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    FAQ/Walkthrough by Shotgunnova

    Updated: 02/11/15 | Search Guide | Bookmark Guide

           (¯¯¯¯¯¯\   (¯¯¯¯¯) (¯¯¯¯¯¯¯\  /¯¯¯¯¯¯'¯)/¯¯¯¯¯¯\  ,'¯¯'-'¯)
            '-.    \   ¯)  (   ¯¯¯¯¯\  \(  ,'¯¯¯\/ ¯\   (¯ ,'  ____ /
               )    \  (    \ /¯} ___)  |  )  ____   )  | (   /   (/
              (  _   \/\\/\  \\ \/  __  (  \ (_   )  |  | |  (      2 0 1 5
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            /  )   \   /    )  \'./ (_,'  \____/\ ),'    / '.     ____/
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        ,'     ;     )  /  ,'      ) | Game & Expansion FAQ/Walkthrough -by-   |
       (,'¯¯¯¯¯      \_/   (,'¯¯¯¯'  | Shotgunnova (P. Summers)                |
                                     | EMAIL: shotgunnova (a+) gmail (d0t) com |
                                     |_________________________________________|
    
        I. CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CNTR
       II. TH' BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . THBS
    
           Story ............................................................ STRY
           System Requirements .............................................. SSTM
           Important Terms .................................................. MPRT
           Tips N' Tricks ................................................... TPST
    
      III. WALKTHROUGH  . . . . . . . . . . . . . . . . . . . . . . . . . . . WLKT
    
           01) Innistrad .................................................... WLK1
           02) Theros ....................................................... WLK2
           03) Ravnica ...................................................... WLK3
           04) Shandalar .................................................... WLK4
           05) Zendikar ..................................................... WLK5
           06) Alara .................................... [DLC Expansion] ... WLK6
    
       IV. APPENDICES . . . . . . . . . . . . . . . . . . . . . . . . . . . . APPN
    
           Achievements ..................................................... ACHV
           Card Lists ....................................................... CRDL
           Card Overview .................................................... CRDO
           Deck List (Player) ............................................... DCKP
           Deck List (Opponent) ............................................. DCKO
           Expansion Guide .................................................. EXPN
    
        V. FREQUENTLY ASKED QUESTIONS . . . . . . . . . . . . . . . . . . . . FAQZ
       VI. UPDATES & CONTRIBUTIONS  . . . . . . . . . . . . . . . . . . . . . UPDT
      VII. LEGALITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . LGLT
    
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    I. CONTROLS                                                              [CNTR]
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     Here's the default controls for the game. Keyboards without numpads will have
     to remap, although it's rare to ever need those functions.
    
     Pause Menu ------------> Escape
     Help ------------------> H
     Up --------------------> Up
     Down ------------------> Down
     Left ------------------> Left
     Right -----------------> Right
     Select/Perform Action -> Return
     Cancel Action ---------> Escape
     Toggle Zoom -----------> 1
     Toggle Timer ----------> Spacebar
     Continue --------------> Tab
     Mana Tapping ----------> Left Ctrl
     View Extra Card Info --> F1
     View Last Action ------> ---
     Table View ------------> Numpad 2
     Move View Left --------> Numpad 4
     Move View Right -------> Numpad 6
     Aerial View -----------> Numpad 8
     Toggle Free Selection -> F
     Text Chat -------------> Y
     Voice Comm ------------> V
    
     Mana tapping applies when the game prompts one to manually select -- hitting
     left Ctrl will cycle through the tapping permutations. The AI used to be
     awful here, until it was patched last year, and now it's fairly good. The
     game will prioritize tapping lands if one can't use them, and saves special
     lands (dual/tri-colors) for last, if possible.
    
     Text chat and voice communication apply to multiplayer. Push 'V' to talk if
     one has those capabilities.
    
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    II. TH' BASICS                                                           [THBS]
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    STORY                           [STRY]
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     "Hone your skills as you battle your way across the planes of the Multiverse.
     Beware though, Planeswalker. Your biggest danger lies ahead. Garruk
     Wildspeaker, the greatest hunter known, has fallen under the curse of the
     Chain Veil. He now mercilessly stalks his own kind. Find him and stop him...
     before he finds you!" -- Promo info
    
    SYSTEM REQUIREMENTS             [SSTM]
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     OS: Windows 8/7/Vista (XP not supported)
     Processor: 2GHz CPU (Pentium 4 or equivalent)
     Memory: 1 GB RAM
     DirectX: Version 9.0c
     Sound Card: DirectX 9.0c compatible sound card
     Graphics: 512MB DirectX 9.0c compatible video card w/ Pixelshader 3.0 support
     Additional Notes: Memory: 1GB RAM (2GB for Vista and Windows 7)
    
    IMPORTANT TERMS                 [MPRT]
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     Here's a list of need-to-know terms for general gameplay, as well as some I
     use in the walkthrough.
    
     • ACTIVATED ABILITY: These are abilities that require paying a cost -- such
       as tapping, paying mana, sacrificing a fellow creature, etc. Activated
       abilities are typically found on permanents, but some can be used from the
       graveyard, such as Soul of Zendikar's ability. Creatures currently going
       through "summoning sickness" cannot activate abilities whose costs require
       tapping.
    
     • ANNIHILATOR: Keyword ability (found only on "Kozilek, Butcher of Truth" in
       this game) in the form of "Annihilator #". When the Annihilator creature
       attacks, the opponent sacrifices permanents of their choosing equal to
       the creature's annihilator value.
    
     • BEATSTICK: Slang term for any creature that's a good attacker. This often
       means high attack power or good abilities. For example, Terra Stomper has
       Trample and is an 8/8, ensuring that whenever it attacks, it's likely to
       do some damage (at the very least, kill some blockers).
    
     • BLOODRUSH: Keyword ability. Paying a creature's Bloodrush cost discards
       the card and bestows its ability to another target creature. For instance,
       Wrecking Ogre's Bloodrush grants +3/+3 and double strike to a specified
       attacker. The Bloodrush cost tends to be more stringent than if one had
       played the creature normally.
    
     • BOUNCING: This is the playful term for returning cards on the field to its
       owner's hand or library. Bouncers can be instants (Vapor Snag), creatures
       (Dinrova Horror), artifacts (Æther Bomb) and so on. Cards that are bounced
       lose all counters placed on them, and this isn't a "destroy" effect, so it
       can affect indestructible creatures.
    
     • CASCADE: An enemy-only keyword ability. When a spell with Cascade plays
       out, its owner picks up cards from the top of their deck until they find a
       nonland permanent with a CMC lower than the Cascade's. The chosen card is
       played cost-free; the other cards picked up are put on the library's bottom.
    
     • CMC (CONVERTED MANA COST): This is the cost of a card taken as whole. For
       instance, a Soul of Zendikar costs 4 colorless mana and 2 green mana, so
       its CMC would be 6 (4+2). Cards with a variable mana amount of "X" are
       considered "0" for CMC calculation. Example: Genesis Hydra is 2 green mana
       + "X" colorless mana, where "X" can be any applicable number. Its CMC is
       simply 2, the most basic amount that can be played to cast it.
    
     • CONVOKE: Keyword ability. Cards with Convoke cost 1 mana less to cost for
       each creature its player taps while it enters. If a creature shares a color
       with the Convoke card, it can count as that color's mana instead of just a
       colorless mana. Example: Meditation Puzzle costs 3 + 2 white mana (CMC 5).
       It effectively costs nothing if one taps 5 white creatures; if one only has
       5 black creatures, only the 3 colorless mana could be Convoked for a lower
       cost.
    
     • COUNTERING: This is done through instants that specify "counter target
       spell," along with perhaps other text. Basically, when an opponent tries
       get a card on the field, a counter (Negate, Dissolve, etc.) can be played
       to prevent it effect from occuring. Counters in this game tend to be blue
       cards.
    
     • CYCLING: Keyword ability on some cards, each with their own mana cost. If
       the cost is paid, one discards that card and draws another ("cycling") or
       can search for a specific card (such as "landcycling"). Which type of
       cycling is applicable will be said on the card.
    
     • DEATHTOUCH: Keyword ability. Creatures with deathtouch will destroy any
       creature they deal damage to. Example: Pharika's Chosen (1/1) is chosen to
       block a Nemesis of Mortals with Monstrosity (10/10). If it's a normal
       battle, the two trade blows, and instead of surviving as a 10/9, the
       beatstick is killed as well. Deathtouch is dealt only any type of damage,
       but creatures immune to certain types of damage (like Guard Gamazoa) won't
       be slain. Creatures that pay their regeneration cost aren't destroyed by
       deathtouch.
    
     • DEFENDER: Keyword ability. Defenders can block but can't attack, which
       befits their higher toughness. Examples: Wall of Omens, Guard Gomazoa.
       Some cards (Gargoyle Sentinel, Ogre Jailbreaker) can remove Defender with
       their own abilities; others will need Warmonger's Chariot to attack. Note
       that just because they're prevented from attacking, it doesn't mean they
       don't deal combat damage!
    
     • DESTROY: Type of ability that, well, destroys the target card type, either
       outright (Flesh to Dust) or when a condition is met (Reprisal, Assassinate).
       Cards with "indestructible," like Creepy Doll or Darksteel Ingot, are
       immune to destroy effects. Same goes for cards with protection from the
       spell's color (ex: the white Divine Verdict does nothing if used on a foe
       with protection from white).
    
     • DEVOTION: This is used in some cards, the value of which is equal to the
       number of specified mana symbols in mana costs of all permanents one
       controls. Example: Nylea's Disciple gains life equal to one's devotion to
       green. Mana symbols in the card text (such as "pay green mana, tap: get
       X effect") don't count toward devotion.
    
     • DEVOUR: Keyword ability. Creatures with this ability get +1/+1 counters
       for each creature one sacrifices as it enters the field. How many counters
       it gets depends on the written text's Devour cost. Example: Thorn-Thrash
       Viashino has Devour 2, so it gets +2/+2 for each sacrificed creature. Any
       creature one controls (token, opponent-owned, etc.) can be used for the
       devour cost.
    
     • DISCARD: This term found in many cards means to "send the required amount
       of cards from hand to graveyard". Mind Rot, for one, would make a target
       player discard 2 cards. If a player has no cards in their hand, the effect
       basically does nothing. (Examples: Ostracize, Monomania, Blightening)
    
     • DOMAIN: Keyword ability. This increases a spell's effect based off how many
       basic land types one owns. For instant, Drag Down gives -1/-1 to a target
       creature in just this manner. If one controls a Swamp, Mountain and Forest,
       Drag Down would do -3/-3. There's only 5 basic land types, meaning Domain
       abilities top out at that number. (Other examples: Matca Rioters, Spore
       Burst, Wandering Goblins). 
    
     • DOUBLE STRIKE: Keyword ability. Creatures with double strike deal both
       first strike and normal combat damage. (Examples: Wrecking Ogre, Two-Headed
       Cerberus) If a creature with double strike fights another creature with
       that ability or first strike, damage is dealt concurrently.
    
     • ENCHANTMENT: Type of permanent that stays on the field or (as an Aura) is
       attached to a creature. These have a variety of effects -- too many to list
       here, actually -- but remain in play until destroyed. Auras are destroyed
       when the creature they attach to is destroyed, unlike Equipment.
    
     • EVOLVE: Keyword ability. Creatures with Evolve get a +1/+1 counter each
       time an ally creature with higher power or toughness enters the field. For
       instance, the 0/1 Cloudfin Raptor has this ability. If one then plays a
       Wandering Wolf (2/1), which has higher power, Cloudfin would get a token
       and become a 1/2. If one played a Young Wolf (1/1), nothing would happen,
       since is power is equal to Cloudfin's. 
    
     • EXALTED: Keyword ability. When a creature attacks alone, it gains +1/+1
       for every controlled card with Exalted -- including its own, if able --
       until turn's end. (Examples: Akrasan Squire, Rafiq of the Many) The 1-turn
       boost applies to any ally attacker, not just those that have Exalted, note.
    
     • EXILE: Similar to the graveyard zone, only cards placed here are generally
       removed from the game permanently. (Examples: Angelic Edict, Anger of the
       Gods) Some exiled cards may be brought back through other effects, such as
       its source leaving the field (Banisher Priest) or simply through a natural
       part of its effect (Cloudshift).
    
     • FIELD NUKE: This is just the slang term for a card that destroys all or
       most cards currently in play (ex: Planar Cleansing and In Garruk's Wake).
       Similarly, the term "nuking the field" means damaging all creatures, often
       killing most. Minor examples in this game would be Marsh Casualties or
       Anger of the Gods.
    
     • FIRST STRIKE: Keyword ability. Cards with first strike, when attacking or
       blocking, deal damage first instead of concurrently. To illustrate, a 1/1
       creature with first strike would kill a 100/1 creature, rather than both
       dying. (If two creatures with first strike attack, concurrent damage is
       dealt, i.e. neither gets the advantage.)
    
     • FLASH: Keyword ability. Flash is found on noninstant cards and lets them
       be played at any time one could play an instant. A few creatures have the
       ability inherently (Breaching Hippocamp, Pestermite, etc.) while sorceries
       can be granted the ability through Quicken.
    
     • FLASHBACK: Keyword ability. Cards with Flashback can be played from the
       graveyard for a CMC slightly higher than their normal one, getting another
       chance to use the effect. Doing this exiles the card, however. (Examples:
       Think Twice, Chill of Foreboding)
    
     • FLICKERING: This is the term for a card that exiles a card and immediately
       brings it back, such as Cloudshift. Doing this evades any type of targeted
       spell (saving the creature), and removes all damage, auras and equipment.
       If the card had an effect that triggers when it enters the field, that
       effect triggers at that time. Flickered targets reappear untapped, although
       any effect that would tap them as they enter would apply immediately, too.
    
     • FLYING: Keyword ability. Cards with flying ("flyers") can't be blocked
       except by creatures with flying or reach.
    
     • GRAVEYARD: This is the pile where destroyed creatures, discarded cards and
       used instants/sorceries/artifacts end up. Some cards affect the graveyard
       from the hand or field, while effects for Unearth or Flashback can only be
       paid while their cards are in the grave. Some cards, like Dryad Militant,
       exile cards that would end up in the graveyard instead.
    
     • HASTE: Keyword ability. Creatures with haste can attack as soon as they
       enter the field, rather than being affected by summoning sickness. Haste
       is also used in other keyword abilities, like Unearth.
    
     • HELLBENT: Keyword ability. Creatures with Hellbent get an extra effect if
       their owner has no cards in the hand. None of the applicable cards are
       available to this game's player, however, so this isn't too important to
       remember.
    
     • HEROIC: Keyword ability. Heroic triggers when the applicable creature is
       targeted by its owner's spell (instant, sorcery, aura, etc.), in addition
       to whatever that spell does. For instance, if your Agent of the Fates was
       about to die, using "Gods Willing" on it could save it from destruction,
       as well as trigger its Heroic ability that makes opponents sacrifice a
       creature. Heroic can be triggered any number of times per turn, but doesn't
       activate when attaching equipment like Greatsword, Darksteel Axe, etc.
    
     • HEXPROOF: Keyword ability. Creatures with hexproof can't be targeted by
       the opponent's spells and abilities. For example, Primal Huntbeast is a
       green 3/3 with hexproof. An opponent couldn't target it with Auger Spree
       to kill it, but could use something that deals damage w/o targeting (like
       Anger of the Gods) to destroy it. Hexproof creatures can be sacrificed,
       if they're the only applicable target. The owner of the hexproof creature
       can still target it as normal, however.
    
     • INDESTRUCTIBLE: Keyword ability. Cards with indestructible aren't destroyed
       via combat damage or "destroy target creature" effects. They can, however,
       be returned to the hand/deck, placed into the graveyard, sacrificed and
       sent to the graveyard if their toughness reaches zero.
    
     • INSTANT: Card type. Instant spells can be cast any time, allowing one to
       respond to an enemy's actions. It's always good to have some of these in
       the deck (in some cases, a lot of 'em!).
    
     • INTIMIDATE: Keyword ability. Cards with Intimidate (like Accursed Spirit)
       can only be blocked by cards that share a color with it. There aren't many
       cards that have this keyword in the game, so this rarely matters.
    
     • LANDWALK: Keyword ability. Cards with landwalk can't be blocked by any
       opponent that control a particular land card. One opponent (Ocean's Might)
       takes advantage of this by enchanting opponent lands, letting otherwise
       annoying downsides to their creatures become a nonissue. Lands that count
       as two basic types (such as a Bayou being a Island Swamp) would trigger
       both islandwalking and swampwalking.
    
     • LIBRARY: a.k.a. the 60-card deck one uses. In normal play, a single card's
       drawn from here each turn during the upkeep. When a Scry effect goes off,
       it's the library that is affected. Any effect that relates to searching
       will typically shuffle the library; some effects may shuffle (combine) the
       graveyard and library. If one attempts to draw a card from the library and
       there are no cards left, that player loses the game.
    
     • KICKER: Term found on several cards, denoting a seconary (optional) cost to
       pay when casting it. "Kicking" a spell will give both effects, giving the
       spell more oomph. For instance, Blood Tribute makes an opponent lose half
       their life. If one pays the kicker (tapping a vampire), one gains life
       equal to the amount the opponent loses.
    
     • LANDFALL: Keyword ability. Cards with Landfall have their effects trigger
       when its owner puts a land onto the field. (Examples: Adventuring Gear,
       Bloodghast, Grazing Gladeheart) Landfall triggers when a land is put onto
       the field through ANY method, like Elvish Pioneer or Cultivate, not just
       the once-per-turn alloted play.
    
     • LEGENDARY: Card type specifying particularly good cards. The main thing to
       remember in this game is that only one copy of the legendary can be one's
       control. For instance, playing "Hall of Triumph" with a +1/+1 to black
       creatures. If one uses another Hall to give +1/+1 to white creatures, the
       game will force one of those to be sacrificed (player's choice).
    
     • LIFELINK: Cards with this keyword ability, when dealing combat damage, also
       gain that much life. (Examples: Trained Caracal, Child of Night, Baneslayer
       Angel) Combat damage applies to both attackers AND blockers, remember.
    
     • MANA STARVATION: Slang for having good cards, but not enough mana to play
       them with. One can help this somewhat by making sure the ratios in the deck
       are good (24 lands is reasonable), but luck will still factor in. Having too
       much mana is referred to as a (mana) flood.
    
     • MILLING: This is the term for forcing an opponent to put cards from their
       library into the graveyard, such as with Tome Scour or Hedron Crab. Players
       automatically lose the game if, during their upkeep, they have no cards to
       draw, thus making speedy mill decks a fun alternative to beating a foe into
       submission. ("Milling" is derived from the "Millstone" artifact's effect,
       and it's included in this very game!) Any type of forced discard situation
       can be referred to as milling, i.e. "hand milling".
    
     • MIRACLE: A keyword ability only available to the enemy. Cards with Miracle
       have a normal mana cost, then a "Miracle cost" -- basically, a super low
       cost applicable only after it's immediately drawn. Example: Avacyn's
       Banishing Stroke.
    
