Brute Force" targeting "Baneslayer Angel", stop the timer 
   again, and cast "Giant Growth" targeting "Baneslayer Angel".

3) At the beginning of your turn, you must sacrifice "Baneslayer Angel" as 
   per the effect of "Sheoldred, Whispering One".

4) Cast "Spark Elemental".

5) Cast "Veteran's Reflexes" targeting "Spark Elemental".

6) Enter your Combat Phase.

7) Attack with "Spark Elemental".


Jin-Gitaxias Solution						[SYPJ]
---------------------

1) This challenge begins with your opponent attacking you with five creatures.

2) Block "Jin-Gitaxias, Core Augur" with "Baneslayer Angel", stop the timer,
   and cast "Brute Force" targeting "Baneslayer Angel".

3) At the beginning of your turn, you must sacrifice "Baneslayer Angel" as 
   per the effect of "Sheoldred, Whispering One".

4) Cast "Avatar of Might".

5) Cast "Veteran's Reflexes" targeting "Avatar of Might".

6) Cast "Burst of Speed".

7) Cast "Niveous Wisps" targeting "Elesh Norn, Grand Cenobite".

8) Enter your Combat Phase.

9) Attack with "Avatar of Might".


Sheoldred Solution						[SYPS]
------------------

1) This challenge begins with your opponent attacking you with five creatures.

2) Block "Sheoldred, Whispering One" with "Baneslayer Angel", stop the 
   timer, cast "Brute Force" targeting "Baneslayer Angel", stop the timer 
   again, and cast "Giant Growth" targeting "Baneslayer Angel".

3) When it is your turn again, skip to your Combat Phase.

4) Attack with "Baneslayer Angel".

5) When your opponent casts "Leaf Arrow" targeting "Baneslayer Angel", stop 
   the timer, and cast "Veteran's Reflexes" targeting "Baneslayer Angel".


Urabrask Solution						[SYPR]
-------------------

1) This challenge begins with your opponent attacking you with five creatures.

2) Block "Urabrask, the Hidden" with "Baneslayer Angel", stop the timer, 
   and cast either "Giant Growth" or "Brute Force" (but not both) targeting 
   "Baneslayer Angel".

3) At the beginning of your turn, you must sacrifice "Baneslayer Angel" as 
   per the effect of "Sheoldred, Whispering One".

4) Cast "Avatar of Hope".

5) Cast either "Giant Growth" or "Brute Force" (whichever one you didn't 
   cast earlier) targeting "Avatar of Hope".

6) Cast "Burst of Speed".

7) Enter your Combat Phase.

8) Attack with "Avatar of Hope".


Vorinclex Solution						[SYPV]
------------------

1) This challenge begins with your opponent attacking you with five creatures.

2) Block "Vorinclex, Voice of Hunger" with "Baneslayer Angel", stop the 
   timer, cast "Brute Force" targeting "Baneslayer Angel", stop the timer 
   again, and cast "Giant Growth" targeting "Baneslayer Angel".

3) At the end of their turn, your opponent will draw seven cards, and then 
   cast "Thought Scour" targeting you.  When this happens, stop the timer, 
   and cast "Parallectric Feedback" targeting "Thought Scour".

4) At the beginning of your turn, you must sacrifice "Baneslayer Angel" as 
   per the effect of "Sheoldred, Whispering One".

5) Cast "Sizzle".



CHALLENGE 7 - DESPERATE MEASURES				[DPMS]
--------------------------------

1) Cast "Phyrexian Processor".

2) When "Phyrexian Processor" activates its ability, choose to pay 7 life.

3) Cast "Earthquake", choosing to tap 4 additional lands (MAKE SURE THAT THE
   ONE LEFT UNTAPPED IS A "PLAINS"!).

4) Cast "Faith's Shield" targeting any card you control. 

5) When "Faith's Shield" activates its ability, choose "blue" as the colour.

6) Enter your Combat Phase.

7) Attack with both of your creatures.



CHALLENGE 8 - SCULPTING THE PERFECT WARRIOR			[STPW]
-------------------------------------------

1) Cast "Sculpting Steel". 

2) When "Sculpting Steel" activates its ability, choose to copy 
   "Batterskull".

3) When "Puresteel Paladin" activates its ability, choose "yes" to 
   draw a card.

4) Activate the "equip 0" ability of the unequipped "Batterskull" to
   equip it to the "Germ Token" that is equipped with "Mortarpod".