     • MONSTROSITY: Keyword ability that allows users to pay a secondary cost to
       power up a creature. For instance, Stormbreath Dragon has Monstrosity 3,
       and will get +3/+3 when its cost is paid, in addition to its other effect.
       Monstrosity can only be done once as long as the card is on the field, but
       can be repaid if it leaves for some reason (Rescue from the Underworld,
       Cloudshift, etc.)
    
     • MORBID: Keyword ability. When an opponent is dealt damage during a turn,
       any creature with Morbid entering that turn triggers that ability, often
       in the form of extra +1/+1 counters. One doesn't get any cards with this
       keyword inherently, although they can be used temporarily when playing as
       Garruk in the expansion.
    
     • MULLIGAN: If one draws a poor opening hand, one can 'mulligan' to redo that
       draw for another seven. One can do mulligans after that as well, though the
       returns diminish immediately: after the first one gets 6, then 5, etc.
    
     • PERMANENT: These are cards that stay on the battlefield, and typically mean
       creatures, enchantments and artifacts. Instants and sorceries are used up
       when cast and go to the graveyard.
    
     • POPULATE: Keyword ability. When an effect with Populate occurs, its owner
       selects a token they control and creates a duplicate of it.
    
     • PROTECTION: Keyword ability, often in the form "protection from _____". The
       blank portion is typically a color or card type. For instance, Stormbreath
       Dragon has protection from white -- meaning it incurs no combat damage from
       white sources, nor do abilities from white source affect it. Baneslayer
       Angel has protection from demons and dragons, and follows a similar format
       of what doesn't affect it.
    
     • REACH: Keyword ability. Reach-capable creatures can block creatures with
       flying. That's...pretty much all it does, but it's quite useful if one
       doesn't have any flyers to combat the foe's.
    
     • REBOUND: Keyword ability. Cards with Rebound, once cast, are cast a second
       time for free during its owner's next upkeep ability. Only one enemy has a
       card of this nature, so remembering the specifics ain't too important.
    
     • REGENERATE: Creature keyword ability with its own cost. Paying a creature's
       regeneration cost will save it from being destroyed, by removing any damage
       counters it had prior to regeneration and tapping it. (Damage dealt after
       regeneration isn't removed, however.) Regeneration won't prevent sacrifing
       or bouncing, and if the regenerated creature's toughness becomes 0 somehow,
       it's still sent to the graveyard (this is a state-based action). Examples
       of regeneratable creatures: Asphodel Wanderer, Drudge Skeletons.
    
     • SACRIFICE: Type of removal effect in which cards are sent to the graveyard
       as a cost (Corpse Blockade) or through an effect (Tribute to Hunger). This
       isn't the same as a "destroy" effect, note. Often shortened to "sac".
    
     • SCRY: Keyword ability. Cards with Scry allow it owners to look at the top
       of their library, up to the text's specified number (like "Scry 2"), and
       then put them back in a preferred order.
    
     • SHROUD: Keyword ability. Cards with shroud can't be targeted by spells or
       abilities, even by their owners. That's what separates them from the more
       flexible Hexproof keyword.
    
     • SORCERY: Card type. These can only be cast during one's own main phase,
       making them a slower -- but no less powerful -- version of instants. Some
       sorceries may have instants that give similar effects. Example: Vapor Snag
       is a CMC 1 bouncer, and the target's owner loses 1 life. Void Snare has the
       same cost but can bounce most permanents, not just creatures, which balances
       out its slower use.
    
     • SOULSHIFT: Enemy-only keyword ability. Creatures with Soulshift, when they
       die, can add a Spirit card from their graveyard to the hand, equal or less
       than the Soulshift's value. Example: Nightsoil Kami has Soulshift 5, so it
       can fetch a Spirit with a CMC of 5 or less. Its own CMC is 6, so it can't
       fetch itself. Only one deck in the game deals with Soulshift, and it's an
       expansion-only one, so learning about this is of middling importance.
    
     • STACK: When players use abilities or cast spells, they don't immediately
       work -- they're placed on the "stack". Doing so gives players the ability
       to respond to them; if they do, those responses go on the stack as well.
       When no more spells or abilities are on the stack, the topmost (most recent)
       ability resolves first, and this continues on until all have resolved. Make
       good use of the stack to save grief!
    
     • SUMMONING SICKNESS: Creatures who haven't been continuously controlled
       since the beginning of the most recent turn have "summoning sickness" --
       it prevents them from attacking or using activated abilities with costs
       that require tapping. Creatures with the Haste keyword don't enter the
       field with summoning sickness.
    
     • THINNING: Term for cards used for putting cards quickly out of the library
       in order to raise the chances of drawing into something better. Squadron
       Hawk can fetch 3 other Squadron Hawks when it enters the field, and is a
       good example of thinning. Many mill cards can target their owner to help
       on this end, too.
    
     • TOKEN: Some generated creatures are represented as tokens, and treated the
       same as them. Tokens are not considered "cards" in the same way others are
       found in the library, however. If one is killed, it goes to the graveyard
       long enough to trigger any applicable abilities that may care, and promptly
       disappears from the game. If a token is bounced to the hand or exiled, it
       also disappears.
    
     • TRAMPLE: Keyword ability. Normally, blocked attackers won't deal any damage
       except to the blocker. However, creatures with tramper, providing their
       power is higher than the blocker's toughness, deal the difference to the
       player. Example: if Terra Stomper (8/8) is blocked by a Wall of Omens (0/4),
       it would deal 4 damage to Wall of Omens' owner.
    
     • TRIBUTE: The card entering the field will having something like "Tribute 3".
       The card owner's opponent will have to choose: have that card enter the
       field with +1/+1 counters (equal to Tribute number) or, if tribute isn't
       paid, deal with the secondary effect that activates.
    
     • TUTOR: Tutoring is the ability to search one's library for any card, then
       put it into one's hand. Basically, it's the best searchability available in
       the game. The name is derived from "Demonic Tutor," a cheap card that had
       that exact function, and lives on through the term. (This isn't a keyword
       ability, note.)
    
     • UNBLOCKABILITY: Cards that say "X can't be blocked" -- like the 1/1 Triton
       Shorestalker -- can't be assigned blockers when they attack.
    
     • UNEARTH: Keyword ability. Similar to Flashback, this applies to cards in
       the graveyard. Paying the unearth cost brings the creature into battle once
       more, gives it haste and exiles it at turn's end (or if it would leave the
       field before then). This grants decks extra oomph during the attack phase
       or reuses a creature's effect. Make sure to time it right!
    
     • UNDYING: A keyword ability. Cards with Undying, when they leave the field
       without a +1/+1 counter, immediately return to the field with a +1/+1
       counter. Examples of cards with Undying: Howlgeist, Young Wolf, Butcher
       Ghoul. If an Undying creature perishes with a counter received from another
       source (like Timberland Guide), it won't trigger.
    
     • UNLEASH: Enemy-only keyword ability. Creatures with Unleash can be chosen
       to enter the battlefield with a +1/+1 counter, but can't block as long as
       they have a +1/+1 counter. (Even if the counter comes from another source,
       like Timberland Guide, they still can't block.)
    
     • VANISHING: Keyword ability. Permanents with Vanishing enter the field with
       a certain amount of time counters on it. During the upkeep, if the creature
       has a time counter on it, one is removed -- a process that repeats until it
       has no counters left. When that happens, the permanent is sacrificed. No
       card available to the player has this, however.
    
     • VIGILANCE: Keyword ability. Cards with this keyword don't tap as they
       attack, meaning they'll be available in the next turn to act as a blocker.
       They can, however, be tapped through other methods (Crippling Chill, etc.)
    
     • WEENIE: Any creature with low power and toughness. These cards are often
       easy to get out (many tokens spawn as 1/1s) and may have abilities to pump
       up themselves up, such as Cruel Sadist giving itself a +1/+1 counter.
    
    TIPS N' TRICKS                  [TPST]
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     As usual, anyone who has good tips can send 'em to me and get credited here.
     Here's a few of my own for rookies.
    
     • Remember when cards can be used. Instants can be played most any time, but
       sorceries can only be played (by default) during one's own main phases.
       Creatures with Flash, and sorceries following Quicken, can be played any
       time instants can, making for surprise combos.
    
     • Make sure created decks have a fighting chance. A basic formula is having
       about 20 creatures, 20-24 lands, and the rest as instants/sorceries/extra
       creatures. A deck with too many creatures, too few lands, or no utility
       given by sorceries/instants tends to flat-out suck, often in many ways.
    
     • Learn good mana conversation. For instance, let's say one has 3 mana and
       a Millstone on the field. When's the best time to use Millstone? Right as
       the turn begins? Generally, no. Millstone isn't likely to be essential, so
       it can probably be put off until the end of the foe's turn. This allows
       mana to be devoted to necessities. (Example: if one wastes two mana using
       Millstone, one might lose the chance to kill an annoying creature or block
       a particular spell.) Mana is lost in-between turns, so feel free to expend
       any remaining before then -- the opponent will use the same wait-and-see
       tactics!
    
     • Try different decks. Maybe one starts with a green deck and finds that it's
       too slow for a situation. Maybe one's white deck is great for life gain but
       can't cope with the foe's instant win condition. Maybe one's black deck is
       powerful, but the opponent's control cards constantly foul things up. Don't
       hesitate to make a new deck and try it out, or even adopt strategies and
       cards the opponent's using, when possible.
    
     • Explore! When a new plane is unlocked, try doing some of the exploration
       duels to earn new booster packs. Whether it's Theros or Zendikar, there'll
       be great cards to find -- some mainstays, some seemingly worthless. Later,
       maybe one'll want one of those "worthless" cards for a particular combo or
       build.
                                                        _________________________
    ___________________________________________________/ III. WALKTHROUGH [WLKT] |_
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    INNISTRAD                                                                [WLK1]
    _______________________________________________________________________________
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     Pre-walkthrough notation guide! Here's things I judge opponents' decks on.
    
     CONTROL -: How good the deck is at forcing inopportune situations on the
                foe via abilities and noncreature cards. Things like bouncing,
                mandatory sacrifices, hand destruction, creature theft, etc. Doing
                noncombat damage affects this rating, too, though not as much as
                the listed acts.
    
     DRAWPOWER: How good the deck is at maintaining a sizeable hand. The more
                creatures/instants/sorceries that give card draws, the higher this
                rating is.
    
     SPEED ---: How fast the deck is at filling the field and putting the opponent
                on the ropes. This doesn't factor in how easy it is to kill them,
                only how quick they can get in position to take advantage of a foe
                who can't deal with 'em properly.
    
     STAYPOWER: How well the foe's monsters stay on the field. Abilities like
                Undying and Regeneration will typically improve this rating.
    
     STRENGTH : How tough the creatures are in general. This is mostly based off
                creatures' power rating.
    
     SYNERGY -: How well the deck's thematic unity is -- whether its parts work
                together or it's just thrown-together dreck.
    
     RETRIEVAL: How well the deck can fetch cards from the graveyard and library.
                Decks that lack cards for either have a "none" rating.
    
     P.CHANGES: Planeswalker difficulty changes. Some decks change their lineup a
                bit on the highest difficulty and will be listed here (if any).
    
     ============================================================================
    
     When first accessing the game, one:
    
     • receives booster packs for pre-purchasing and/or owning Magic 2014
     • receives a "Soul of Zendikar" promo code
     • can set the difficulty (walkthrough is for default "Mage" difficulty)
     • select a persona (profile icon) that best represents you!
    
     Some of these can be checked or changed in the Help & Options tab, and it's
     recommended to visit there to make sure one's got all the preferences set
     just so. For instance, changing window size, dialing down the LOUD volume,
     turning on/off abilities (like whether the game does positive card effects
     automatically, although I dunno why anyone would do this), etc.
    
     First-time players will automatically be brought to the Tutorial screen when
     accessing single-player mode. Those unfamiliar with Magic will want to go
     through in order (it's very intelligible for a guide), though old hands can
     skip to the final battle. There's a Steam achievement for going all the way
     through.
    
     Next, one picks a color of one's favorite affinity. This will narrow down the
     options for the premade deck one chooses. 
    
     • Blazing Intellect [Blue/Red]
     • Chaos & Slaughter [Black/Red]
     • Cruel Denial [Black/Blue]
     • Echoing Roar [Blue/Green]
     • Freezing Winds [Blue/White]
     • Heed the Call [Green/White]
     • Heroic Charge [Red/White]
     • Life and Death [Black/White]
     • Natural Order [Black/Green]
     • Smash and Burn [Green/Red]
    
     ** NOTE **
     The walkthrough was created before the free Master of Monsters and Riddles
     of Steel add-ons. They will be able to add extra oomph to most strategies
     listed within, especially recyclers like "Sheoldred, Whispered One"; the 6/6
     token-spawning "Utvara Hellkite"; "Felidar Sovereign" with its instant win
     condition; and a helpin' of extraartifact support.
    
    ___________________________________
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    FINAL TUTORIAL DUEL: POLIS CRUSHER |===========================================
    ___________________________________|                        DIFFICULTY: 1 of 5
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     Creatures [15]                         Instants [2]
    
     [×2] Foundry Street Denizen            [×2] Shock
     [×2] Kiln Fiend
     [×2] Marauding Maulhorn                Sorceries [4]
     [×2] Primal Huntbeast
     [×2] Regathan Firecat                  [×2] Krenko's Command
     [×2] Spire Tracer                      [×2] Hunt the Weak
     [×1] Stomper Cub
     [×2] Timberland Guide                  Lands [38]
    
     Enchantments [1]                       [21] Forest
                                            [17] Mountain
     [×1] Lightning Talons
    
     CONTROL -: terrible (Hunt the Weak, Shock)
     DRAWPOWER: none
     SPEED ---: terrible
     STAYPOWER: terrible
     STRENGTH : average (Stomper Cub, Marauding Maulhorn)
     SYNERGY -: terrible
     RETRIEVAL: none
     P.CHANGES: [+2] Titanic Growth         [-1] Stomper Cub
                [+2] Siege Wurm             [-7] lands
                [+2] Wandering Wolf
    
     This is one of the worst matches in the game, fitting for a first stab on a
     prefab deck. For one, almost two-thirds of the deck is lands; the precious
     few creatures to be found are mostly weenies with 3 toughness or less. That
     said, Spire Tracer is unblockable by normal creatures, and the two beatsticks
     (Stomper Cub, Marauding Maulhorn) do have decent mana costs for their high
     power. However, their toughness is garbage, making them easy to dispose of --
     especially Maulhorn, which must attack each turn.
    
     In theory, any deck should be able to deal with these clowns. However, should
     one end up losing, consider reselecting deck colors. In addition to starting
     the deck-building tutorial, one also earns a rare deck-dependant card.
    
     • Blazing Intellect -> Siege Dragon
     • Chaos & Slaughter -> Indulgent Tormentor
     • Cruel Denial ------> Indulgent Tormentor
     • Echoing Roar ------> Mercurial Pretender
     • Freezing Winds ----> Mercurial Pretender
     • Heed the Call -----> Resolute Archangel
     • Heroic Charge -----> Siege Dragon
     • Life and Death ----> Resolute Archangel
     • Natural Order -----> Phytotitan
     • Smash and Burn ----> Phytotitan
    
     Technically, the deck is now open for editing, but without any no other cards
     to swap in, its usefulness is slim.
    
     The true campaign begins, like its predecessor, in Innistrad. One must clear
     all four battles to unlock custom deck creation and redeem any booster packs
     received.
                          ________________________
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    |¯¯__| [] |_] |_|__¯¯| DUEL 1-1: LIVING DEATH |================================
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     Creatures [32]                         Lands [28]
    
     [×4] Carrion Crow                      [28] Swamp
     [×2] Ghoulraiser
     [×2] Maalfeld Twins
     [×4] Mass of Ghouls
     [×4] Polluted Dead
     [×4] Rotting Fensnake
     [×4] Scathe Zombies
     [×4] Walking Corpse
     [×4] Warpath Ghoul
    
     CONTROL -: poor (Polluted Dead)
     DRAWPOWER: none
     SPEED ---: poor (Ghoulraiser)
     STAYPOWER: poor (Maalfeld Twins)
     STRENGTH : average
     SYNERGY -: poor
     RETRIEVAL: poor (Ghoulraiser)
     P.CHANGES: none
    
     This is a simple zombie-themed beatdown deck -- no instants/sorceries, no
     trickery, no fuss. Most creatures are ability-less with toughness and power
     between 1-3, except Rotting Fensnake (5/1) and Maalfeld Twins (4/4). Polluted
     Dead will destroy a land when it's killed, though, and Ghoulraiser randomly
     returns a zombie to the hand, so there's a few stall tactics to wade through.
    
     BLAZING INTELLECT: Simple beatdown tactics should work. Marauding Maulhorn
     with a Lightning Talons (or two) should force blockers quite easily, although
     Siege Dragon can kill most creatures with its incidental effect.
    
     CHAOS & SLAUGHTER: With Flesh to Dust, Shock, and an Act of Treason/Bloodflow
     Connoisseur combo, there shouldn't be much trouble here. Hopefully one draws
     into Quest of the Gravelord or Rockslide Elemental early, easily building up
     some beatsticks and capitalizing on the opponent's lack of instants/sorceries.
    
     CRUEL DENIAL: This deck is a bit slower, but its removal methods (Void Snare,
     Surrakar Banisher, Flesh to Dust, Nullify) can pick up the slack. Plentiful
     flyers in the ranks can be the main attackers -- the foe only has the 2/2
     Carrion Crow to block, after all. Guard Gamazoa can block anything and
     survive, making it a great card to get out early.
    
     ECHOING ROAR: This is a beatdown deck with Advocate of the Beast and many
     targets for its +1/+1 counters, with a couple eliminators like Hunt the Weak
     thrown in. Since both decks are beatdown-oriented, things may get congested
     after awhile, so use blue control (Frost Lynx, Void Snare) to turn the tides.
    
     FREEZING WINDS: Most creatures here are pretty wimpy, so trading kills will
     often happen if one doesn't drawn into removal quickly. Attended Knight with
     Nimbus Wings (3/3) makes for a good defensive play, and Angelic Edict can
     exile Maalfeld Twins before it splits in half. Good use of Banisher Priest
     and Void Snare can hopefully clear the skies to let the plentiful flyers get
     in some damage; without boosts, Carrion Crow can kill any of 'em. Eliminating
     those Crows tends to make the best of use of Military Intelligence.
    
     HEED THE CALL: This may be the easiest one to win here with, since it has
     green beatsticks, white removal, plus Seraph of the Masses and Resolute
     Archangel to act as flyers.
    
     HEROIC CHARGE: Marauding Maulhorn + Nimbus Wings = 6 damage each turn without
     blockers, except Carrion Crows, which will sacrifice themself in the process.
     Attaching auras to Brood Keeper can work too, as its 2/2 flyer tokens have an
     ability to expend red mana for +1/+0 each, until end of turn. Otherwise, it's
     a fairly basic slogfest.
    
     LIFE AND DEATH: Pretty decent deck, with black and white removal (Flesh to
     Dust, Angelic Edict), Nimbus Wings for flying and several life-gain sources
     to power up Ajani's Pridemate. In fact, Ajani's Pridemate + Nimbus Wings can
     be a very fruitful combo, even beating Resolute Archangel's power/toughness.
    