5) Activate the ability of the "Germ Token" equipped with "Mortarpod" 
   and "Batterskull" to sacrifice it and deal 1 damage, targeting 
   "Porcelain Legionnaire".

6) Activate the "equip 0" ability of "Mortarpod" to equip it to your
   remaining "Germ Token".

7) Activate the ability of the "Germ Token" equipped with "Mortarpod"
   and "Sculpting Steel" (copying "Batterskull") to sacrifice it and 
   deal 1 damage, targeting "Porcelain Legionnaire".

8) Cast "Phyrexian Metalmorph".

9) When "Phyrexian Metalmorph" activates its ability, choose to copy 
   "Puresteel Paladin".

10) Cast "Sword of Feast and Famine".

11) When "Puresteel Paladin" activates its ability, choose "yes" to 
    draw a card.

12) When "Phyrexian Metalmorph" (copying "Puresteel Paladin") activates its
    ability, choose "yes" to draw a card.

13) Cast "Darksteel Axe".

14) When "Puresteel Paladin" activates its ability, choose "yes" to 
    draw a card.

15) When "Phyrexian Metalmorph" (copying "Puresteel Paladin") activates its
    ability, choose "yes" to draw a card.

16) Activate the "equip 0" ability of "Necropouncer" to equip it to 
    "Phyrexian Metalmorph" (copying "Puresteel Paladin").

17) Activate the "equip 0" ability of "Batterskull" to equip it to 
    "Phyrexian Metalmorph" (copying "Puresteel Paladin").

18) Activate the "equip 0" ability of "Darksteel Axe" to equip it to 
    "Phyrexian Metalmorph" (copying "Puresteel Paladin").

19) Activate the "equip 0" ability of "Sword of Feast and Famine" to equip
    it to "Phyrexian Metalmorph" (copying "Puresteel Paladin").

20) Activate the "equip 0" ability of "Sculpting Steel" (copying 
    "Batterskull") to equip it to "Phyrexian Metalmorph" (copying
    "Puresteel Paladin").

21) Activate the "equip 0" ability of "Mortarpod" to equip it to 
    "Phyrexian Metalmorph" (copying "Puresteel Paladin").

22) Enter your Combat Phase.

23) Attack with "Phyrexian Metalmorph" (copying "Puresteel Paladin").

24) When your Main Phase 2 starts, play an "Island".

25) Cast "Repulse" targeting "Puresteel Paladin" (the one with "Arrest" 
    attached to it).

26) Cast "Puresteel Paladin".

27) Activate the ability of "Sculpting Steel" (copying "Batterskull") to 
    return it to your hand.

28) Cast "Sculpting Steel".

29) When "Sculpting Steel" activates its ability, choose to copy 
    "Batterskull".

30) When "Puresteel Paladin" activates its ability, choose "yes" to 
    draw a card.

31) When "Phyrexian Metalmorph" (copying "Puresteel Paladin") activates 
    its ability, choose "yes" to draw a card.

32) Activate the ability of "Phyrexian Metalmorph" (copying 
    "Puresteel Paladin"), equipped with "Mortarpod", to sacrifice it and 
    deal 1 damage, targeting your opponent directly.

33) Activate the "equip 0" ability of "Mortarpod" to equip it to your 
    "Germ Token".

34) Activate the ability of the "Germ Token" equipped with "Mortarpod"
    to sacrifice it and deal 1 damage, targeting your opponent directly.

35) Activate the "equip 0" ability of "Mortarpod" to equip it to 
    "Puresteel Paladin".

36) Activate the ability of "Puresteel Paladin", equipped with 
    "Mortarpod", to sacrifice it and deal 1 damage, targeting your 
    opponent directly.



CHALLENGE 9 - REPLICA'S REVOLT					[RPRV]
------------------------------

1) Cast "Rite of Replication", choosing to activate its "kicker" effect
   (to put five copies of the targeted creature onto the battlefield),
   and targeting "Archaeomancer".

2) When the abilities of your "Archaeomancer" copies activate, target the
   three different "Rite of Replication" cards in your graveyard, and then
   any other two cards that you wish.

3) Cast "Rite of Replication", choosing to activate its "kicker" effect
   (to put five copies of the targeted creature onto the battlefield),
   and targeting a "Forest".

4) Cast "Rite of Replication", choosing to activate its normal effect
   (to put one copy of the targeted creature onto the battlefield),
   and targeting "Ursapine".

5) Cast "Rite of Replication", choosing to activate its normal effect
   (to put one copy of the targeted creature onto the battlefield),
   and targeting "Acidic Slime".

6) When the "Acidic Slime" copy enters the battlefield, have its ability
   target and destroy "Nature's Revolt".

7) Activate the ability of the "Ursapine" copy five times, each time 
   targeting your original "Archaeomancer" (the one on the far right, 
   without the summoning sickness swirl over it).

8) Enter your Combat Phase.

9) Attack with your original "Archaeomancer" (it's the only creature 
   that you can attack with anyway).



CHALLENGE 10 - GOBLIN RAIDING					[GBRD]
-----------------------------

1) Cast "Goblin Ringleader".

2) Activate the ability of "Temple Bell".

3) Enter your Combat Phase.

4) Attack with all of your creatures.

5) When your opponent uses their three "Baneslayer Angel" creatures to 
   block "Goblin Deathraiders", "Goblin Raider", and "Goblin Raider", 
   stop the timer and cast "Chandra's Fury" targeting yourself.

6) When the ability of "Goblin Arsonist" activates, target a 
   "Goblin Raider" that is being blocked by a "Baneslayer Angel".  As
   soon as you do so, stop the timer and cast "Gut Shot" targeting the
   other "Goblin Raider" that is being blocked by a "Baneslayer Angel".




---------------------------------------------------------------------------
EXPANSION CAMPAIGN						[XPCP]
---------------------------------------------------------------------------

The Expansion Campaign returns you to the plane of Ravnica once more,
this time to do battle against five of the city-plane's ten magical
guilds, each of which use two different colours of magic.  The five guilds
represented here (Selesnya, Azorius, Rakdos, Izzet, and Golgari) are the
five represented in the "Return to Ravnica" set.  There is only one stage
in this campaign, so just complete each "Duel" level to get through it.


*NOTE: I am assuming that you have already played through the original
       game and completed most or all of the single-player campaigns
       (i.e. the Main Campaign and Revenge Campaign) and unlocked all
       of the decks in the original game.  If not, you might want to
       do that first to give yourself more options and experience 
       going forward.



DUEL 1 - SELESNYA GUILD						[SLSN]
-----------------------

The Selesnya Guild uses white and green magic.  Its deck plays
similarly to Odric's deck, in that it likes to create creature tokens
and power up all of its creatures at once.  The difference is that
this deck tends to focus on getting more lands onto the battlefield
to fuel its creature-token-generating cards and powering up its own
creatures, rather than worrying about nullifying your threats (unless
they have the "flying" ability).  Still, you should probably stick with
what worked against Odric: either a deck that can take out multiple 
creatures at once, or can match your opponent in numbers and strength.
For the former strategy, use "Born of Flame", "Obedient Dead", or 
"Celestial Light".  For the latter strategy, use "Pack Instinct" or 
"Peacekeepers".  Defeating the Selesnya Guild unlocks the 
"Collective Might" deck.


DUEL 2 - AZORIUS GUILD						[ZRSG]
----------------------

The Azorius Guild uses white and blue magic.  This deck relies on
"Aura" enchantments to power up its own creatures while locking down
or stealing your own.  Because your opponent's "Aura" enchantments
usually give stat boosts to the creatures that they enchant, it is
probably easier to get rid of this opponent's creatures through a
method other than damage (such as lockdown, destroy, or exile).
However, this might be tricky in some cases, as some of this opponent's
creatures have abilities that make them difficult to target, and some
of their "Aura" enchantments with the "totem armor" ability that 
destroy themselves to save the creature that they are enchanting from
being destroyed.  Therefore, you may want to consider using a deck that
can take out creatures without targeting them.  "Peacekeepers",
"Obedient Dead", "Celestial Light", or "Exalted Darkness" should all
do the job nicely.  Defeating the Azorius Guild unlocks the 
"Aura Servants" deck.