     NATURAL ORDER: This has very little drawpower itself, but several green
     beatsticks (Advocate of the Beast to make 'em stronger), plus Rescue from the
     Underworld and Spider Spawning for grave-fueld hijinx. The 7/2 Phytotitan can
     kill anything in the deck, and resummons itself during one's next upkeep, to
     level the playing field a bit. Don't forget that Wandering Wolf can't be
     blocked by creatures with less power than it, making it a great target for
     Titanic Growth-inspired coups de grace.
    
     SMASH AND BURN: Another extremely hearty deck, with the common Advocate of
     the Beast token combos, plus some red removal (Shock, Volcanic Geyser) and
     a couple Lightning Talons. Put those auras on the 7/7 Pelakka Wurm and the
     match is pretty much over! Remember that if a foe marshals many blockers for
     one's beatstick, removing just one of them may make the whole attempt fall
     apart, so destroy wisely!
    
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    |¯¯__| [] |_] |_|__¯¯| DUEL 1-2: CURSED EXISTENCE |============================
    |____|____|_____|____|____________________________|       DIFFICULTY: 2~3 of 5
                          ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Creatures [12]                         Instants [4]
    
     [×4] Bitterheart Witch                 [×4] Crippling Chill
     [×4] Fortress Crab
     [×4] Selhoff Occultist                 Lands [26]
    
     Enchantments [19]                      [×4] Evolving Wilds
                                            [×8] Island
     [×2] Curse of Bloodletting             [×5] Mountain
     [×4] Curse of the Bloody Tome          [×9] Swamp
     [×1] Curse of Death's Hold
     [×1] Curse of Echoes
     [×2] Curse of the Nightly Hunt
     [×4] Curse of the Pierced Heart
     [×4] Curse of the Stalked Prey
     [×1] Curse of Thirst
    
     CONTROL -: great (Crippling Chill, most curses)
     DRAWPOWER: none
     SPEED ---: poor
     STAYPOWER: poor
     STRENGTH : poor
     SYNERGY -: average (Bitterheart Witch toolboxes for curses when destroyed)
     RETRIEVAL: poor (Bitterheart Witch)
     P.CHANGES: none
     NOTES ---: AI starts with a "Curse of the Bloody Tome" on the field and just
                [×4] Evolving Wilds in hand. 61-card deck. The opponent always
                goes second. Later, when one gets a Burning Inquiry, Turn 1 use
                can help mana-starve the foe.
    
     This terribly annoying deck is built around curses, special enchantments that
     target the player. They run the gamut of effects, from doubling damage intake
     (Bloodletting), forcing attacks each turn (Nightly Hunt), noncombat damage
     (Thirst, Pierced Heart) and copying spells for free (Echoes). This is a deck
     that only grows more powerful as time passes, supposing it's left to its own
     devices, anyway.
    
     The good news is that there's only twelve monsters to contend with, so the
     basic win strategy remains intact. Additionally, some curses become pointless
     if one has preventative measures. For instance, Curse of Stalked Prey gives a
     +1/+1 counter to creatures that combat-damage a player. If one gets a defense
     out to stop that from happening, that's fairly worthless. (Echoes is always
     the first one sought out, if possible.)
    
     Regardless of one's starting deck, there's a weakness to exploit: flyers. The
     enemy can't block 'em and only Curse of Death's Hold can affect their output.
     Each starting deck has flyers, though some (like Heed the Call) may have an
     easier time than others. Other cards that help here:
    
     • Void Snare (blue) bounces curses.
     • Nimbus Wings (white) gives creatures Flying.
     • Advocate of the Beast (green) raises beatsticks.
     • Angelic Edict (white) exiles, and won't trigger, Bitterheart Witch's effect
    
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    |¯¯__| [] |_] |_|__¯¯| DUEL 1-3: FEAST OF FLESH |==============================
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     Creatures [26]                         Instants [2]
    
     [×4] Barony Vampire                    [×2] Rush of Blood
     [×4] Bloodcrazed Neonate
     [×4] Bloodflow Connoisseur             Sorceries [4]
     [×4] Child of Night
     [×2] Falkenrath Noble                  [×2] Sign in Blood
     [×2] Rakish Heir                       [×2] Vampiric Feast
     [×4] Stromkirk Patrol
     [×2] Vampire Interloper                Lands [24]
    
     Enchantments [4]                       [12] Mountain
                                            [12] Swamp
     [×4] Feast on the Fallen
    
     CONTROL -: poor (Vampiric Feast)
     DRAWPOWER: poor (Sign in Blood)
     SPEED ---: average
     STAYPOWER: average
     STRENGTH : average
     SYNERGY -: poor
     RETRIEVAL: none
     P.CHANGES: none
    
     This is a black vampire deck with a loose "feasting" theme, which manifests
     in the form of +1/+1 counters (Feast on the Fallen, Stromkirk Patrol, Rakish
     Heir, Bloodcrazed Neonate). Falkenrath Noble and Child of Night can both gain
     life; the former also damages the player. Other than the fact they're black
     and vampires, there really isn't much synergy to speak of. There is a healthy
     mix of low-cost and higher-cost monsters, though, so it can still be somewhat
     of a challenge.
    
     The important thing to remember is that inborn creature counter abilities
     only activate when they deal combat damage to players -- literally "going
     for the throat"! If that opportunity's a no-go, that leaves Feast on the
     Fallen as the main method, and that can be triggered through any life loss,
     such as Falkenrath Noble's effect or a sorcery.
    
     BLAZING INTELLECT: Yet another deck where Marauding Maulhorns + Lightning
     Talons becomes the foe's worst nightmare -- they won't be able to do anything
     besides chump blocks, and have no recourse besides Vampiric Feast (which is
     quite expensive). Guttersnipe can provide covering fire and Switcheroo can
     steal the foe's best beatstick, often Stromkirk Patrol.
    
     CHAOS & SLAUGHTER: This one also has the Maulhorn/Lightning Talons combo,
     the easiest way to force the foe into a corner. Cards like Pitchburn Devils
     and Regathan Firecat can make good LT targets as well; the former can also
     deal extra damage in general, which may make the AI think hard about what's
     going to block it.
    
     CRUEL DENIAL: This blue-black deck can be a bit slower, since it can't use
     Accursed Spirit for easy jabs and the opponent has flyers to neutralize one's
     own. The latter method can still work, though, with one's copious amount of
     bouncers (Surrakar Banisher, Void Snare) and general control (Flesh to Dust,
     Frost Lynx). Make good use of Shadowcloak Vampire as well, hopefully before
     the opponent can build up its own powerful flyers or foul up the situation
     with Rush of Blood.
    
     ECHOING ROAR: With Advocate of the Beast in pole position, this deck can go
     toe to toe with the opponent, plus gets extra control (Frost Lynx, Void Snare,
     Hunt the Weak) to pave the way for the beatsticks. Don't forget that Surrakar
     Banisher can target any tapped creature! This can lead to recycling combos,
     such as: Quickling -> bounce Timberland Guide -> attack -> Surrakar Banisher
     bounces Quickling -> Timberland back on field -> repeat.
    
     FREEZING WINDS: Not a great deck, but there is several flyers, Nimbus Wings
     to make more flyers, plus general white-blue control (Angelic Edict, Void
     Snare, Nullify, Frost Lynx, etc). The deck's best asset is its draw power:
     two Inspirations and Military Intelligence, the latter of which can be taken
     advantage of with all its token creation. Play smartly, and remember that
     creatures with counters lose all of 'em when temporarily exiled or bounced.
    
     HEED THE CALL: Pretty good if one can abuse Advocate of the Beast and Primal
     Huntbeast, though with white token spam, it's probably simpler to get out a
     convoked Siege Wurm/Seraph of the Masses and slap on Nimbus Wings. The fun
     Wandering Wolf + Titanic Growth combo can carve a path, too.
    
     HEROIC CHARGE: As one's probably noticed, decks get extra utility from their
     auras, and this one's no different -- it has the Maulhorn/Regathan Firecat + 
     Lightning Talons combo, plus Nimbus Wings and an Ordeal of Heliod. It's even
     better because if one can whittle the field presence with a Talons'd combo,
     swooping in with Act of Treason will blow the field wide open.
    
     LIFE AND DEATH: The deck has several growing beatsticks -- Ajani's Pridemate
     feeds off life gain, Cruel Sadist is inherently (though slow), and Bloodflow
     Connoisseur can munch on wimpy tokens to become a behemoth. All three can be
     augmented with Nimbus Wings, too. Angelic Edict can deal with big offenders
     while Flesh to Dust can save beatsticks that may die due to Rush of Blood's
     effects.
    
     NATURAL ORDER: Though it has Bloodflow Connoisseur, it's best as an Advocate
     of the Beast deck, due to how many targets it had (Primal Huntbeast, Stomper
     Cub). There's no flyers in this deck outside of Shadowcloak Vampire, so it's
     open season on any enemy creature that can -- use Hunt the Weak and Flesh to
     Dust for those purposes. If one goes on the offensive early, any flyers will
     end up being killed as forced blockers anyway!
    
     SMASH AND BURN: Similar to Natural Order, there's 7 targets for Advocate of
     the Beast to buff -- including Kiln Fiend, which has an inherent boost -- so
     it tends to lean toward the strategy. With Lightning Talons turning most
     creatures into major threats, and spot removal (Shock, Volcanic Geyser, Hunt
     the Weak) doing the rest, the deck's so violent that the foe can't help but
     be railroaded.
    
                          ____________________________
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    |¯¯__| [] |_] |_|__¯¯| DUEL 1-4: REPORT TO AVACYN |============================
    |____|____|_____|____|____________________________|
                          ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Creatures [17]                         Artifacts [4]
    
     [×2] Archangel                         [×4] Staff of the Sun Magus
     [×3] Cathedral Sanctifier
     [×4] Emancipation Angel                Sorceries [2]
     [×2] Holy Justicar
     [×4] Thraben Valiant                   [×1] Defy Death
     [×2] Selfless Cathar                   [×1] Entreat the Angels
    
     Instants [12]                          Lands [25]
    
     [×4] Angel's Mercy                     [23] Plains
     [×2] Banishing Stroke                  [×2] Seraph Sanctuary
     [×2] Cloudshift
     [×2] Rebuke
     [×2] Zealous Strike
    
     CONTROL -: average (Banishing Stroke, Cloudshift, Rebuke, Zealous Strike)
     DRAWPOWER: none
     SPEED ---: poor
     STAYPOWER: average
     STRENGTH : average
     SYNERGY -: average
     RETRIEVAL: poor (Defy Death)
     P.CHANGES: none
    
     This is a white human/angel life gain deck. Some cards heal when cards are
     played (Staff of the Sun Magus, Seraph Sanctuary) while some healing applies
     when others hit the field (Cathedral Sanctifier, Angel's Mercy). Emancipation
     Angel has an effect that bounces an allied creature upon entry; besides that,
     the others are ability-less. The most powerful attacker it usually attains is
     a 7/7 Archangel fetched through Defy Death.
    
     Other than that, beware the numerous instants that can quickly turn battles
     awry. Rebuke flat-out kills attacking creatures, while Zealous Strike gives
     +2/+2 and first strike to a chosen target. Cloudshift exiles and returns a
     target to the field, basically letting it dodge single-target spells. And
     finally, Banishing Stroke returns an artifact, enchantment or creature to
     the library's bottom. The worst part: Avacyn can cast it for its one-mana
     Miracle cost! [Miracle costs only apply the moment they're drawn. Naturally,
     there's no point using said cost unless there's an applicable target to rid
     oneself of.]
    
     BLAZING INTELLECT: A red/blue deck is a good match since it can do noncombat
     damage to even out the life gain via Angel's Mercy, Staff of the Sun Magus
     and Cathedral Sanctifier. The deck can outpace the foe with its drawpower,
     hopefully opening up the usual Maulhorn/Lightning Talons combo or indirect
     damage with Guttersnipe. Best-case scenario would be stealing the opponent's
     Death Defy'd 7/7 Archangel with Switcheroo. Try to finish before Entreat the
     Angels can hit the field.
    
     CHAOS & SLAUGHTER: Finally, a deck that can make use of Accursed Spirit's
     Intimidate effect! They, as well as the Maulhorn/Lightning Talons combo, can
     be easily smooth over the opponent's life gains, which plays right into the
     hands of Rockslide Elemental and Quest for the Gravelord. Bloodflow Sacrifice
     can scavenge +1/+1s off any ally that would die as an attacker/blocker, and
     may eat its allies when attacking itself, which may bait the opponent into
     wasting a crucial creature. (For instance, if Archangel blocks, one could eat
     5 allies to be a 6/6, turning things around immediately. Be careful about
     wasting field advantage, though.)
    
     CRUEL DENIAL: Accursed Spirit and the rest of the weenie flyers can dodge
     the main bulk of the foe's deck, and can eliminate its angels with instants
     (Tribute to Hunger, Inspiration, Nullify), bouncing (Surrakar Banisher, Void
     Snare) or field control (Frost Lynx). Guard Gamazoa can survive any combat
     it blocks in, and with Mind Rot, one may even be able to force the foe to
     discard its two high-cost aces (Entreat the Angels, Defy Death). Remember
     that bounced tokens disappear when they leave the field, and bounced creatures
     lose all counters that were placed on 'em -- i.e. turning Archangel back into
     a 5/5.
    
     ECHOING ROAR: Advocate of the Beast can grow Primal Huntbeast or Stomper Cub
     quickly out of any angel's destruction range, letting one pick off potential
     defenders with Hunt the Weak or Void Snare. The rest of the control-oriented
     cards (Frost Lynx, Surrakar Banisher) pave the way for cleaner attacks. Make
     sure to save Quickling, too! It can bounce whatever Banishing Stroke targets,
     turning a major setback into a minor one.
    
     FREEZING WINDS: A glut of flyers means one can both ignore weenies, trigger
     Military Intelligence easier and provide defenders for whatever angel shows
     its perfectly chiseled face. Angelic Edict can exile target angels, too,
     which makes Defy Death a semi-dead draw and makes for high irony! Void Snare,
     Nullify, Surrakar Banisher and Banisher Priest round out the other control
     tactics.
    
     HEED THE CALL: Jade Mage, Triplicate Spirits and Raise the Alarm make tokens
     to power up Seraph of the Masses, while Advocate of the Beast empowers Primal
     Huntbeast and Stomper Cub. Nothing here can sidestep Banishing Stroke, but
     it can make beatsticks fast enough that removing one may not matter. (Plus,
     BS can't target Primal Huntbeast since it's hexproof.) In the meantime, kill
     baited blockers with Titanic Growth and exile particular annoyances with 
     Angelic Edict. Hit hard and swiftly enough, and there won't be any Entreat
     the Angels to deal with.
    
     HEROIC CHARGE: Maulhorns/Firecat/Attended Knight + Lightning Talons helps to
     clear the weaker chaff, while Angelic Edict and Act of Treason both maintain
     control. Alternatively, Brood Keeper can create 2/2 tokens, giving another
     route: attackers that the weenies can't block.
    
     LIFE AND DEATH: Plenty of options here -- the unblockable Accursed Spirit,
     the growing attacker Ajani's Pridemate, and Bloodflow Connoisseur can eat any
     ally that would perish in some other way, wasting an opponent's Zealous Strike
     or Banishing Stroke. Nimbus Wings gives extra flyers to block Angels or just
     attack normally. Flesh to Dust and Angelic Edict can be both eliminate major
     targets.
    
     NATURAL ORDER: Accursed Spirit, Ajani's Pridemate, Advocate of the Beast,
     Primal Huntbeast, Stomper Cub... There's no shortage of easy damage here.
     Shadowcloak Vampire can become a flyer for offense or defense, making it an
     all-arounder. Rescue from the Underworld can reverse a situation screwed up
     by Banishing Stroke/Zealous Strike, particularly if crucial cards were killed
     or dumped via Necromancer's Assistant. (Spider Spawning's tokens have reach,
     remember, making for great surprise plays if Entreat the Angels makes things
     grim.)
    
     SMASH AND BURN: Perhaps the most aggressive deck, this shouldn't have much
     difficulty with Avacyn's flock. Lightning Talons plus any beatstick is great
     from the outset, particularly Primal Huntbeast, which can't be targeted by
     Banishing Stroke. Once a beatstick is out, Hunt the Weak can pick off angels
     and generic fodder, Act of Treason steals their best for additional attacking
     power, and Volcanic Geyser can kill anything...once it has enough mana. Be
     sure to use Titanic Growth tactically as well, particularly to slay bigger
     blockers (best it can manage is a 7/7).
    
     ============================================================================
    
     Beating Avacyn unlocks Innistrad exploration, opening the first floodgate to
     custom decking. The cards available are:
    
     Creatures [88]                     Artifacts [7]
    
     [×4] Blind Phantasm                [×4] Cobbled Wings
     [×4] Bloodcrazed Neonate           [×3] Elixir of Immortality
     [×4] Bloodflow Connoisseur
     [×2] Charmbreaker Devils           Enchantments [15]
     [×2] Creepy Doll 
     [×2] Elder of Laurels              [×4] Dead Weight
     [×3] Gargoyle Sentinel             [×4] Furor of the Bitten
     [×4] Grave Bramble                 [×2] Sanguine Bond
     [×1] Griselbrand                   [×2] Séance
     [×3] Howlgeist                     [×3] Triumph of Ferocity
     [×3] Maalfeld Twins
     [×3] Mausoleum Guard               Instants [29]
     [×2] Mentor of the Meek
     [×4] Moon Heron                    [×2] Counterlash
     [×4] Necromancer's Assistant       [×4] Fleeting Distraction
     [×3] Niblis of the Breath          [×4] Fling
     [×2] Nightmare                     [×4] Hysterical Blindness
     [×4] Pitchburn Devils              [×4] Naturalize
     [×3] Rakish Heir                   [×4] Righteous Blow
     [×2] Resolute Archangel            [×3] Tribute to Hunger
     [×4] Russet Wolves                 [×4] Undying Evil
     [×1] Selfless Cathar
     [×3] Seraph of the Masses          Sorceries [17]
     [×4] Standing Troops
     [×4] Thraben Purebloods            [×4] Artful Dodge
     [×4] Timberland Guide              [×3] Blood Feud
     [×1] Vengevine                     [×3] Chill of Foreboding
     [×4] Walking Corpse                [×4] Prey Upon
     [×4] Wandering Wolf                [×3] Spider Spawning
    
     Innistrad unlocks many duplicates from the starting decks, plus debuts some
     other good ones.
    
     BLACK: More Bloodflow Connoisseurs, Necromancer's Assistants and Walking
     Corpses, plus the Swamp-fueled Nightmare and token-creating Maalfeld Twins.
     Of course, the major addition is Griselbrand, the 7/7 flying demon, which
     has lifelink and can expend 7 life to draw 7 cards. Though it has one of the
     most expensive costs in the game, there's a reason most black decks throw it
     in anyway. Tribute to Hunger and Undying Evil have their uses, too.
    
     BLUE: Outside of some general muscle (Moon Heron, Blind Phantasm), one also
     gets Niblis of the Breath, which can tap creatures on command. The rest of
     the blue additions are in the noncreature department: Counterlash, Fleeting
     Distraction (cheap drawpower), Hysterical Blindness; Chill of Foreboding is
     one of the first mill-oriented additions; Artful Dodge gives unblockability.
    
     GREEN: Grave Bramble is a good all-around card, a 3/4 defender protected from
     zombies, and Vengevine can see use in Bloodflow Connoisseur decks, thanks to
     its return-to-field effect. Elder of Laurels is great for beatdown decks, as
     it can give its counters to creatures that aren't blocked. Howlgeist/Wandering
     Wolf both can't be blocked by creatures weaker than 'em, a theme one can build
     decks around. Triumph of Ferocity gives extra drawpower, Naturalize destroys
     enchantments/artifacts; Prey Upon is a cheaper "Hunt the Weak" that forces a
     battle. Spider Spawning duplicates are also available, for those making
     grave-dumping decks.
    
     RED: Bloodcrazed Neonate and Rakish Heir see common use in vampire decks, and
     often together (they play off each other); Russet Wolves is an ability-less
     3/3 of little note. However, Charmbreaker Devils, which randomly recycles an
     instant or sorcery from the graveyard during its upkeep, is amazing, even
     without its attack boost from instant/sorcery usage. Furor of the Bitten and
     Fling are both good in blitz decks, while Blood Feud, though expensive, can
     eliminate an opponent's creature(s) without a scratch to one's own!
    
     WHITE: Mentor of the Meek gives drawpower when weenies enter the field, a
     great card for token-creator decks. Resolute Archangel and Seraph of the
     Masses -- both available as tutorial boss rewards, in some decks -- reappear
     here, letting one make a full-fledged token spam deck. Séance allows one to
     make spirit tokens during the upkeep, and it works great with red decks,
     which can give those tokens haste (Ogre Battledriver, Goblin Bushwhacker) or
     use 'em as Fling spam. Righteous Blow is Shock-like damage, except it only
     works on attackers/blockers.
    
     Note that with a good Innistrad deck, one can probably win a few multiplayer
     matches as well, getting extra cards only available through that method. Just
     remember that one can also win boosters from currently accessible planes, so
     get 100% on those to narrow down the prizes. (If an foe quits a multiplayer
     game, defeating the AI that takes over will still grant a prize.)
    
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    THEROS                                                                   [WLK2]
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     Theros is open for exploration immediately, a trend all subsequent planes'll
     share. Here's the newer cards available:
    
     Creatures [76]                     Artifacts [8]
    
     [×4] Accursed Spirit               [×2] Avarice Amulet
     [×2] Agent of the Fates            [×2] Pyxis of Pandemonium
     [×3] Ajani's Pridemate             [×4] Traveler's Amulet
     [×2] Arbor Colossus
     [×4] Asphodel Wanderer             Instants [35]
     [×4] Breaching Hippocamp
     [×1] Brimaz, King of Oreskos       [×3] Coordinated Assault
     [×2] Hero of Iroas                 [×3] Cutthroat Maneuver
     [×3] Horizon Scholar               [×3] Dissolve
     [×3] Kraken of the Straits         [×4] Divine Verdict
     [×4] Leonin Snarecaster            [×4] Gods Willing
     [×4] Loyal Pegasus                 [×4] Nullify
     [×2] Mercurial Pretender           [×3] Reprisal
     [×3] Nemesis of Mortals            [×3] Rescue from the Underworld
     [×4] Nessian Asp                   [×4] Titanic Growth
     [×4] Nylea's Disciple              [×4] Voyage's End
     [×3] Rockslide Elemental
     [×4] Rotted Hulk                   Sorceries [35]
     [×4] Satyr Hoplite
     [×4] Satyr Wayfinder               [×2] Anger of the Gods
     [×1] Stormbreath Dragon            [×4] Bolt of Keranos
     [×3] Tormented Hero                [×4] Cultivate
     [×4] Triton Shorestalker           [×4] Demolish
     [×4] Two-Headed Cerberus           [×2] Hunter's Prowess
                                        [×4] Mind Rot
     Enchantments [5]                   [×3] Mischief and Mayhem
                                        [×4] Portent of Betrayal
     [×2] Bident of Thassa              [×4] Solemn Offering
     [×3] Ordeal of Heliod              [×4] Thassa's Bounty
    
     BLACK: Accursed Spirit is a 3/2 with intimidate, making it often unblockable
     by entire decks (a good situation when aura-boosted). One of a handful of
     creature-saving cards, Rescue from the Underworld sacrifices a creature,
     then brings it and another back during the next upkeep. As an instant, this
     means one can sacrifice a crucial card from destruction/exile, only to get
     it and its buddy back soon after, reusing their enter-field effects. Mind
     Rot is often crucial in milling decks, while Tormented Hero and Agent of the
     Fates can see use for their control aspects.
    
     BLUE: Some good blue cards this time. Kraken of the Straits (6/6) can't be
     blocked by creatures whose power is less than the total Islands one controls.
     Dissolve, Nullify and Voyage's End are control-related and fairly cheap.
     Thassa's Bounty is the first "draw 3 cards" available, until Inspiration in
     the next plane. Triton Shorestalker is an unblockable 1/1; Mercurial Pretender
     is the only shapeshifter card one gets, copying a creature one controls. And
     finally, perhaps the most useful: Bident of Thassa. It's both a source of
     draw power and can force the foe to attack, dashing their ranks against one's
     own field of beatsticks...which clears the way for more draw power next turn!
    
     GREEN: This plane adds some beatsticks with the Monstrosity keyword: Arbor
     Colossus, Nessian Asp, Nemesis of Mortals. The latter is the easiest to use,
     thanks to fuller graveyards lowering its costs. Cultivate, one of the most
     useful land-grabbing cards, and Hunter's Prowess, one of the best card-drawing
     sorceries, debut here as well. Satyr Wayfinder also land-grabs from the top 4
     cards of its library, and is notable for getting nonbasic lands. Nylea's
     Disciple is one of the few green cards geared around life gain.
    
     RED: Stormbreath Dragon (4/4 flyer) appears here, and has protection from
     white, making it good against several opponents who can't do anything to it.
     Satyr Hoplite and Two-Headed Cerberus are weenies whose strengths are best
     amplified with auras. Coordinated Assault is a cheap instant that gives two
     creatures +1/+0 and first strike, squeaking out victory when needed. Portent
     of Betrayal temporarily steals a foe's creature; Demolish destroys a land or
     artifact; Bolt of Keranos deals 3 damage and has scry 1. Finally, perhaps the
     most useful red card: Anger of the Gods. It deals 3 damage to all creatures
     and exiles those that die that turn. This is one of the few "field nuke" type
     cards available to the player, and for 3 mana, can see much use, especially
     when recycled by Charmbreaker Devils or Archaeologist.
    
     WHITE: The most notable cards here are Reprisal (destroy target with power 4
     or greater) and Gods Willing (give target protection from chosen color until
     end of turn) -- great effects for cheap costs. The latter is the only card
     that gives protection from colors that one chooses, making it good outside
     of monocolor decks. Divine Verdict destroys an attacker or blocker, cheaper
     than Flesh to Dust (from the next plane) but without the "can't regenerate"
     effect. Creature-wise, Brimaz and Ajani's Pridemate are both great; the former
     is a low-cost 3/4 that spawns 1/1 tokens, while AP gets +1/+1 each time its
     owner gains life.
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    |¯¯__| [] |_] |_|__¯¯| DUEL 2-1: HYDRA ATTACK! |===============================
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     Creatures [16]                         Sorcery [12]
    
     [×4] Feral Hydra                       [×4] Boundless Realms
     [×4] Heroes' Bane                      [×4] Lay of the Land
     [×4] Protean Hydra                     [×4] Peregrination
     [×4] Scourge of Skola Vale
    
     Lands [32]
    
     [32] Forest
    
     CONTROL -: none
     DRAWPOWER: none
     SPEED ---: slow
     STAYPOWER: average (Heroes' Bane)
     STRENGTH : great
     SYNERGY -: average
     RETRIEVAL: average (Boundless Realms, Lay of the Land, Peregrination)
     P.CHANGES: [+4] Cultivate              [-4] Feral Hydra
                [+4] Doubling Season        [-4] Forest
                [+4] Nature's Lore          [-4] Lay of the Land
                [+4] Primordial Hydra       [-4] Peregrination
    
     This is a green land-grab deck built around hydras, powerful creatures that
     have variable ("X") costs -- basically, the more lands around, the more can
     be spent to power them up. And that's even without factoring in their normal
     abilities, which increase their power. It's a straight-up beatdown deck.
    
     Each hydra, though potentially powerful, have different ways of levelling up.
     Feral Hydra spends 3 mana for each counter; Scourge sacrifices other creatures
     and gets counters equal to their toughness; Protean loses counters when it's
     damaged, then gets double the amount during the end phase; Heroes' Bane pays
     a flat cost to double its counters. Heroes' Bane often becomes the greatest
     threat for sheer attack power, while Scourge can bide its time and deal pain
     with trample.
    
     Planeswalker difficulty shakes things up a bit. The expensive Peregrination
     is switched for Cultivate, which does the same thing (minus Scry 1) for less.
     Lay of the Land is upgraded to Nature's Lore, which fetches a land and puts
     it on the field untapped, rather than just added to the hand. The unneeded
     amount of lands is pared to fit in Doubling Seasons, which grants double the
     tokens whenever a source would spawn them. This development leads to a huge
     annoyance in Primordial Hydra, which inherently doubles its counters without
     paying any costs, plus it gets trample (as long as it's a 10/10 or bigger).
    
     Needless to say, this deck can be annoying on normal difficulty, and more so
     on Planeswalker. However, it has crucial weaknesses: it's slow and contains
     precious few monsters. However, if left alone, the sheer land-grabby nature
     of its sorceries naturally thin the deck, raising the chances it draws into
     hydras. Of the many options available, here's two:
    
     1) Theft deck: Steal the opponent's creatures with Portent of Betrayal and
        sacrifice them with Bloodflow Connoisseur, or use them as ammo against
        other hydras with Fling. In the meantime, get rid of other (lone) targets
        with Tribute to Hunger.
    
     2) Blue control deck. Use Dissolve and Nullify to prevent crucial hydras from
        ever hitting the field, and those that do can be tapped on command with
        Niblis of the Breath, ensuring they never get to attack. Voyage's End and
        Vapor Snag can bounce targets who get through the wall of defense. Splice
        in white cards (Divine Verdict, Reprisal, Arrest) for thematic unity.
    
     Unfortunately, there's not a lot of mill options to capitalize on the deck's
     slow nature -- later, when Hedron Crab, Monomania and Tome Scour show, a real
     party can get started. Until then, those who want to just wing it may want to
     concentrate on flyers, since the opponent has none itself, nor does it have
     creatures with reach.
    
     General overview of currently available cards that may help:
    
     • Bident of Thassa (can force opponent to attack on their turn)
     • Creepy Doll (indestructible; coin flip may kill whatever it blocks)
     • Divine Verdict (destroy attacking/blocking creature)
     • Gods Willing (give protection from green to creature)
     • Niblis of the Breath (small cost taps target creature during any turn)
     • Nullify (counter target creature spell; CMC 2)
     • Portent of Betrayal (steal target creature)
     • Resolute Archangel (makes life total 20 when it enters the field)
     • Reprisal (destroys target with 4 power or greater)
     • Tribute to Hunger (force foe to sacrifice creature, then gain life from it)
     • Voyage's End (bounce target to hand, then Scry 1)
    
     Cards available from multiplayer battle boosters that may help:
    
     • Arrest (target enchanted to not attack, block or use activated abilities)
     • Dead Reckoning (put creature on top of library + damage creature on field)
     • Paragon of Open Graves (can temp. give another black creature deathtouch)
     • Pestermite (flash; can tap or untap target creature when entering field)
     • Pharika's Chosen (1/1, 1 CMC, deathtouch)
     • Seismic Strike (deal damage to target equal to Mountains one controls)
     • Talrand, Sky Summoner (can spawn 2/2 flying tokens for attacks, spam, etc.)
     • Vapor Snag (bounce target to hand and its owner loses 1 life)
    
     Other notes that come to mind:
    
     • Creatures lose all counters when bounced to the hand, which is great since
       all hydras are counter-based attackers.
    
     • Deathtouch doesn't work correctly on Protean Hydra since, instead of
       being damaged normally, a counter equal to that damage is removed. That
       is to say, the damage is removed in the same act as the counter's removal,
       thus little changes. (For all I know, this is how the game is supposed to
       work, but nevertheless, it's another annoyance to deal with.)
    
     • Scourge of Skola Vale may start out as a wimp, but its "sacrifice an ally
       to absorb its counters" ability is useful. If a card would destroy it or
       switch control of an ally, it'll save itself the hassle and just consume
       it on the spot. In fact, I've seen the game sacrifice a 20/20+ Protean
       Hydra instead of a 4/4 Scourge, technically the weakest of the bunch. It
       has trample though, so that may figure...
    
     • This deck has the highest attack potential in the game, with Heroes' Bane
       constantly doubling its attack; or, on Planeswalker difficulty, just about
       any creature benefiting from Doubling Season, plus its own counter-making
       skills. This is the only deck that can hit the game's maximum toughness &
       power (9999/9999). I was lucky enough to eat one with Tribute to Hunger on
       normal difficulty...delicious, delicious victory was had.
    
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    |¯¯__| [] |_] |_|__¯¯| DUEL 2-2: MINOTAUR STAMPEDE |===========================
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     Creatures [28]                         Sorceries [4]
    
     [×4] Borderland Minotaur               [×4] Demolish
     [×4] Deathbellow Raider
     [×2] Fanatic of Mogis                  Lands [28]
     [×4] Felhide Brawler 
     [×4] Felhide Minotaur                  [16] Mountain
     [×2] Kragma Warcaller                  [×8] Swamp
     [×4] Minotaur Skullcleaver             [×4] Temple of Malice
     [×4] Pensive Minotaur
    
     CONTROL -: poor (Demolish)
     DRAWPOWER: none
     SPEED ---: average
     STAYPOWER: average
     STRENGTH : above-average (Borderland Minotaur, Kragma Warcaller)
     SYNERGY -: average
     RETRIEVAL: none
     P.CHANGES: [+2] Kragma Warcaller       [-2] Fanatic of Mogis
                [+4] Rageblood Shaman       [-4] Borderland Minotaur
    
     This is a fairly unimpressive R/B beatdown deck starring minotaurs, which
     are slightly beefier than some monsters of similar CMC. Borderland Minotaur
     (4/3) is the toughest of the bunch, with the others generally being 2/3s or
     similar. Skullcleaver's effect makes it a 4/2 as it enters the field.
    
     Planeswalker difficulty is fairly similar, ditching Borderland Minotaur for
     Rageblood Shamans, which give +1/+1 and trample to other minotaurs. Similarly,
     Fanatic of Mogis -- the only source of noncombat damage in the deck -- is
     swapped for more Kragma Warcallers, which give all minotaurs haste and +2/+0
     when attacking.
    
     Basic strategies involve getting bigger beatsticks, stalling the opponent's
     advance entirely. The opponent has no flyers either, so the sky's always free
     and clear.
    
     • Ajani's Pridemate (2/2, gets +1/+1 each time one gains life)
     • Anger of the Gods (3 damage to all creatures; most minotaurs have 3 tghness)
     • Bident of Thassa (drawpower, force opponent to kill monsters)
     • Grave Bramble (3/4 defender, can kill most minotaurs in deck)
     • Griselbrand (7/7, lifelink, drawpower)
     • Nemesis of Mortals (5/5, Monstrosity 5, lowers its own mana cost)
     • Prey Upon (kill opponent's creature by smashing it into your beatstick)
     • Seraph of the Masses (toughness/power equal to # of creatures one controls)
    
     Other notes:
    
     • Deathbellow Raider has a 3-mana regeneration cost and must attack each turn.
       If its only option is dying against one's beatstick, it'll regenerate, which
       eats mana and wastes its owner's options on that turn. Exploit this fact by
       having a creature with lifelink block it each turn.
    
     • The Theros plane introduces several creatures with Monstrosity, a keyword
       that makes beatsticks (Nemesis of Mortals, Nessian Asp, Arbor Colossus)
       even beatstickier. NOM is the strongest and easiest to use, its mana and
       monstrosity costs lowering by 1 colorless for each creature in the grave.
    
     • Remember that Demolish can destroy artifacts, too, not just lands! Try the
       Deathbellow bait method above to ensure the foe doesn't have enough extra
       mana to do so in the early going.
    
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    |¯¯__| [] |_] |_|__¯¯| DUEL 2-3: OCEAN'S MIGHT |===============================
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     Creatures [19]                         Enchantments [4]
    
     [×4] Godhunter Octopus                 [×4] Spreading Seas
     [×4] Kraken Hatchling
     [×1] Lorthos, the Tidemaker            Instants [7]
     [×4] Man-o'-War
     [×4] Serpent of the Endless Sea        [×4] Downpour
     [×2] Water Servant                     [×3] Living Destiny
    
     Lands [24]                             Sorceries [6]
    
     [×5] Forest                            [×4] Peregrination
     [15] Island                            [×2] Urban Evolution
     [×4] Tropical Island
    
     CONTROL -: good (Downpour, Man-o'-War, Lorthos, Spreading Seas)
     DRAWPOWER: average (Urban Evolution)
     SPEED ---: average
     STAYPOWER: average
     STRENGTH : good (Lorthos, Serpent of the Endless Sea)
     SYNERGY -: average
     RETRIEVAL: none
     P.CHANGES: [+4] Cultivate              [-4] Peregrination
                [+4] Simic Sky Swallower    [-4] Godhunter Octopus
    
     This is a blue ocean-themed deck with green land-grabbers (Peregrination,
     Urban Evolution) thrown in. Godhunter Octopus (5/5) and Serpent of the
     Endless Sea (*/*) can't attack unless one controls an Island...a problem
     soon remedied by Spreading Seas, which changes an opponent's land into an
     island -- overwriting its original type(s) in the process. Man-o'-War acts
     as a creature bouncer, Water Servant can spend mana to raise its power or
     toughness, and Lorthos can spend 8 mana to tap 8 permanents.
    
     On Planeswalker difficulty, Peregrination is changed to Cultivate, which does
     roughly the same land-grabbing for less (and without scrying). The Godhunter
     Octopi are removed for Simic Sky Swallower, a huge upgrade: SSS is a 6/6 with
     flying, trample and shroud. Anything with shroud is a huge nuisance, and this
     is no different.
    
     Normally, this would be a good deck to just mill the hell out of, but it can
     be hard to put one of those decks together in the early going. It's not a bad
     idea to have a blue-themed deck here, given the readily available control
     cards one's given. Some examples:
    
     • Bident of Thassa (forcing foe's creatures to suicide, especially SSS)
     • Dissolve (general counter)
     • Niblis of the Breath (tap Serpent, SSS and Lorthos to prevent damage)
     • Nullify (counter target creature spell or Spreading Seas)
     • Reprisal (destroy Lorthos and Serpent)
     • Tribute to Hunger (consume massive beatsticks for life gain)
     • Voyage's End (bounce target to hand, scry 1)
    
     Cards available from multiplayer battle boosters: 
    
     • Arrest (enchanted target can't attack, block or use activated abilities)
     • Burning Inquiry (randomly mills 3 cards from target's hand)
     • Pestermite (flash; tap or untap target creature)
     • Pharika's Chosen (general deathtouch-capable weenie)
     • Warstorm Surge (free noncombat damage to help eliminate creatures or win)
    
     Niblis of the Breath is especially good, since it can preempt Lorthos' tech
     and prevent it from tapping anything. On Planeswalker, Tribute to Hunger's
     good for getting rid of Simic Sky Swallower, since it doesn't target and'll
     get around shroud abilities.
    