DUEL 3 - RAKDOS GUILD						[RKDS]
---------------------

The Rakdos Guild uses black and red magic.  It is a bit of a tricky
opponent in that its deck has a good balance of size, speed, and
flexibility.  If your deck is too slow, this opponent will knock cards
out of your hand or use them to deal damage to you.  If you try to
counter this by playing a fast deck, this opponent will beat you down
with bigger creatures and methods of taking out your creatures.
Three things are key in this level: maintaining your life total,
managing and/or recovering the cards in your hand, and having creatures
big enough to stand up to your opponent's creatures and spells.
"Obedient Dead" seems to fit this diagnosis perfectly, although
"Celestial Light" and either of your two new decks - "Aura Servants"
or "Collective Might" - should stand a fighting chance as well.
Defeating the Rakdos Guild unlocks the "Grinning Malice" deck.



DUEL 4 - IZZET GUILD						[ZZTG]
--------------------

The Izzet Guild uses blue and red magic.  Its deck is somewhat slow,
but has spells that can damage and ward off your creatures until it
can get its core of card-drawing spells and creatures with the 
"flying" ability online.  Like your fight against the Rakdos Guild, 
you will have to walk a bit of a tactical tightrope in this level.
If your deck is too fast and your creatures are too small, this 
opponent will pick apart your army with damage spells and then stomp
you in the late game with big creatures.  On the other hand, if your
deck is too slow and your creatures are too big, this opponent will
either negate them as they are cast or steal them and use them against
you.  Therefore,  you'll want a deck that can balance strength and 
numbers while being able to deal with at least a few opposing threats.
"Peacekeepers", "Collective Might", or a creature-token-based build of
"Pack Instinct" should be able to get the job done.  Your new 
"Grinning Malice" deck might work too, since it can let you deal with
your opponent's biggest threats while punishing them for keeping extra
cards in their hand. Defeating the Izzet Guild unlocks the "Mindstorms" 
deck.



DUEL 5 - GOLGARI GUILD						[GLGR]
----------------------

The Golgari Guild uses black and green magic.  This is a difficult
opponent in that its deck is designed so that the harder you try to
outwork it, the more you play right into its hands.  This opponent
WANTS you to summon creatures and get rough in combat, and it will
often force you to do this by putting you on the defensive with strong
creatures and spells that drain your life or discard cards from your
hand.  Your best bet is to use a deck that only needs a few key
creatures to win, while it adapts to your opponent's plays and uses
their own resources against them.  "Ancient Wilds", "Dream Puppets",
"Crosswinds", and your new "Mindstorms" deck should all fit the bill
here.  You can also try using "Grinning Malice" to partially play off
of your opponent's strategy, and maybe even punish them for playing 
slowly or cautiously.  Defeating the Golgari Guild unlocks the 
"Sepulchral Strength" deck.


In addition to unlocking a snazzy new deck, defeating the Golgari Guild
also completes the Expansion Campaign!  Congratulations!  You have now
unlocked the Expansion Revenge Campaign, where the guilds of Ravnica
have re-tooled their magical arsenals to present you with an even
greater challenge!  Will you rise to the occasion?


---------------------------------------------------------------------------
EXPANSION REVENGE CAMPAIGN					[XPRV]
---------------------------------------------------------------------------

The guilds of Ravnica aren't about to let their initial defeats stand.
Like the planeswalkers in the Main Campaign, they have re-arranged their
decks, re-thought their strategies, and demanded that you give them a
second chance to prove their supremacy.  The process is the same as the
Expansion Campaign: one stage, five "Duel" levels.  Win against each
opponent to progress to the next.


DUEL 1 - SELESNYA GUILD						[RVSL]
-----------------------

The Selesnya Guild has really improved at the numbers game since you
last faced it. By that I mean it has jam-packed its deck with ways to
get lots of creatures onto the battlefield and keep them there.
It also has plenty of cards that get better when there are multiple
creatures on the battlefield or attacking.  It will be a rather uphill
battle trying to match this opponent in strength and numbers, so it may
be wise to use crowd-control tactics instead.  Bait your opponent into
summoning a few creatures, take them out with widespread damage or
destruction spells, then counterattack with creatures with the "flying"
ability (since this deck seems to be poor at defending against them).
"Born of Flame", "Obedient Dead", and "Sepulchral Strength" are all
good choices, though "Celestial Light" or "Aura Servants" may work too.