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    |¯¯__| [] |_] |_|__¯¯| DUEL 2-4: ARMY OF THE RETURNED |========================
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     Creatures [18]                         Enchantments [4]
    
     [×4] Fleshmad Steed                    [×4] Scourgemark
     [×4] Forsaken Drifters
     [×2] Gray Merchant of Asphodel         Instants [5]
     [×4] Returned Centaur
     [×4] Returned Reveler                  [×3] Lightning Strike
                                            [×2] Rescue from the Underworld
     Lands [25]
                                            Sorceries [8]
     [×6] Mountain
     [15] Swamp                             [×4] Asphyxiate
     [×4] Temple of Malice                  [×4] March of the Returned
    
     CONTROL -: average (Asphixiate, Lightning Strike)
     DRAWPOWER: poor (Scougemark)
     SPEED ---: average
     STAYPOWER: average
     STRENGTH : average
     SYNERGY -: average
     RETRIEVAL: average (Rescue from the Underworld, March of the Returned)
     P.CHANGES: [+2] Grey Merchant of Aphodel  [-4] Asphixiate
                [+4] Silence the Believers     [-2] Scourgemark
                [+2] Underworld Cerberus       [-2] Rescue from the Underworld
    
     Black graveyard-themed zombie deck. Forsaken Drifters (4/2), Returned Reveler
     (1/3) and Returned Centaur (2/4) have library-milling aspects, allowing them
     to use Rescue from the Underworld & March of the Returned to reclaim 'em. Grey
     Merchant of Asphodel damages opponents and heals oneself with black devotion-
     -based values. In the meantime, Lightning Strike and Asphixiate are used to
     eliminate threats, doing 3 damage and nixing untapped creatures, respectively.
    
     Planeswalker difficulty is much harder. There's two more Grey Merchants, so
     the foe has an easier time keeping its health up, plus often putting one in
     a defensive position early. Silence the Believers exiles its target(s), a
     huge step up from the less-wieldy Asphixiate. Finally, Underworld Cerberus,
     a 6/6 that can only be blocked by 3+ creatures, returns all creatures in the
     graveyard to their owners' hands when it dies. This means it fetches more
     annoyances (particularly Grey Merchant), including mislaid copies of itself.
     Luckily, UC exiles itself when it dies.
    
     Since most damage is done through Grey Merchant, any tactic that reduces the
     foe's devotion to black will work: forced blockers, forced sacrifices, etc.
     The foe has no flyers to tussle with, either. Additions that may help here:
    
     • Agent of the Fates (when targeted by friendly spell, forces a sacrifice)
     • Anger of the Gods (3 damage to all creatures, exiles those it kills)
     • Arbor Colossus (6/6, Monstrosity 3)
     • Brimaz, King of Oreskos (3/4, vigilance, spawns vigilance-capable tokens)
     • Elixir of Immortality (life gain, puts graveyard back into library)
     • Fling (sacrifice any creature targeted by Lightning Strike to kill a foe)
     • Grave Bramble (3/4, defender, immune to all zombies)
     • Griselbrand (7/7, lifelink, drawpower)
     • Mentor of the Meek (2/2, draw power, good in conjunction with Brimaz)
     • Nemesis of Mortals (5/5, Monstrosity 5)
     • Nessian Asp (4/5, Monstrosity 4)
     • Spider Spawning (spawn spider tokens equal to creatures in graveyard)
     • Standing Troops (1/4, vigilance)
    
     Multiplayer boosters that may help:
    
     • Cloudshift (flickers creature targeted by Lightning Strike or Asphixiate)
     • Dead Reckoning (put beatstick on top of library and kill foe's creature!)
     • Skullcrack (deal 3 damage, prevents life gain through Grey Merchant)
     • Talrand, Sky Summoner (spawns 2/2 flyer tokens)
     • Wall of Omens (0/4 defender, draw a card as it enters field)
    
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    RAVNICA                                                                  [WLK3]
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     Ravnica is the city of guilds, each which focuses on two colors, so it's no
     surprise some of the creatures offered do as well. Dual-color cards count
     as cards of both colors, note. For instance, Goblin Electromancer is a U/R
     dual type. If one played a card that gave red cards +1/+1, it would affect
     GE; the same would apply if that card gave blue cards +1/+1. Remember this
     when making decks that offer blanket benefits.
    
     Creatures [94]                     Artifacts [5]
    
     [×4] Assault Griffin               [×3] Greatsword
     [×4] Battering Krasis              [×2] Illusionist's Bracers
     [×4] Cloudfin Raptor               
     [×4] Corpse Blockade               Instants [30]
     [×3] Dinrova Horror
     [×4] Doorkeeper                    [×4] Auger Spree
     [×4] Foundry Street Denizen        [×4] Chorus of Might
     [×4] Goblin Electromancer          [×4] Explosive Impact
     [×2] Goblin Rabblemaster           [×4] Flesh to Dust
     [×3] Guttersnipe                   [×4] Inspiration
     [×1] Inferno Titan                 [×4] Inspired Charge
     [×2] Mahamoti Djinn                [×2] Quicken
     [×4] Ogre Jailbreaker              [×4] Swift Justice
     [×2] Palisade Giant                
     [×3] Phantom General               Sorceries [20]
     [×4] Saruli Gatekeepers            
     [×2] Scion of the Wild             [×4] Act of Treason
     [×4] Scroll Thief                  [×4] Angelic Edict
     [×3] Selesnya Evangel              [×3] Ground Assault
     [×4] Shadowcloak Vampire           [×4] Krenko's Command
     [×2] Siege Dragon                  [×2] Monomania
     [×4] Siege Wurm                    [×3] Treasured Find
     [×3] Skymark Roc                   
     [×1] Soul of Ravnica               Lands [40]
     [×3] Species Gorger
     [×4] Spire Tracer                  [×4] Azorius Guildgate
     [×4] Trained Carical               [×4] Boros Guildgate
     [×3] Truefire Paladin              [×4] Dimir Guildgate
     [×3] Vizkopa Guildmage             [×4] Golgari Guildgate
     [×2] Wrecking Ogre                 [×4] Gruul Guildgate
                                        [×4] Izzet Guildgate
     Enchantments/Auras [11]            [×4] Orzhov Guildgate
                                        [×4] Rakdos Guildgate
     [×4] Deviant Glee                  [×4] Selesnya Guildgate
     [×4] Lightning Talons              [×4] Simic Guildgate
     [×3] Military Intelligence
    
     BLACK: Shadowcloak Vampire aside, there's a couple new black defenders:
     Corpse Blockade (1/4) which can grant itself deathtouch, and Ogre Jailbreaker,
     a 4/4 that can attack normally if one controls a Gate. Flesh to Dust is old
     hat, but Deviant Glee (+2/+1 aura) and Monomania's hand-decimating skills
     can each find use in the right hands.
    
     BLUE: Many new blues here: Cloudfin Raptor (evolving 0/1 flyer), Doorkeeper
     (0/4 defender mill), Mahamoti Djinn (5/6 flyer), Scroll Thief (1/3 + draw
     power) and Soul of Ravnica (6/6 flyer with drawpower). Military Intelligence
     and Inspiration -- available in some tutorial decks -- are draw-oriented,
     leaving Quicken (next sorcery in current turn has flash) for creative plays.
    
     GREEN: A few decent repeats (Spire Tracer, Siege Wurm) give way for better
     arrivals: Battering Krasis is an evolving 2/1, Saruli Gatekeepers restores 7
     life if one controls 2 Gates, and Scion of the Wild gets its power/toughness
     from one's Forests. Chorus of Might, the only monogreen noncreature within
     Ravnica's plane, boosts attack and gives trample to boot.
    
     RED: Outside of a couple (Foundry Street Denizen, Siege Dragon), most
     creatures here are newcomers. Goblin Rabblemaster is great for goblin decks,
     while Inferno Titan is just flat-out good: it deals 3 damage when attacking
     or entering the field, making it very splashable. Wrecking Ogre has double
     strike and is one of the few creatures with Bloodrush, letting one bestow its
     abilities by discarding it and paying that cost. Act of Treason, Lightning
     Talons, Explosive Impact (5 damage to target) and Krenko's Command (spawn two
     1/1 goblin tokens) round out the rest.
    
     WHITE: Some old friends (Assault Griffin, Trained Caracal) reappear here,
     plus Palisade Giant, which redirects all damage to itself; Phantom General
     empowers allied tokens. Swift Justice and Inspired Charge boost attackers,
     while Angelic Edict can exile its targets.
    
     MULTI: Dinrova Horror (U/B) bounces and forces a discard; Goblin Electromancer
     (U/R) lowers instant and sorcery costs; Selesnya Evangel (G/W) creates tokens;
     Skymark Roc (U/W) bounces low-toughness creatures; Species Gorger (U/G) must
     bounce its allies, potentially making good combos if they had reusable skills;
     Truefire Paladin (R/W) has vigilance and can grant itself extra power and
     first strike; Vizkopa Guildmage (B/W) grants lifelink and can damage foes
     equal to the life one gains. Meanwhile, Auger Spree (B/R) can kill critters
     with 4 toughness or less, while Ground Toughness (G/R) and its land-based
     damage is an amazing source of spot removal. Finally, Treasured Find (B/G)
     lets one add any card from the grave to the hand, exiling TF in the process.
     Guttersnipe (U/R) -- a source of easy burn damage to all opponents -- shows
     as well, though one was available in Blazing Intellect earlier.
    
     Of course, one of the best things is the inclusion of dual lands, lands that
     can give two colors of mana (player's choice) in exchange for entering the
     field tapped. There's one for each color pairing and up to four can be used.
    
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    |¯¯__| [] |_] |_|__¯¯| DUEL 3-1: SEARCH THE CITY |=============================
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     Creatures [24]                         Sorceries [3]
    
     [×4] Gatecreeper Vine                  [×3] Urban Evolution
     [×4] Opal Lake Gatekeepers
     [×4] Saruli Gatekeepers                Lands [25]
     [×4] Smelt-Ward Gatekeepers
     [×4] Sunspire Gatekeepers              [×1] Azorius Guildgate
     [×4] Ubul Sar Gatekeepers              [×1] Boros Guildgate
                                            [×1] Dimir Guildgate
     Enchantments [3]                       [×3] Golgari Guildgate
                                            [×3] Gruul Guildgate
     [×3] Way of the Thief                  [×1] Izzet Guildgate
                                            [×1] Maze's End
     Artifacts [5]                          [×1] Orzhov Guildgate
                                            [×1] Rakdos Guildgate
     [×1] Charcoal Diamond                  [×4] Selesnya Guildgate
     [×1] Fire Diamond                      [×4] Simic Guildgate
     [×1] Marble Diamond                    [×4] Transguild Promenade
     [×1] Moss Diamond
     [×1] Sky Diamond
    
     CONTROL -: average (Smelt-Ward Gatekeepers, Ubul Sar Gatekeepers)
     DRAWPOWER: average (Opal Lake Gatekeepers, Urban Evolution, Way of the Thief)
     SPEED ---: below-average
     STAYPOWER: average
     STRENGTH : poor
     SYNERGY -: average
     RETRIEVAL: average (Gatecreeper Vine, Maze's End)
     NOTES ---: Foe always begins with a Maze's End in hand
     P.CHANGES: [+3] Hold the Gates, [-3] Way of the Thief
    
     Here's a fun Ravnica-themed multicolor deck. Most of its lands are guildgates,
     dual-color lands that lend it versatility at the price of speed (all lands in
     this deck enter the battlefield tapped). The main goal is to use Maze's End's
     instant win condition -- control 10 gates of different names during upkeep --
     and it'll fill the field with 2/4 gatekeepers as a stall tactic. The most
     annoying of those to face is undoubtedly Smelt-Ward, which hijacks a creature,
     untaps it, gives it haste and makes it fight its allies.
    
     Planeswalker difficulty switches out the Way of the Thief enchantments for
     "Hold the Gates," enchantments that give creatures +0/+1 for each gate they
     control. With a few out and the deck thinned of lands, expect each target to
     have over 30 toughness! It's not impossible to deal with -- their god-awful
     power ratings still remain -- but it certainly makes it more annoying to deal
     with.
    
     A basic combo for this battle is using Bident of Thassa to force the foe to
     attack with its 2/4 munchkin, then killing them with a 5/5 or greater. (Or,
     use something with deathtouch that can survive 2 damage.) If one can kill all
     gatekeepers, then one can simply use Bident's card-drawing ability on the next
     turn -- a win-win!
    
     Ravnica is open for exploration, too, and it adds some heavy-hitters and
     much-loved mainstays to help. Don't forget to throw in some dual lands like
     this deck has! Helpful cards:
    
     • Auger Spree (+4/-4 to target, can kill any gatekeeper w/o Way of the Thief)
     • Demolish (destroy artifacts and lands)
     • Dinrova Horror (bounce any permanent and force foe to discard 1)
     • Ground Assault (deals damage equal to lands controlled, CMC 2)
     • Inferno Titan (6/6, deals 3 damage when entering field or attacking)
     • Lightning Talons (enchanted creature has +3/+0 and first strike)
     • Monomania (force opponent to discard all cards but 1 of their choice)
     • Palisade Giant (2/7, all damage one incurs redirected to PG instead)
     • Tribute to Hunger (often 10-30 life on Planeswalker difficulty)
    
     Multiplayer battle booster cards that may help:
    
     • Mold Shambler (kicker can destroy noncreature permaments)
     • Skullcrack (can prevent life gain from Saruli Gatekeepers)
    
     Other notes: 
    
     • After enough mana's built up, the foe will start using Maze's End's search
       function to add guildgates to the hand, which returns ME to the hand also.
       This is often the best turn to destroy ME, since it enters the field tapped
       and can't bounce itself again. Alternatively, as long as one has milled the
       singular copies of some guildgates -- Azorius, Boros, Dimir, Izzet, Orzhov,
       Rakdos -- it can never fulfill the instant win condition. (Laughably, it's
       possible to mill Maze's End on turn 1 via Burning Inquiry, a battle booster
       card.)
    
     • The opponent has no flyers, so simply ignoring the defensive-minded foes
       can work here. Just make sure it can survive 2 damage from Ubul Sar and
       isn't beefy enough that a Smelt-Ward hijacking isn't life-threatening.
    
     • On Planeswalker, the toughness boosts can be quite a huge hurdle. Consider
       investing in creatures that can't be blocked normally (Triton Shorestalker)
       or those that can't be blocked by low-power creatures (Wandering Wolf,
       Howlgeist, Kraken of the Straits).
    
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    |¯¯__| [] |_] |_|__¯¯| DUEL 3-2: ORZHOV'S DEMAND |=============================
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     Creatures [22]                         Sorcery [6]
    
     [×4] Basilica Screecher                [×2] Debt to the Deathless
     [×4] Dutiful Thrull                    [×4] Purge the Profane
     [×4] Kingpin's Pet
     [×4] Syndic of Tithes                  Lands [24]
     [×4] Tithe Drinker
     [×2] Vizkopa Confessor                 [×4] Godless Shrine
                                            [×4] Orzhov Guildgate
     Artifacts [8]                          [×8] Plains
                                            [×8] Swamp
     [×4] Staff of the Death Magus
     [×4] Staff of the Sun Magus
    
     CONTROL -: average (Purge the Profane, anything with Extort)
     DRAWPOWER: none
     SPEED ---: average
     STAYPOWER: average
     STRENGTH : below-average
     SYNERGY -: good
     RETRIEVAL: none
     P.CHANGES: [+2] Basilica Guards        [-4] Basilica Screecher
                [+2] Knight of Obligation   [-2] Staff of the Death Magus
                [+4] Vizkopa Guildmage      [-2] Staff of the Sun Magus
    
     Teysa's cards are mostly weenies with a battle-avoiding effect: Extort. When
     she plays a spell, any card with Extort can play 1 black or white mana; if
     they do, they gain 1 life and the opponent loses 1 life. With artifact Staffs
     helping with healing, slower decks can quickly find themselves at 10 life or
     less in the early going, while their opponent is in the 30s. Only a couple
     creatures are of note: Dutiful Thrull is a cheap card with a 1-mana regen
     cost, ensuring it stays around often. (It doesn't have Extort, luckily.) On
     the other end, the expensive Vizkopa Confessor can pay life to search one's
     hand and exile a card.
    
     Planeswalker difficulty is a minor shake-up. Some of the static life gain
     methods, and all Basilica Screechers, are dispatched for better creatures.
     Basilica Guards (1/4) and Knight of Obligation (2/4) both have Extort, and
     the latter gets Vigilance, too. Vizkopa Guildmage can grant creatures lifelink
     or make opponents lose life when its owner gains life. An important thing to
     remember about the last effect: it stacks. If one gains 5 life and the last
     effect is paid twice, the opponent loses 10 life.
    
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    |¯¯__| [] |_] |_|__¯¯| DUEL 3-3: SELESNYA'S POWER |============================
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     Creatures [19]                         Instants [11]
    
     [×3] Armored Wolf-Rider                [×3] Avenging Arrow
     [×4] Centaur's Herald                  [×2] Chorus of Might
     [×3] Dryad Militant                    [×4] Eyes in the Skies
     [×4] Risen Sanctuary                   [×2] Giant Growth
     [×4] Seller of Songbirds
     [×1] Trostani's Summoner               Lands [24]
    
     Sorceries [6]                          [12] Forest
                                            [×8] Plains
     [×3] Coursers' Accord                  [×4] Selesnya Guildgate
     [×3] Wake the Reflections
    
     CONTROL -: average (Avenging Arrow, Giant Growth, Dryad Militant)
     DRAWPOWER: none
     SPEED ---: fast
     STAYPOWER: average
     STRENGTH : above-average (Risen Sanctuary, Armored Wolf-Rider)
     SYNERGY -: average
     RETRIEVAL: none
     P.CHANGES: [+4] Call of the Conclave   [-3] Avenging Arrow
                [+3] Trostani's Judgment    [-4] Centaur's Herald
                [+4] Wayfaring Temple       [-4] Risen Sanctuary
    
     Oh joy, a G/W weenie token deck. The foe has many sources that inherently
     create tokens (Seller of Songbirds, Coursers' Accord, Eyes in the Skies,
     Trostani's Summoner, Centaur's Herald) as well as cards with the Populate
     keyword, which means it picks a token and gets a free copy of it. Of all the
     creatures available, only Armored Wolf-Rider (4/6) and Risen Sanctuary (8/8)
     are major threats. Everything else is a 3/3 or worse, though with all the
     token breeding occuring, things can still spiral out of control.
    
     Planeswalker difficulty sharpens the deck's edges. Risen Sanctuary is ditched
     in favor of Wayfaring Temple, a cheaper alternative (CMC 3) whose toughness
     and power are equal to the creatures its owner has. The potential for huge
     damage is there, though it also means it can enter as a 1/1. Avenging Arrow's
     destruction is switched for Trostani's Judgment's exiling, which carries an
     additional populate effect (plus double the mana cost). Finally, Centaur's
     Herald, inarguably the worst creature in the base deck, becomes Call of the
     Conclave, a 3/3 token-spawner for CMC 2.
    
     With flyers and nonflyers in abundance, noncombat damage isn't a bad way to
     go. Remember that tokens aren't considered cards themselves -- if they're
     returned to the hand or destroyed, they simply cease to exist. Low-cost
     instants like Vapor Snag and Voyage's End, or creatures like Skymark Roc, can
     eliminate 'em in fine fashion. Even better served if they're bounced when the
     foe uses a Populate effect, which may end up wasting it entirely.
    
     • Auger Spree (target creature gets +4/-4)
     • Bident of Thassa (force flyer tokens, etc. to suicide into a beatstick)
     • Ground Assault (deals damage equal to the lands one controls)
     • Inferno Titan (6/6, 3 damage when it enters field or attacks)
     • Lightning Talons (equipped creature has +3/+0 and first strike)
     • Skymark Roc (3/3 flyer, can bounce tokens and creatures with sub-2 power)
     • Stormbreath Dragon (4/4 flyer, haste, Monstrosity 3, protection from white)
     • Swift Justice (target gets +1/+0, lifelink and first strike)
     • Voyage's End (bounce target, scry 1)
    
     Multiplayer battle booster additions one may like:
    
     • Arrest (equip to a beatstick to make them a nonissue)
     • Pharika's Chosen (1/1 with deathtouch; makes beatsticks hesitant to attack)
     • Squadron Hawk (1/1 flyer, can add up to 3 SHs to hand when it hits field)
     • Vapor Snag (bounce target, its owner loses 1 life)
     • Vicious Hunger (deals 2 damage, heals self 2 life)
    
     Surprisingly, this is a green deck that DOESN'T have massive land-grabbing
     tendencies, so red noncombat damage decks can throw in a Demolish or two and
     go to town with Charmbreaker Devils' recycling.
    
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    |¯¯__| [] |_] |_|__¯¯| DUEL 3-4: JACE'S TEST |=================================
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     Creatures [26]                         Artifacts [1]
    
     [×3] Æther Figment                     [×1] Staff of the Mind Magus
     [×4] Blind Phantasm
     [×4] Chronozoa                         Enchantments [2]
     [×3] Gossamer Phantasm
     [×1] Hover Barrier                     [×2] Claustrophobia
     [×3] Illusionary Servant
     [×1] Jace's Mindseeker                 Instants [6]
     [×4] Phantasmal Bear
     [×3] Phantom Beast                     [×2] Counterspell
                                            [×4] Unsummon
     Lands [25]
    
     [25] Island
    
     CONTROL -: good (Claustrophobia, Counterspell, Unsummon)
     DRAWPOWER: none
     SPEED ---: above-average
     STAYPOWER: average
     STRENGTH : average
     SYNERGY -: good
     RETRIEVAL: none
     P.CHANGES: [+3] Krovikan Mist          [-3] Æther Figment
                [+3] Phantasmal Dragon      [-3] Phantom Beast
    
     Like last year's Planeswalker game, Jace runs an illusion-themed blue control
     deck. The gist is that he can use lower-cost beatsticks like Illusionary
     Servant and Phantom Beast, but they come with a downside: they sacrifice
     themselves when targeted by abilities or spells. And this applies to any
     ability or spell, regardless of source. For instance, a simple Shock spell
     would kill a Phantom Beast; if Jace targeted his own Phantom Beast somehow,
     it would destroy itself, too.
    
     Planeswalker difficulty replaces the 4/5 Phantom Beast with Phantasmal Dragon,
     a 5/5 flyer with the same drawbacks. The unblockable Æther Figment is changed
     to Krovikan Mists, whose power and toughness are equal to the illusions one
     controls. The deck already can pack a punch without much trouble, so these
     changes can become disconcerting, especially the Mists.
    
     Since most creatures self-sacrifice when targeted, playing off that common
     element is the shortcut to victory. This means cards that may be unwieldy or
     otherwise lame can now be used, simply because of how low-cost they are and
     whether they target more than once! (The freer, the better!) The slower the
     tempo becomes, the easier the fight is, since Jace lacks draw power. Various
     examples that may work here:
     
     • Agent of the Fates (when targeted by owner, opponent sacrifices a creature)
     • Auger Spree (target gets +4/-4; general removal)
     • Artful Dodge (targets once for CMC 1; has flashback cost for same)
     • Blood Feud (target fights other target; targets twice; good for Chronozoas)
     • Bolt of Keranos (deals 3 damage, scry 1)
     • Coordinated Assault (targets twice for CMC 1)
     • Fleeting Distraction (targets for CMC 1 + a card draw)
     • Goblin Arsonist (targets creature for 1 damage when killed)
     • Goblin Electromancer (lowers sorcery/instant costs by 1 colorless mana)
     • Gods Willing (CMC 1, use to avoid being Unsummoned or dealt battle damage)
     • Ground Assault (deal damage equal to total lands one controls)
     • Inferno Titan (deals 3 damage when attacking or entering; can be split x3)
     • Monomania (target discards all their cards except 1)
     • Reprisal (destroys target with power 4 or higher)
     • Voyage's End (bounces target creature, scry 1)
    
     Multiplayer battle boosters that may help:
    
     • Cloudshift (flickers to avoid Unsummon/Claustrophobia)
     • Phantasmal Dragon (epic irony)
     • Talrand, Sky Summoner (spawns 2/2 drake tokens)
     • Warstorm Surge (when creature enters field, deals damage to target creature)
     • Vapor Snag (CMC 1 bouncer, creature's owner takes 1 damage)
     • Vicious Hunger (CMC 2, deals 2 damage to target and heals 2 life)
    
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    SHANDALAR                                                                [WLK4]
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     Ah, the fourth plane. Exploration can add another 158 cards into one's pool.
    
     Creatures [89]                     Artifacts [6]
    
     [×4] Advocate of the Beast         [×3] Hot Soup
     [×2] Aegis Angel                   [×3] Meteorite
     [×4] Archaeologist
     [×4] Attended Knight               Enchantments/Auras [11]
     [×1] Baneslayer Angel
     [×3] Brood Keeper                  [×3] Angelic Accord
     [×2] Chasm Skulker                 [×4] Inferno Fist
     [×4] Child of Night                [×4] Marked by Honor
     [×2] Cruel Sadist
     [×4] Drudge Skeletons              Instants [26]
     [×3] Elite Vanguard
     [×4] Elvish Visionary              [×4] Fog
     [×4] Frost Lynx                    [×4] Meditation Puzzle
     [×2] Genesis Hydra                 [×4] Raise the Alarm
     [×4] Gravedigger                   [×4] Safe Passage
     [×3] Jade Mage                     [×4] Trumpet Blast
     [×2] Jalira, Master Polymorphist   [×3] Ulcerate
     [×4] Maritime Guard                [×3] Volcanic Geyser
     [×4] Marauding Maulhorn
     [×2] Ogre Battledriver             Sorceries [22]
     [×2] Phytotitan
     [×4] Primal Huntbeast              [×4] Assassinate
     [×3] Quickling                     [×3] Enlarge
     [×3] Reclamation Sage              [×4] Hunt the Weak
     [×4] Regathan Firecat              [×3] Switcheroo
     [×2] Rhox Faithmender              [×4] Tome Scour
     [×4] Rotfeaster Maggot             [×4] Void Snare
     [×2] Rune-Scarred Demon
     [×1] Shadowborn Demon
     [×2] Shivan Dragon
    
     Lands [4]
    
     [×4] Radiant Fountain
    
     A general per-color overview, for the interested:
    
     BLACK: The most important here is Rune-Scarred Demon, the only card one gets
     capable of "tutoring" -- that is, searching the library for any card. It's
     also a 6/6 flyer, making it great in general, not to mention anything that
     can quickly reuse its effects (Rescue from the Underworld, Cloudshift).
     Shadowborn Demon destroys a card when it enters, making it a decent choice,
     provided the typical demonic drawback. On the lower spectrum, Child of Night
     (2/1, lifelink) and Drudge Skeletons (1/1, regeneration) can be of use, too.
    
     BLUE: A bouncer (Void Snare), cheap miller (Tome Scour) and spell-fetcher
     (Archaeologist) are added here. Quickling (2/2, flash) is a fun card that
     can create a loop with other copies of itself. Assign it as a blocker, put in
     a 2nd Quickling, return the first to the hand, and voila! Whatever attacker
     was assigned a blocker doesn't get to attack that turn. Jalira can sacrifice
     a creature, then put the next one in the library on the field without paying
     its mana cost -- great for surprise beatsticks!
    
     GREEN: Some decent cards this time. Elvish Visionary (1/1) is a common source
     of draw power, while Advocate of the Beast (2/3) puts a counter on a target
     beast during the end step -- great for Primal Huntbeasts (3/3, hexproof) that
     debut here, too. Genesis Hydra enters with X counters, then can put a
     permanent with CMC X from the top X amount of cards onto the field for free.
     Phytotitan (7/2) will resummon itself in the owner's upkeep after it's been
     killed, making it a fun, lingering threat.
    
     RED: Ogre Battledriver (3/3) give +2/+0 and haste to creatures entering the
     field, and Shivan Dragon (5/5) can expend red mana to get +1/+0 per. A common
     damage-dealing instant, Volcanic Geyser, is here as well.
    
     WHITE: Baneslayer Angel, a 5/5 with a bevy of advantages (lifelink, first
     strike, flying, protection from dragons and emons) appears here. Aegis Angel,
     which grants indestructibility to a target, can see usage. Angelic Accord is
     a 4/4 angel token spawner, provided its owner gained 4 life in the last turn.
     Several white instants also appear here: Raise the Alarm spawns 1/1 tokens;
     Meditation Puzzle heals 7 life and has convoke; Safe Passage prevents all
     damage during that turn.
    
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    |¯¯__| [] |_] |_|__¯¯| DUEL 4-1: STORM THE CASTLE |============================
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     Creatures [24]                         Instants [12]
    
     [×2] Armored Warhorse                  [×4] Divine Verdict
     [×2] Captain of the Watch              [×4] Glorious Charge
     [×4] Elite Vanguard                    [×4] Raise the Alarm
     [×4] Infantry Veteran
     [×4] Palace Guard                      Lands [24]
     [×4] Veteran Armorsmith
     [×4] Veteran Swordsmith                [24] Plains
    
     CONTROL -: poor (Divine Verdict)
     DRAWPOWER: poor
     SPEED ---: average
     STAYPOWER: average
     STRENGTH : average
     SYNERGY -: good
     RETRIEVAL: none
     P.CHANGES: [+2] Captain of the Watch   [-2] Armored Warhorse
                [+4] Honor of the Pure      [-4] Glorious Charge
    
     White weenie deck focusing on stat-improving abilities -- Armorsmith gives
     +0/+1 to all creatures, Swordsmith gives +1/+0 in the same way, and Captain
     of the Watch gives +1/+1 and vigilance. Armored Warhorse, Elite Vanguard,
     Infantry Veteran and Palace Guard make up the easy-to-get-out ranks, though
     they aren't that tough until stat-boosted.
    
     Planeswalker difficulty switches out the temporary +1/+1 from Glorious Charge
     to a permanent (enchantment) that does the same, quickly soldiers to grow
     into mini-beatsticks. Throwing in more Captains of the Watch allows better
     field spam abilities (they do spawn three 1/1 tokens).
    
     This is just an average deck to steamroll with beatsticks, although on high
     difficulty, it'll be best to pack additional enchantment-destroying cards
     like Naturalize or (*shudder*) Reclamation Sage. Anything with first strike
     is great here, especially effects happening through instants, which may bait
     creature-boosting cards into blocking and subsequently dying. As per usual,
     precise noncombat damage mops up the rest. Examples:
    
     • Auger Spree (+4/-4 to target creature)
     • Coordinated Assault (two creatures get +1/+0 and first strike temporarily)
     • Ground Assault (deal damage equal to lands one controls)
     • Inferno Titan (deals 3 damage when attacking; good for killing Captains)
     • Lightning Talons (enchanted creature gets +3/+0 and first strike)
     • Reprisal (destroy any creature with 4+ power)
     • Siege Dragon (when attacking, deals 2 damage to all nonflyers foe controls)
     • Skymark Roc (3/3 flyer, bounces creatures & tokens with 2 power or less)
     • Stormbreath Dragon (4/4 flyer, Monstrosity 3, protection from white)
    
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    |¯¯__| [] |_] |_|__¯¯| DUEL 4-2: SLIVER HIVE |=================================
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     Creatures [32]                         Sorceries [4]
    
     [×3] Belligerent Sliver                [×4] Hive Stirrings
     [×4] Blur Sliver
     [×1] Constricting Sliver               Lands [24]
     [×4] Groundshaker Sliver
     [×2] Megantic Sliver                   [×4] Evolving Wilds
     [×4] Predatory Sliver                  [×7] Forest
     [×4] Sentinel Sliver                   [×7] Mountain
     [×4] Steelform Sliver                  [×6] Plains
     [×4] Striking Sliver
     [×2] Venom Sliver
    
     CONTROL -: average (Constricting Sliver)
     DRAWPOWER: none
     SPEED ---: above-average
     STAYPOWER: average
     STRENGTH : average
     SYNERGY -: great
     RETRIEVAL: none
     P.CHANGES: [+2] Battle Sliver          [-4] Groundshaker Sliver
                [+2] Bonescythe Sliver      [-2] Megantic Sliver
                [+4] Galerider Sliver       [-1] Plains
                [+1] Island                 [-2] Striking Sliver
    
     This is a multi-color sliver deck. Its creatures, though often weak on their
     own, have effects that share amongst all slivers: Belligerent gives +2/+0,
     Venom gives deathtouch, Blur gives haste, etc. This means, if left alone for
     a few turns, even a few of these creatures can start forming a supremely
     annoying threat. The most powerful here is Megantic Sliver, a 3/3 that gives
     all slivers (including itself) +3/+3. Runner-up is Groundshaker Sliver, a 5/5
     that gives all slivers trample. Constricting's temporary exile effect may be
     the most hair-pulling of them all, though.
    
     Planeswalker difficulty switches things up a bit. The Groundshaker/Megantic
     beatsticks are gone entirely, replaced by Battle and Bonescythe, which grant
     all slivers +2/+0 and double strike, respectively. These alternatives are
     cheaper than their forebears, and set the stage for one the least-desirable
     outcome: having Bonescythe and Belligerent on the field. Belligerent gives
     all slivers "can't be blocked except by 2 or more creatures," which opens the
     combat damage floodgates. Galerider Sliver is a 1/1 that gives all slivers
     flying, and though it can be annoying, the fact that there's only one Island
     in the whole deck may have it be a dead draw.
    
     Slivers have minor costs and compound one's troubles quickly, leaving two
     main choices: have beatsticks out to dissuade attackers or use noncombat
     damage to kill key targets (Belligerent, Bonescythe, Constricting, etc). In
     normal difficulties, the foe has no flyers, so that angle can work well, too.
     Good examples to use:
    
     • Agent of the Fates (when targeted by friendly spell, foe has to sacrifice)
     • Auger Spree (target gets +4/-4)
     • Anger of the Gods (3 damage to all creatures in play)
     • Ground Assault (land-based damage; good for killing Megantic/Groundshaker)
     • Inferno Titan (can inflict and split 3 damage when attacking/entering field)
     • Prey Upon (target creature you control fights target you don't)
     • Skymark Roc (bounce low-power slivers to hand)
     • Siege Dragon (5/5 flyer, deals 2 damage to enemy creatures when attacking)
     • Spider Spawning (spawns 1/2 tokens with reach; has flashback cost)
     • Undying Evil (good for kamikaze attacks or defensive plays)
    
     Multiplayer boosters that may help here:
    
     • Coral Barrier (1/3, spawns a 1/1 islandwalk token)
     • Phantasmal Dragon (5/5 flyer)
     • Pharika's Chosen (1/1, deathtouch)
    
     Prey Upon can be great in this fight, because the targets deal damage equal
     to their power to each other, ignoring other nasty effects like deathtouch,
     double strike, etc. Hunt the Weak, which is more expensive, can be used here
     also.
    
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    |¯¯__| [] |_] |_|__¯¯| DUEL 4-3: CRUEL REFLECTION |============================
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     Riku of Two Reflections challenges one to...a mirror match! Basically,
     whatever deck one enters the duel with is the same one that's faced. This
     means it can be as good or bad as one wants, so there's no strategy to give
     here.
    
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    |¯¯__| [] |_] |_|__¯¯| DUEL 4-4: ONAKKE GUARDIANS |============================
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     Creatures [22]                         Sorceries [3]
    
     [×4] Blood Ogre                        [×3] Tectonic Rift
     [×3] Bonebreaker Giant
     [×4] Duskhunter Bat                    Instants [4]
     [×3] Gorehorn Minotaurs
     [×4] Reckless Brute                    [×4] Shock
     [×4] Tormented Soul
                                            Lands [24]
     Enchantments [7]
                                            [×4] Dragonskull Summit
     [×3] Aggressive Mining                 [12] Mountain
     [×4] Crippling Blight                  [×8] Swamp
    
     CONTROL -: poor (Crippling Blight, Tectonic Rift, Shock)
     DRAWPOWER: poor (Aggressive Mining)
     SPEED ---: average
     STAYPOWER: average
     STRENGTH : average
     SYNERGY -: average
     RETRIEVAL: none
     P.CHANGES: [+4] Searing Spear          [-3] Bonebreaker Giant
                [+3] Shadowborn Demon       [-4] Crippling Blight
                [+4] Stormblood Berserker   [-4] Blood Ogre
    
     B/R Bloodthirst deck. Bloodthirst is a keyword where creatures can enter the
     field with extra +1/+1 counters, supposing their opponent was damaged that
     turn. To this end, the foe uses flyers (Duskhunter Bat), unblockable weenies
     (Tormented Soul), haste- and first-strike-driven beaters (Reckless Brute,
     Blood Ogre). Crippling Blight and the land-destroying Tectonic Rift also pave
     the way for open attacks. Gorehorn Minotaurs, its most powerful creature,
     can enter the field as a +5/+5 for CMC 4, thanks to Bloodthirst. 
    
     Planeswalker difficulty helps the theme out more. Stormblood Berserker is a
     1/1 with Bloodthirst 2 and can only be blocked by 2+ creatures, ensuring it
     can get hits in early. Shadowborn Demon kills a nondemon creature when it
     enters the field, making for quicker removal than any Shock or Searing Spear.
     The deck now gets Bloodthirst triggers faster and easier, so no one will miss
     Blood Ogre and Bonebreaker Giant's presence.
    
     There is, however, a problem -- Aggressive Mining. Normally, this card would
     make a good source of lategame draw power, sacrificing huge numbers of lands
     to maintain hand advantage. Instead, the foe will often play this card early,
     cutting through its few lands and ending up with a full hand and no mana to
     play 'em. That AI hiccup basically hands the player the match, and it happens
     on any difficulty. (On a smaller note, the opponent occasionally uses Shocks
     on itself for no apparent reason...)
    