DUEL 2 - AZORIUS GUILD						[ZRSG]
----------------------

The Azorius Guild is back with a new deck that is much better at
keeping "card advantage".  Expect spells that draw (or search the deck
for) cards, recover cards from the graveyard, and keep creatures on
the battlefield.  Also watch out for powerful "Aura" enchantments, as
well as spells that lock down or destroy your creatures.  Like in your
previous encounter, it will likely be difficult to destroy your
opponent's enchanted creatures with damage, so consider instead using
spells that power down, destroy, disable, or exile creatures
(especially if they can affect multiple creatures at once).
Alternately, you could use a deck that can deal with enchantment spells
and then find a way to outmuscle your opponent.  "Exalted Darkness",
"Obedient Dead", Celestial Light", and "Sepulchral Strength" should
work for the former strategy.  For the latter strategy, try
"Ancient Wilds" or "Pack Instinct" (but beware of creatures with the
"flying" ability).


DUEL 3 - RAKDOS GUILD						[RVRK]
---------------------

The demon Rakdos and his maniacal servants rise to challenge you again,
and they're going to put you under pressure.  Many of the creatures in
the Rakdos Guild's new deck have high power ratings and aggressive
abilities, while many of its other cards can damage creatures or
players, destroy creatures, or dump cards out of your hand.  You will
want a deck that can preserve your life total, but has enough of a
counter-punch that you don't get caught with too many cards in your
hand or too many weak creatures on the battlefield (two situations
in which this opponent will really punish you).  "Celestial Light",
"Sepulchral Strength", and "Collective Might" should all be effective
against this opponent.  "Aura Servants" may also be feasible, since
this opponent doesn't have too many ways to take out creatures other
than damaging them in combat or hitting them with targeted damage or
destruction spells.


DUEL 4 - IZZET GUILD						[RVZT]
--------------------

Niv-Mizzet and the eccentric scientists of the Izzet Guild return for
another battle of wits.  They will once again try to hamper your
early plans with damage and negation spells, then lay down a crushing
masterstroke with large creatures (usually with the "flying" ability)
and spells or abilities that either draw extra cards or brainwash your
own creatures into fighting against you.  Your best bet is a deck with
decent-sized creatures and high synergy, so that your opponent won't
get too much benefit out of stealing or destroying a few creatures.
To that end, use the same strategies that worked against this opponent
before: "Collective Might", "Peacekeepers", or a token-based
"Pack Instinct" for a balanced attack; or "Grinning Malice" to punish
this opponent's play style.


DUEL 5 - GOLGARI GUILD						[RVGL]
----------------------

The Golgari Guild doesn't just want to use the cycles of life and
death to their advantage... it wants to control them.  Its new deck
is full of ways to dump its own creatures into the graveyard, while
making sure that your own creatures follow suit.  It then summons
giant creatures that take advantage of high graveyard card counts
to drive at you until finally you, too, join the ranks of the dead.
A deck that only relies on a few key creatures and can deal with
creatures of any size - or better yet, turn them against your
opponent - will be your best friend in this fight.  "Obedient Dead",
"Crosswinds", "Dream Puppets", and "Mindstorms" will do this nicely,
though "Aura Servants" or "Grinning Malice" might also work.


If and when you take down the Golgari Guild's new and improved deck,
congratulations!  You have completed the Expansion Revenge Campaign!
Now you can try other modes, finish unlocking cards for all of the
decks, or take your game online against real-world opponents!
Have fun, planeswalker!


---------------------------------------------------------------------------
EXPANSION CHALLENGE CAMPAIGN					[XPCL]
---------------------------------------------------------------------------
 
For all of you puzzle enthusiasts, the expansion has added five new
"Challenge" levels!  The rules are the same as in the core game: you get
put into a game already in progress, and you must figure out how to win
on that turn.  Also, you don't get any new cards by completing "Challenge"
levels.  You do, however, get bragging rights if you can figure out how to
complete them without help (for the record, I solved all of them myself
except the last one).  If you can't, however, here are the solutions
(because I like to think that I'm a nice guy).


CHALLENGE 1 - JITTE CHOICES					[JTCC]
----------------------------

1) Equip "Umezawa's Jitte" to "Goblin Shortcutter".

2) Activate the ability of "Umezawa's Jitte" to remove a charge
   counter from it, and choose the option to give the equipped creature
   +2/+2 until the end of the turn.

3) Equip "Umezawa's Jitte" to "Blisterstick Shaman".

4) Activate the ability of "Umezawa's Jitte" to remove a charge
   counter from it, and choose the option to give the equipped creature
   +2/+2 until the end of the turn.

5) Equip "Umezawa's Jitte" to "Aether Adept".