     Those who don't want to wait for the inevitable Aggressive Mining screwups
     can try the noncombat damage route, getting rid of weenie attackers before
     Bloodthirsty brutes enter empowered. The same tactics for the past couple
     fights work here, since the foe opens many avenues to deal damage. Examples:
    
     • Agent of the Fates (when targeted by friendly spell, foe has to sacrifice)
     • Auger Spree (target gets +4/-4)
     • Anger of the Gods (3 damage to all creatures in play)
     • Ground Assault (land-based damage; good for killing Megantic/Groundshaker)
     • Inferno Titan (can inflict and split 3 damage when attacking/entering field)
     • Prey Upon (can get rid of flying weenies)
     • Skymark Roc (bounce low-power slivers to hand)
     • Siege Dragon (5/5 flyer, deals 2 damage to enemy creatures when attacking)
     • Spider Spawning (spawns 1/2 tokens with reach; has flashback cost)
     • Undying Evil (good for kamikaze attacks or defensive plays)
     
     Multiplayer boosters that may help here:
    
     • Phantasmal Dragon (5/5 flyer)
     • Pharika's Chosen (1/1, deathtouch)
     • Vapor Snag (bounce creature to make it lose Bloodthirst counters)
     • Vicious Hunger (deal 2 damage and heal 2 life)
    
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    ZENDIKAR                                                                 [WLK5]
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     Here's the Zendikar-specific cards available:
    
     Creatures [87]                     Enchantments [29]
    
     [×3] Banisher Priest               [×3] Armored Ascension
     [×2] Bloodghast                    [×2] Beastmaster Ascension
     [×3] Cunning Sparkmage             [×2] Burning Anger
     [×4] Death Cultist                 [×4] Demonic Appetite
     [×4] Devouring Swarm               [×4] Ior Ruins Expedition
     [×4] Elvish Pioneer                [×4] Nimbus Wings
     [×4] Giant Scorpion                [×3] Quest for the Goblin Lord
     [×4] Glory Seeker                  [×3] Quest for the Gravelord
     [×4] Goblin Arsonist               [×4] Raid Bombardment
     [×4] Grazing Gladehart             
     [×3] Guard Gomazoa                 Instants [18]
     [×3] Hedron Crab                   
     [×2] Indulgent Tormentor           [×4] Living Destiny
     [×4] Kiln Fiend                    [×4] Negate
     [×4] Kor Cartographer              [×3] Primal Bellow
     [×4] Kraken Hatchling              [×4] Shock
     [×4] Lone Missionary               [×3] Suffer the Past
     [×3] Pelakka Wurm                  
     [×2] Roil Elemental                Sorceries [16]
     [×3] Skeletal Wurm                 
     [×1] Soul of Zendikar              [×2] Blood Tribute
     [×4] Stomper Cub                   [×4] Covenant of Blood
     [×4] Surrakar Banisher             [×2] Planar Cleansing
     [×2] Terra Stomper                 [×3] Tectonic Rift
     [×4] Vent Sentinel                 [×1] Time Warp
     [×4] Wind Drake                    [×4] Triplicate Spirits
    
     Artifacts [9]
    
     [×4] Adventuring Gear
     [×2] Sphinx-Bone Wand
     [×3] Warmonger's Chariot
    
     Small overview:
    
     BLACK: Zendikar has some common blacks that can fit into many builds. The
     foe-favorite Bloodghast can now used, while Indulgent Tormentor acts as a
     torture device (opponent must let their foe draw a card or pay annoying costs
     to avoid it that turn). Skeletal Wurm is a 7/6 with regeneration, making for
     a useful beatstick. Demonic Appetite gives a huge boost, but requires some
     sacrifices each turn, making it of little use (unless it can be slapped onto
     an opponent's creature). Covenant of Blood and Blood Tribute both allow one
     to damage the foe while healing oneself. It's worth noting that Blood Tribute
     has a nasty combo with Sanguine Bond. For instance, if the foe has 20 life
     and Sanguine Bond is active, kicking Blood Tribute takes 10 to heal oneself,
     which then triggers SB to take the foe's other half! (The opponent can foul
     this up by using a life-gain method after BT but before SB kicks in, however.)
    
     BLUE: Several great blues appear here. Guard Gomazoa is a flying defender
     that takes no combat damage, acting as a hurdle for speedy decks. Hedron Crab
     mills the opponent's library with its Landfall ability, and with three on
     the field, that's almost one-sixth of their cards getting dumped! Though Roil
     Elemental's stats are crappy, its creature-stealing ability is still amazing.
     Ior Ruins Expedition adds draw power for a low cost, while Time Warp focuses
     on control (take an extra turn!).
    
     GREEN: Plenty of useful creatures here -- Elvish Pioneer's land-grabbing,
     Soul of Zendikar's token-making, Terra Stomper's low-cost beatdowns (better
     than Stomper Cub), Pelakka Wurm's drawpower. Grazing Gladeheart, Pelakka,
     and Living Destiny all help with life gain, while Beastmaster Ascension and
     Primal Bellow focus on turning everything into a huge beatstick.
    
     RED: Kiln Fiend and Vent Sentinel are great in many spell- and defender-based
     decks, respectively. Burning Anger turns any creature into a source of burn
     damage; Quest for the Goblin Lord fits in with goblin decks, unsurprisingly.
     Shock, a two-damage instant, appears here and can see lots of play. Tectonic
     Rift is a land-destroyer, although it may be worth choosing Demolish instead.
    
     WHITE: Banisher Priest temporarily exiles target creatures, paving the way
     for easier attacks, while Kor Cartographer searches Plains; Lone Missionary
     gives 4 life when entering the field, making it good in life-gain decks.
     Armored Ascension gives flying and Plains-based +1/+1 boosts; Triplicate
     Spirits creates 3 Spirit tokens flyers. Finally, Planar Cleansing destroys
     all nonland permanents, making it great when fighting overwhelming numbers.
    
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    |¯¯__| [] |_] |_|__¯¯| DUEL 5-1: STRENGTH IN NUMBERS |=========================
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     Creatures [22]                         Lands [24]
    
     [×2] Graypelt Hunter                   [×4] Evolving Wilds
     [×3] Highland Berserker                [×6] Forest
     [×4] Joraga Bard                       [×5] Mountain
     [×3] Murasa Pyromancer                 [×5] Plains
     [×4] Oran-Rief Survivalist             [×4] Terramorphic Expanse
     [×4] Stonework Puma
     [×2] Tajuru Archer
    
     Instants [14]
    
     [×4] Bold Defense
     [×4] Join the Ranks
     [×2] Repel the Darkness
     [×2] Slaughter Cry
     [×2] Veteran's Reflexes
    
     CONTROL -: average (Bold Defense, Repel the Darkness)
     DRAWPOWER: poor (Repel the Darkness)
     SPEED ---: average
     STAYPOWER: average
     STRENGTH : average
     SYNERGY -: good
     RETRIEVAL: poor (Evolving Wilds, Terramorphic Expanse)
     P.CHANGES: [+2] Ondu Cleric            [-4] Joraga Bard
                [+4] Tuktuk Grunts          [-2] Stonework Puma
    
     SIN uses a multi-color Ally deck, who get their effects when other allies
     enter the field. (Ring familiar? It's almost the same concept as the Slivers.)
     Oran-Rief and Greypelt get +1/+1, Berserker gives first strike, Joraga Bard
     gives vigilance, Tajuru Archer and Pyromancer deal damage (flying creature
     and any creature, respectively).
    
     Planeswalker difficulty ditches the bards for Tuktuk Grunts, which gets +1/+1
     counters in the same vein as Oran-Rief and Greypelt Hunter. Half the mediocre
     Pumas are removed for Ondu Clerics, a low-cost Ally that replenishes life as
     its friends join the fray.
    
     Since this battle is so similar to the Sliver Hive duel -- minus the ability
     to deal noncombat damage -- the same strategy applies: noncombat damage to
     pick these survivalists off, a beatstick to stall their burgeoning advances.
     Examples:
    
     • Agent of the Fates (when targeted by friendly spell, foe has to sacrifice)
     • Auger Spree (target gets +4/-4)
     • Anger of the Gods (3 damage to all creatures in play)
     • Banisher Priest (exile target until BP leaves field)
     • Ground Assault (land-based damage; good for killing Megantic/Groundshaker)
     • Guard Gomazoa (1/3 defender, incurs no combat damage)
     • Inferno Titan (can inflict and split 3 damage when attacking/entering field)
     • Planar Cleansing (destroy all permanents on field)
     • Skymark Roc (bounce low-power slivers to hand)
     • Soul of Zendikar (6/6, spawns 3/3 tokens)
     • Siege Dragon (5/5 flyer, deals 2 damage to enemy creatures when attacking)
     • Spider Spawning (spawns 1/2 tokens with reach; has flashback cost)
     • Terra Stomper (8/8 for CMC 6, trample)
     • Undying Evil (good for kamikaze attacks or defensive plays)
    
     Multiplayer boosters that may help here:
    
     • Paragon of Open Graves (2/2, can bestow deathtouch)
     • Pharika's Chosen (1/1, deathtouch)
     • Wall of Omens (0/4 defender, draw a card as it enters field)
     • Warstorm Surge (when friendly creature cast, deal damage = to its power)
    
     Just remember that Bold Defense and Slaughter Cry all bestow first strike, so
     be wary of any sudden "stupid" attacks -- it's often just bait for one's best
     blocker. Don't forget that counter-accumulators like Greypelt, Oran-Rief and
     Tuktuk Grunts lose counters when bounced. Cheapo spells like Vapor Snag and
     Voyage's End can reset their progress, letting one kill them as they reenter
     the field (Oran-Rief always enters as a 2/2; Greypelt and Tuktuk as 3/3s).
    
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    |¯¯__| [] |_] |_|__¯¯| DUEL 5-2: KOR CANYONS |=================================
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     Creatures [25]                         Artifacts [7]
    
     [×2] Cliff Threader                    [×4] Adventuring Gear
     [×3] Kitesail Apprentice               [×1] Grappling Hook
     [×4] Kor Cartographer                  [×2] Kitesail
     [×4] Kor Hookmaster
     [×2] Kor Line-Slinger                  Sorceries [2]
     [×4] Kor Outfitter
     [×2] Kor Sanctifiers                   [×2] Windborne Charge
     [×2] Lone Missionary
     [×2] Marsh Threader                    Lands [23]
    
     Instants [3]                           [23] Plains
    
     [×3] Narrow Escape
    
     CONTROL -: poor (Grappling Hook, Narrow Escape)
     DRAWPOWER: none
     SPEED ---: average
     STAYPOWER: average
     STRENGTH : below-average
     SYNERGY -: average
     RETRIEVAL: poor (Kor Cartographer)
     P.CHANGES: [+2] Armament Master        [-4] Adventuring Gear
                [+2] Stoneforge Mystic      [-2] Kor Line-Slinger
                [+4] Trusty Machete         [-2] Lone Missionary
    
     White Kor-themed weenie deck. Kor creatures are often related to equipment
     usage, and this one's no different: Apprentice gets +1/+1 when equipped,
     Outfitter automatically attaches equipment, Sanctifiers destroy opponents'
     artifacts, etc. 
    
     Planeswalker difficulty ditches the average Adventuring Gear for the useful
     Trusty Machete (+2/+1), which can make Kitesail Apprentices +4/+3 with little
     effort. Stoneforge Mystic fetches equipment from the library, and can even
     put them onto the battlefield with her ability (useful to know in case they
     may be discarded). Finally, for each equipment on Armament Master, other Kor
     creatures get +2/+2, making it the only thing resembling a beatstick here.
    
     An average deck can probably beat this blindfolded, but it's still a good
     idea to pack some methods of destroying artifacts: Naturalize, Reclamation
     Sage, Demolish, Mold Shambler, etc. In lieu of that, simply pack any sources
     of noncombat damage. Kor creatures tend to max out at 2/2 inherently, so they
     fall to a stiff breeze. For giggles, kill them with instants after they've
     already paid the equipment attach costs, but before it resolves!
    
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    |¯¯__| [] |_] |_|__¯¯| DUEL 5-3: ROILING PLANE |===============================
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     Creatures [16]                         Instants [12]
    
     [×4] Bladetusk Boar                    [×4] Burst Lightning
     [×4] Cosi's Ravager                    [×4] Seismic Shudder
     [×4] Kiln Fiend                        [×4] Unstable Footing
     [×4] Vent Sentinel
                                            Lands [24]
     Sorceries [8]
                                            [23] Mountain
     [×4] Magma Rift                        [×1] Valakut, the Molten Pinnacle
     [×4] Roiling Terrain
    
     CONTROL -: good (Burst Lighting, Seismic Shudder, Roiling Terrain)
     DRAWPOWER: none
     SPEED ---: poor
     STAYPOWER: poor
     STRENGTH : average
     SYNERGY -: average
     RETRIEVAL: none
     P.CHANGES: [+4] Flame Slash, [-4] Magma Rift
    
     This is primarily a red noncombat damage deck with a handful of like-minded
     creatures thrown in. Bladetusk Boar has intimidate and can only be blocked
     by red creatures; Cosi's Ravager deals 1 damage with its Landfall; Kiln Fiend
     grows in power when red instants are used; Vent Sentinel deals damage equal
     to the defenders one controls.
    
     For noncombat damage, the deck is stacked. Magma Rift deals 2 damage and
     exiles whatever it kills (or dies later that turn); Roiling Terrain destroys
     a land and damages based on lands in the foe's hand; Seismic Shudder hits all
     nonflyers for 1 damage; Burst Lightning and Unstable Footing each have kickers
     that turn them into 4- and 5-damage annoyances, respectively. Finally, we
     have Valakut, which deals 3 damage each time a Mountain enters the field (as
     long as one control 5 of more of 'em).
    
     Planeswalker difficulty switches out the 2-damage Magma Rift for the 4-damage
     Flame Slash (CMC 1), which doesn't exile. This ramps up its damage potential
     early on, but otherwise, the same survival strategies apply.
    
     There's several ways to operate here:
    
     - Flyers: None of the foe's creatures have reach, so this method can work.
       It'll be like cruising through a thunderstorm, though...one filled with all
       sorts of nasty damage sources. Major flyers that can work: Seraph of the
       Masses, Aegis Angel, Baneslayer Angel, Griselbrand, Rune-Scarred Demon.
    
     - Milling takes advantage of the foe's poor drawpower, and even one Tome
       Scour is likely to get rid of a noncombat damage source, often more. Hand
       destruction works the same way, especially early, when the foe can't pay
       kickers in lieu of discarding (see: Monomania, Mind Rot, Liliana's Specter)
       The downside is milling can quickly reduce one's hand and mill-related
       creatures can be OHKO'd by most damage sources here.
    
     - Life gain: if the foe is going to be focused on indirect damage, boosting
       one's life is a direct counter. Any card with lifelink is useful, though
       beatsticks with lifelink (Baneslayer Angel, Griselbrand) are better, since
       they can survive most single sources of damage, and act as lightning rods
       for damage -- the foe will want them gone as quickly as possible. A bonus
       to this method is that a high life total attracts most Valakut damage, even
       if one controls weenies.
    
     - Redirect damage: This isn't so much a major strategy as a fun combo. Since
       the foe focuses only on damage, it's possible to take advantage of that by
       using Palisade Giant's damage-redirection ability. Of course, the foe can
       do 7 damage without breaking a sweat generally, but it's still possible to
       use Aegis Angel to give it indestructibility. From then on, all damage is
       redirected, none of it destroys Palisade! Aegis is still a target though,
       so use cheap white cards (Gods Willing, Cloudshift, Safe Passage) or blue
       counters to keep it safe. Bulking it up with auras can work, too, though
       that's an extra investment -- Hall of Triumph or Beastmaster Ascension may
       be easier.
    
     - Recycling: use creatures with Undying to keep the ranks up, bestow Undying
       when possible (Undying Evil), recycle cards from the graveyard (Rescue from
       the Underworld) and use one's slain creatures as ammo (Dead Reckoning). If
       one has several Elixirs of Immortality, which act as recyclers and sources
       of life gain, it's possible to reuse beatsticks a bit more frequently. Of
       course, those doing any type of red/black recycling'll have Charmbreaker
       Devils on hand.
    
     Honestly, no matter which way one goes here, life gain is paramount. It's not
     a bad idea to have some drawpower and land-grab sources either. Destroying
     Valakut (Demolish, Tectonic Rift, Mold Shambler) can save an extra headache,
     too. Overall, some examples of what can work here:
    
     • Arbor Colossus (6/6, Monstrosity 3)
     • Archaeologist (recycles instants/sorcerie needed for one's strategy)
     • Charmbreaker Devils (recycle instants/sorceries needed for one's strategy)
     • Creepy Doll (1/1, CMC 5, indestructible, may kill what it blocks)
     • Genesis Hydra (potentially massive beatstick, good in land-grab decks)
     • Nemesis of Mortals (5/5, Monstrosity 5)
     • Nessian Asp (4/5, Monstrosity 4)
     • Phytotitan (7/2 beatstick, resummons itself, good for making foe waste mana)
     • Primal Huntbeast (3/3; can't be targeted by foe thanks to Hexproof)
     • Quickling (flash; save target that would die by noncombat damage)
     • Rescue from the Underworld (returns field and graveyard target to battle)
     • Rhox Faithmender (1/5, lifelink, doubles all life gains)
     • Rune-Scarred Demon (6/6, tutors)
     • Soul of Zendikar (6/6, spawns 3/3 tokens)
     • Terra Stomper (8/8, CMC 6, Trample)
     • Vent Sentinel (2/4, can deal damage, can block and kill Bladetusk Boar)
    
     Multiplayer boosters that can help:
    
     • Cloudshift (flickers target to avoid fatal damage)
     • Mold Shambler (when kicked, can destroy any noncreature target, even lands)
     • Stoneforge Mystic (searches equipment; good if one chooses the buff route)
     • Warstorm Surge (when friendly enters field, deal damage equal to its power)
    
     Other things of note:
    
     • Indestructible cards won't be destroyed if their toughness reaches zero,
       but this isn't true for those that regenerate. They'll be sent to the grave
       like any other, if targeted once they've regenerated. For that reason, fun
       cards like Skeletal Wurm and Drudge Skeletons may not work out quite that
       well, especially with cards like Valakut, Cosi's Ravager and Vent Sentinel
       potentially forcing one to regenerate in the first main phase.
    