6) Activate the ability of "Umezawa's Jitte" to remove a charge
   counter from it, and choose the option to give the equipped creature
   +2/+2 until the end of the turn.

7) Enter your Combat Phase.

8) Attack with all of your creatures.



CHALLENGE 2 - CURSES!						[CRSS]
---------------------

1) Cast "Curse of Stalked Prey" and choose to enchant your opponent.

2) Cast "Hideous Visage".

3) Cast "Diabolic Intent" and choose to sacrifice "Bitterheart Witch".

4) When the ability of "Bitterheart Witch" resolves, choose
   "Curse of Bloodletting", and choose to enchant your opponent.

5) When the ability of "Diabolic Intent" resolves, choose any card.

6) Enter your Combat Phase.

7) Attack with both of your remaining creatures.



CHALLENGE 3 - GOLEM DEFEAT					[GLDF]
--------------------------

1) Cast "Fume Spitter".

2) Activate the ability of "Fume Spitter", targeting "Shivan Dragon".

3) Cast "Aggressive Urge", targeting any of your "golem" creatures.

4) Cast "Grim Affliction", targeting any of your "golem" creatures.

5) Cast "Spread the Sickness", targeting any of your "golem" creatures.

6) Enter your Combat Phase.

7) Attack with "Primordial Hydra".



CHALLENGE 4 - DEADMAN'S GAMBLE					[DMGB]
------------------------------

1) Cast "Vector Asp".

2) Cast "Dross Hopper".

3) Cast "Geth's Verdict", targeting your opponent.

4) Cast "Galvanic Blast", targeting your opponent's "Bird" creature
   token.

5) Cast "Gamble" and choose "Grimgrin, Corpse-Born".

6) Activate the ability of "Necrotic Ooze" to sacrifice a creature to
   untap it and put a +1/+1 counter on it, and choose to sacrifice 
   "Clockwork Hydra".

7) Activate the ability of "Necrotic Ooze" to tap it and put a 
   +1/+1 counter on it.

8) Activate the ability of "Necrotic Ooze" to sacrifice a creature to
   untap it and put a +1/+1 counter on it, and choose to sacrifice 
   "Moltensteel Dragon".

9) Activate the ability of "Necrotic Ooze" to tap it and put a 
   +1/+1 counter on it.

10) Activate the ability of "Necrotic Ooze" to sacrifice a creature to
    untap it and put a +1/+1 counter on it, and choose to sacrifice 
    "Dross Hopper".

11) Activate the ability of "Necrotic Ooze" to sacrifice a creature to
    give it the "flying" ability until the end of the turn, and choose
    to sacrifice "Vector Asp".

12) Activate the ability of "Necrotic" Ooze" to give it the "infect"
    ability until the end of the turn.

13) Activate the ability of "Necrotic Ooze" to give it +1/+0 until the
    end of the turn.

14) Enter your Combat Phase.

15) Attack with "Necrotic Ooze".



CHALLENGE 5 - INTO THE POD					[NTPD]
--------------------------

1) Activate the ability of "Birthing Pod", and choose to sacrifice
   "Dross Scorpion".

2) When the ability of "Dross Scorpion" resolves, target "Birthing Pod".

3) When the ability of "Birthing Pod" resolves, choose "Hoarding Dragon".

4) When the ability of "Hoarding Dragon" resolves, choose your second 
   "Birthing Pod".

5) Activate the ability of "Birthing Pod", and choose to sacrifice
   "Hoarding Dragon".

6) When the ability of "Birthing Pod" resolves, choose 
   "Geralf's Mindcrusher".

7) When the ability of "Geralf's Mindcrusher" resolves, target your
   opponent.

8) Cast your second "Birthing Pod".

9) Activate the ability of your second "Birthing Pod", choosing to
   sacrifice "Geralf's Mindcrusher".

10) When "Geralf's Mindcrusher" returns to the battlefield, target your
    opponent with its ability.

12) When the ability of "Birthing Pod" resolves, choose 
    "Chancellor of the Spires".

13) When the ability of "Chancellor of the Spires" resolves, choose
    your opponent (the only one you can), and target "False Cure".

14) Enter your Combat Phase.

15) Attack with all of your creatures.  (When the ability of
    "Primeval Titan" resolves, choose any two cards.)


===========================================================================
CREDITS AND THANKS						[CDTS]
===========================================================================

I would like to thank the following people and groups for helping to 
make this guide possible:

- Richard Garfield, for creating Magic: The Gathering.

- Wizards of the Coast, for keeping Magic: The Gathering going strong for 
  19 years and counting.

- Stainless Games and Microsoft Studios, for helping Wizards of the Coast
  create Magic: The Gathering - Duels of the Planeswalkers 2013.

- People who were nice enough to post videos of solutions to
  the "Challenge" levels on YouTube (and perhaps other video sites).

- People who were nice enough to post the codes for unlocking the
  promotional cards on GameFAQs (and other gaming sites).

- "afix7" for suggesting that I add the "Recommended Decklist" sections.

- "shmols101b" and "zaydee123" for helping me with strategies for the 
  Planechase Campaign.

- "ultramenacer" for convincing me to write a separate section for the
  Revenge Campaign, as well as giving me a few tips for it.

- "rexi" for alerting me to the existence of promotional card codes
  and extra cards (and forcing me to add an extra section and revamp the
  "Recommended Decklist" sections while I was at it... nah, jk, thx bro) 

- "blackdragoon289", a.k.a. "Superwised", for submitting an alternate
  recommended decklist for the "Dream Puppets" deck.

- My grade 8 friends, for getting me hooked on Magic: The Gathering to
  begin with.

- My good friend and Magic: The Gathering mentor, "magicmagic38", for 
  helping me to not suck so much at this arguably difficult and complex 
  game. :-p

- GameFAQs (and other sites like it), for being the nice folks that they
  are and allowing people to freely store and share information about 
  their favourite video games.

- You, dear reader, for reading this guide and making sure that all of
  my hard work was not in vain.


===========================================================================
CONTACT ME							[CTCT]
===========================================================================

If you would like to suggest changes or additions to this guide, ask for
my permission to do something special with this guide (as outlined in the
"Legal Disclaimer" section below), or even just drop a few lines of praise
for all of my hard work, I can be reached at the e-mail address below:


bionic_canuck@hotmail.com 
      
      ^
      |

(that's an underscore there, Shift + hyphen [ - ])


Please help me out by putting a relevant description in the subject line of
your message (something like "RE: Your DOTP 2013 Guide") so I don't mistake
it as junk mail or a virus carrier and have it deleted.  Also, if your
e-mail DOES accidentally end up in my junk pile (which, unfortunately, has
happened on a few occasions), a relevant subject description can help me
recover it and respond to it.

Also on that note, please be aware that spammers, flamers, trolls, etc. 
will have their messages deleted and their addresses blocked.  You have 
been given fair warning.


===========================================================================
LEGAL DISCLAIMER						[LGDC]
===========================================================================

Yeah... I gotta do it... *ahem*...

This document was created in 2012 and was authored by (and is the property 
of) CanadaGuy6 (Corbin Hartwick).  It is not to be modified in any way by 
anyone other than the author, except those with the express written 
permission of the author to do so.  If it is reproduced under any 
circumstances other than for personal, private use, full attribution must 
be given to the author.  Also, any use of this guide for commercial 
purposes is strictly prohibited.  It may only be placed on web sites that 
have the author's explicit permission, which currently include:
 
- www.gamefaqs.com

- www.neoseeker.com

- www.supercheats.com

- www.cheatcc.com

- www.cheathappens.com

- www.cheats.de

It may not otherwise distributed publicly, without express written 
permission from - and full attribution to - the author. Violation of any
of these terms is a violation of copyright protections on this guide,
and can result in criminal charges being filed against you.

So yeah, to translate that from "legalese": feel free to read this guide, 
print it out, and share it with your friends.  Just please don't change it
unless I specifically give you permission to do so.  Also, please don't 
change or outright copy it and then claim that it is your work and not mine,
and DEFINITELY don't try to sell this guide to anyone (although hopefully
they won't be stupid enough to buy it and will realize that I have put it
up on the Internet for free).  I have spent a lot of time and energy making 
this guide, and expected no reward other than the personal satisfaction of 
giving back to a gaming community that has given me so much over the years.
So please, don't rip me off.  If you think that this guide should be changed
in any way, please e-mail me your suggestions, or else write your own guide.  
Also, if you want to put this on another web site, or display this in any 
sort of public place, please ask for my permission first, and make sure that 
it is clear that this guide is my work and nobody else's (except, of course, 
for the people credited in the "Credits and Thanks" section).  

Thank you.