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    |¯¯__| [] |_] |_|__¯¯| DUEL 5-4: SCORN OF OB NIXILIS |=========================
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     Creatures [23]                         Sorceries [9]
    
     [×2] Corpse Hauler                     [×3] Covenant of Blood
     [×3] Demon of Death's Gate             [×2] Marsh Casualties
     [×4] Death Cultist                     [×4] Sign in Blood
     [×2] Indulgent Tormentor
     [×3] Renegade Demon                    Lands [24]
     [×4] Soulcage Fiend
     [×3] Tenacious Dead                    [24] Swamp
     [×2] Zof Shade
    
     Instants [4]
    
     [×4] Wring Flesh
    
     CONTROL -: average (Wring Flesh, Marsh Casualties, Indulgent Tormentor)
     DRAWPOWER: average (Sign in Blood)
     SPEED ---: average
     STAYPOWER: average (Tenacious Dead)
     STRENGTH : good (Demon of Death's Gate, Renegade Demon)
     SYNERGY -: average
     RETRIEVAL: poor (Corpse Hauler)
     P.CHANGES: [+3] Halo Hunter, [-3] Renegade Demon
    
     Ob Nixilis uses a demonic (black) life loss deck. Cards like Death Cultist
     and Tenacious Dead are easy to get out, and if they would die, can sacrifice
     for life loss or regenerate, respectively. This buys time to get out slightly
     better demons (Renegade Demon, Soulcage Fiend) or Demon of Death's Gate, which
     has an alternate summoning requirement (6 life and 3 black sacrifices). Zof
     Shade can expend 3 mana to give itself +2/+2, making it big damage source in
     the lategame. Meanwhile, Covenant of Blood, Wring Flesh (target gets -3/-1)
     and Marsh Casualties (all creatures player controls get -1/-1 or -2/-2) help
     maintain order.
    
     Planeswalker difficulty switches out the 5/3 Renegade Demon for the 6/3
     Halo Hunter, which can destroy an Angel when it enters play. If one could
     easily destroy Renegades earlier, this change isn't that amazing, and its
     main upside is easily avoided. Halo has the same CMC as Renegade, though, so
     it's not working against Ob Nixilis either.
    
     Demon of Death's Gate is a 9/9, but everyone else's toughness maxes out at 3,
     so noncombat damage is just fine here. The life loss can quickly catch up if
     one's slow to act, though, having some way to rectify that'll help. Examples
     to consider:
    
     • Agent of the Fates (when targeted by friendly spell, foe has to sacrifice)
     • Auger Spree (target gets +4/-4; good for killing DODG with weaker flyers)
     • Anger of the Gods (3 damage to all creatures in play)
     • Blood Tribute (halves opponent's life; tap a vampire to heal that amount)
     • Covenant of Blood (convoke; deals 4 damage and heals 4 life)
     • Ground Assault (land-based damage; good for killing Demon of Death's Gate)
     • Inferno Titan (can inflict and split 3 damage when attacking/entering field)
     • Prey Upon (eliminate weenies and some demons with ease)
     • Skymark Roc (bounces Soulcage Fiend, Corpse Hauler, Tenacious Dead, Zof...)
     • Siege Dragon (5/5 flyer, deals 2 damage to enemy creatures when attacking)
     • Young Wolf (with Undying, survives )
     
     Multiplayer boosters that may help here:
    
     • Vapor Snag (bounce creature to make it lose Bloodthirst counters)
     • Vicious Hunger (deal 2 damage and heal 2 life)
    
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    |¯¯__| [] |_] |_|__¯¯| DUEL 5-5a: GARRUK |=====================================
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     Creatures [21]                         Enchantments [4]
    
     [×4] Garruk's Companion                [×4] Triumph of Ferocity
     [×3] Garruk's Packleader
     [×4] Hollowhenge Beast                 Instants [2]
     [×2] Rampaging Baloths
     [×4] Runeclaw Bear                     [×2] Beast Within
     [×4] Slaughterhorn
                                            Sorceries [7]
     Lands [26]
                                            [×3] Harmonize
     [×4] Bayou                             [×4] Nature's Lore
     [13] Forest
     [×4] Golgari Guildgate
     [×5] Swamp
    
     CONTROL -: poor (Beast Within)
     DRAWPOWER: good (Harmonize, Triumph of Ferocity, Garruk's Packleader)
     SPEED ---: average
     STAYPOWER: average
     STRENGTH : good
     SYNERGY -: average
     RETRIEVAL: average (Nature's Lore)
     P.CHANGES: [+4] Cultivate              [-4] Nature's Lore
                [+2] Thragtusk              [-2] Rampaging Baloths
    
     As in previous games, Garruk uses a green beast beatdown deck. Armed with
     useful spells like Harmonize (draw 3 cards) and Nature's Lore to land-grab
     often, he'll use smaller low-cost creatures (Runeclaw, Companion) as fodder
     for their big brothers. Garruk's Packleader (4/4) has its owner draw a card
     when a creature of 3+ power enters its field, and Rampaging Baloths (6/6)
     spawns 4/4 tokens as its Landfall ability. Although lands are rarely worth
     mentioning, Garruk uses Bayous which are green/blacks that enter untapped,
     speeding things up slightly.
    
     Planeswalker difficulty adds a bit more speed with Cultivate, a firm upgrade
     from Nature's Lore for a nigh-negligible cost increase. Exchanging Rampaging
     Baloths, which creates annoying amounts of tokens, for Thragtusk, which only
     creates one on death (and it's a 3/3!) is more puzzling. Although Thragtusk
     costs less, it robs the deck of capitalizing on Cultivate.
    
     Garruk doesn't use any noncombat damage, instead concentrating on the hunt
     itself -- beatdowns all day, e'ery day. Its main form of control is "Beast
     Within," which destroys a permanent and gives its owner a 3/3 token. He can
     use this to kill his foe's beatstick and save himself trouble, or destroy his
     own creature (like one facing imminent death via an instant) to salvage the
     situation. However, Garruk's spear is too blunt: he doesn't have foes capable
     of first/double strike, deathtouch, etc. Getting creatures that can, maybe
     building up with a few auras, creates a highly competitive wall Garruk has a
     hard time mantling. Examples of what may work:
    
     • Agent of the Fates (3/2, forces sacrifice when targeted by friendly spells)
     • Asha's Favor (enchanted creature has flying, vigilance, first strike)
     • Auger Spree (creature gets +4/-4)
     • Baneslayer Angel (5/5 flyer, first strike, lifelink)
     • Banisher Priest (2/2, exiles target creature until BP leaves the field)
     • Beastmaster Ascension (with 7 counters, all creatures owned get +5/+5)
     • Blood Tribute (halves opponent's life; tap a vampire to heal that amount)
     • Dinrova Horror (4/4, bounces permanent when entering, then forces a discard)
     • Drudge Skeletons (1/1, regenerate; mostly useful for maintaining blockers)
     • Griselbrand (7/7 flyer, lifelink, draw power)
     • Ground Assault (deals damage equal to lands one controls)
     • Guard Gomazoa (1/3 defender, incurs no combat damage)
     • Inferno Titan (6/6, deals 3 damage when attacking or entering field)
     • Lightning Talons (equipped creature has +3/+0 and first strike)
     • Phytotitan (7/2; when destroyed, resummons itself during next upkeep)
     • Shadowborn Demon (5/6, destroys nondemon creature upon entry)
     • Terra Stomper (8/8, CMC 6, trample)
     • Ulcerate (pay 3 life to deal 3 damage)
     • Undying Evil (gives Undying, parlaying Beast Within into a +1 situation)
    
     Multiplayer booster cards that may aid here:
    
     • Dead Reckoning (recycle creature from graveyard + damage creature on field)
     • Hall of Triumph (give +1/+1 to all creatures you control of chosen color)
     • Wall of Omens (0/4 defender, draw card as it enters field)
    
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    |¯¯__| [] |_] |_|__¯¯| DUEL 5-5b: GARRUK, THE WORLDSLAYER |====================
    |____|____|_____|____|____________________________________|
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     Creatures [18]                         Sorceries [11]
    
     [×3] Child of Night                    [×4] Cultivate
     [×2] Dark Hatchling                    [×3] In Garruk's Wake
     [×3] Garruk's Packleader               [×4] Rampant Growth
     [×3] Obstinate Baloth
     [×4] Putrid Leech                      Lands [24]
     [×3] Spiritmonger
                                            [×4] Bayou
     Instants [7]                           [12] Forest
                                            [×4] Golgari Guildgate
     [×3] Consume Strength                  [×4] Swamp
     [×4] Putrefy
    
     CONTROL -: good (Putrefy, Consume Strength, In Garruk's Wake, Dark Hatchling)
     DRAWPOWER: average (Garruk's Packleader)
     SPEED ---: average
     STAYPOWER: good (Spiritmonger)
     STRENGTH : good (Spiritmonger, Putrid Leech)
     SYNERGY -: average
     RETRIEVAL: good (Cultivate, Rampant Growth, Obstinate Baloth)
     P.CHANGES: [+4] Thragtusk, [-4] Forest
    
     The final boss! This is a mix of Garruk's previous deck with darker forces
     having creeped in. Consume Strength gives +2/+2 to a creature and -2/-2 to
     another, while Putrefy outright kills its target, preventing regeneration in
     the meantime. Dark Hatchling destroys a nonblack creature when it enters the
     field; In Garruk's Wake destroys all creatures its opponent controls. (Other
     cards, like artifacts and enchantments, remain.)
    
     On Planeswalker difficulty, Garruk gets four Thragtusks, which were found in
     the previous fight as well. Naturally, its token-creation ability gives more
     annoyances to destroy.
    
     Some things to remember about this fight:
    
     • Garruk doesn't use any noncombat damage
     • Garruk doesn't have any creatures with first strike
     • Garruk can't retrieve any cards from the graveyard
     • Whatever deck one started with in the first Garruk fight is used here
     • If one loses or restarts the fight, it defaults to the first Garruk fight
     • Putrefy can destroy creatures and artifacts, but not enchantments!
     • Regenerated creatures still "die" when their toughness hits zero
    
     With such an aggressive deck, adapting many of its pluses helps: easy land
     grabbing, plentiful destruction, beatsticks. This could even be called
     Garruk's holy trinity of fighting. Putrefy prevents regeneration, but cards
     with that keyword can still work here as nigh-irremovable fodder. (Those who
     want to go that route should use Drudge Skeletons and Skeletal Wurm; Asphodel
     Wanderer is pretty crappy in the early turns.)
    
     Anyway, aggressive and highly useful cards that may be good here:
    
     • Auger Spree (+4/-4 to target)
     • Aegis Angel (5/5 flyer, gives ally indestructibility)
     • Angelic Edict (exile Spiritmonger to prevent regeneration)
     • Archaeologist (fetch needed cards from graveyard)
     • Assassinate (destroys target tapped creature; doesn't get around regen.)
     • Banisher Priest (exiles Spiritmonger; it loses all counters if it returns)
     • Creepy Doll (1/1, destruction effect, indestructible; gets around IGW)
     • Cultivate (CMC 3, land-grabber)
     • Flesh to Dust (destroys target + prevents regeneration)
     • Gods Willing (protection from black makes one immune to all Garruk's cards)
     • Ground Assault (deals damage equal to total lands one controls)
     • Inferno Titan (6/6, deals 3 damage when attacking or entering field)
     • Planar Cleansing (destroys all nonland permanents)
     • Quickling (flash; use to save target from Putrefy or Consume Strength)
     • Rescue from the Underworld (save creature + get it and another back later)
     • Rune-Scarred Demon (6/6 flyer, tutors; can't be killed by Dark Hatchling)
     • Satyr Wayfinder (1/1, land-grabber; can get nonbasic lands too)
     • Shadowborn Demon (5/6 flyer, destroys nondemon creature upon entry)
     • Siege Dragon (5/5 flyer, deals 2 damage to foe's creatures when attacking)
     • Switcheroo (steal Spiritmonger; may foe to use Putrefy)
     • Tribute to Hunger (prey upon lone creatures with a forced sacrifice)
     • Undying Evil (returns creature to play, gets around Putrefy's no-regen part)
    
     Multiplayer booster cards that may work:
    
     • Arrest (prevents Spiritmonger from regenerating, attacking or blocking)
     • Cloudshift (flickers target to avoid Putrefy or Consume Strength)
     • Dead Reckoning (put beatstick atop library + deal damage to field creature)
    
     Personally, I like to have a bit of a milling aspect as well, which can get
     rid of annoyances like Dark Hatchling and Spiritmonger, but also quasi-nukes
     like In Garruk's Wake, which immediately resets most progress one's strived
     to make. Monomania is a great card to pull since Garruk deck-thins with his
     sorceries, often resulting in many nonlands being discarded. (This leaves
     whatever he's kept to be discarded through other methods, like Mind Rot,
     Liliana's Reaver, possibly Dinrova Horror, etc.) Just remember that Obstinate
     Baloth gets put on the field when discarded! That may be a risk worth taking.
    
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    ALARA                                                                    [WLK6]
    _______________________________________________________________________________
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     Alara is unlocked by purchasing the Garruk's Revenge expansion for $4.99 in
     the Steam store. After the game's poorly reviewed release, it was given out
     free to those who purchase booster packs or acquired booster packs free in
     other means (such as the free one from owning Magic 2014 on Steam). Not sure
     if this offer still stands for latecomers.
    
     Anyway, the shattered plane of Alara plays host to the expansion, giving four
     battles, an explorable node for new cards and even the option to play as our
     favorite twisted psycho-planeswalker Garruk! One MUST play as him through the
     campaign's first go, though any deck'll work afterwards. (The option to keep
     playing as him in the story battles remains though.)
    
    GARRUK WILDSPEAKER'S DECK
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     Creatures [22]                         Sorceries [11]
    
     [×3] Dreg Mangler                      [×3] Harmonize
     [×3] Festerhide Boar                   [×4] Prey Upon
     [×4] Garruk's Companion                [×4] Rampant Growth
     [×3] Garruk's Packleader
     [×2] Gravetiller Wurm                  Lands [24]
     [×3] Hollowhenge Beast
     [×4] Runeclaw Bear                     [×4] Bayou
                                            [12] Forest
     Instants [3]                           [×4] Golgari Guildgate
                                            [×4] Swamp
     [×3] Consume Strength
    
     This is Garruk's playable deck, a cross between his speedy beatdown deck in
     his first encounter and his second battle's twisted U/G Worldslayer deck.
     Oddly enough, there's only 6 cards that use black mana; luckily, this Bayous
     don't slow down the hand, so it's not that big a deal. Either way, it's a fun
     little deck, with Harmonize providing drawpower, Rampant Growth's land-grabby
     speed and Dreg Mangler providing some oomph via Scavenge. Some cards have the
     Morbid keyword, allowing them to come into battle with extra +1/+1 counters
     if creatures died that turn (even one's own). This makes Gravetiller Wurm a
     8/8 powerhouse, while Festerhide Boar becomes a low-cost 5/5.
    
     Playing the final duel on Planeswalker difficulty lets one use Garruk's evil
     Worldspeaker deck, same as in the main campaign. This means more destructive
     power (Dark Hatchling, Putrefy, In Garruk's Wake) and creatures (Putrid Leech,
     Spiritmonger) in exchange for less drawpower (bye Harmonize!). Child of Night
     provides the deck's only life-gain method, although I've noticed its lifelink
     not working correctly. The expansion boss will put Garruk through his paces
     though, and Putrefy will especially come in handy.
    
    EXPANSION DUEL 1: THE HUNT BEGINS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯       Instants [6]
     Creatures [27]
                                            [×3] Fog
     [×3] Child of Thorns                   [×3] Unchecked Growth
     [×3] Gnarled Mass
     [×2] Kodama of the North Tree          Sorceries [3]
     [×3] Kodama of the South Tree
     [×4] Nightsoil Kami                    [×3] Bountiful Harvest
     [×3] Orchard Spirit
     [×3] Phantom Tiger                     Lands [24]
     [×4] Strangleroot Geist
     [×2] Yew Spirit                        [24] Forest
    
     CONTROL -: poor (Fog)
     DRAWPOWER: none
     SPEED ---: average
     STAYPOWER: mediocre (Phantom Tiger, Strangleroot Geist)
     STRENGTH : good
     SYNERGY -: great
     RETRIEVAL: mediocre (Nightsoil Kami)
     P.CHANGES: [+3] Kodama's Reach            [-2] Nightsoil Kami
                [+2] Jugan, the Rising Star    [-3] Orchard Spirit
                [+3] Kami of the Hunt          [-3] Fog
    
     Kento the Spiritcrafter uses a green tree spirit deck, which means a couple
     low-cost beatsticks (Gnarled Mass, Phantom Tiger); a regular annoyance with
     Undying & Haste (Strangleroot Geist); and two higher-cost beatsticks, one
     that has trample and shroud (Kodama of the North Tree), the other giving a
     +1/+1 and trample to its allies when a Spirit/Arcane spell is played (Kodama
     of the South Tree).
    
     On Planeswalker difficulty, needless cards and two Nightsoil Kamis are lost
     to gain a Cultivate-ish land-grabber (Kodama's Reach), a low-cost attacker
     that can get a little stronger when Spirit/Arcane spells are played (Kami of
     the Hunt) and a flying beatstick that lets one distribute 5 +1/+1 counters on
     its death (Jugan, the Rising Star). 
    
     The deck itself has great synergy and decent speed, but can be stonewalled
     with just one gigantic beatstick. Only cards like Unchecked Growth will give
     the needed oomph to overcome those obstacles, letting one eliminate the chaff
     normally or by forcing blockers. Worst case scenario would be Kodama of the
     North Tree getting all Jugan's counters and then extra ones from the South
     Tree -- but this is unlikely to happen as long as one is diligent in the
     early rounds.
    
    EXPANSION DUEL 2: PICK UP THE TRAIL
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     Creatures [19]                         Sorceries [14]
    
     [×4] Bog Raiders                       [×4] Corrupt
     [×3] Cadaver Imp                       [×3] Mutilate
     [×4] Crypt Ripper                      [×4] Sign in Blood
     [×3] Festering Goblin                  [×3] Vicious Hunger
     [×3] Howling Banshee
     [×2] Nightmare                         Lands [24]
    
     Enchantments [3]                       [24] Swamp
    
     [×3] Quag Sickness
    
     CONTROL -: good (Corrupt, Mutilate, Vicious Hunger)
     DRAWPOWER: poor (Sign in Blood)
     SPEED ---: mediocre
     STAYPOWER: poor
     STRENGTH : good (Nightmare, Crypt Ripper)
     SYNERGY -: good
     RETRIEVAL: poor (Cadaver Imp)
     P.CHANGES: [+3] Tendrils of Corruption, [-3] Quag Sickness
    
     Boragor, Hermit of Xathrid uses a black noncombat damage deck with a subtheme
     of swamp-based abilities. This means the more lands he gets, the easier he
     can nuke the field (Mutilate), the more damage he deals and heals (Corrupt),
     and the harder his monsters can hit, either inherently (Nightmare) or just
     having mana for +1/+1 fuel (Crypt Ripper). Cadaver Imp will fetch from the
     graveyard, making milling somewhat less useful; Howling Banshee and Festering
     Goblin damage the opponent upon entering the field and on death, respectively.
    
     On Planeswalker difficulty, the Swamp-fueled Quag Sickness is thrown out for
     Tendrils of Corruption (CMC 4), which is identical to Corrupt, except that it
     can't target players. This gives the somewhat slow deck a bit more damage in
     the early turns, and can easily kill most creatures with toughness 4~5.
    
     Hand destruction is a double-edged sword, but one of those edges is duller
     than the other -- while providing discard targets for Cadaver Imp, the sheer
     number of noncombat damage (and often life-gain) cards makes it worthwhile.
     Of the creatures, only Nightmare and Crypt Ripper are major issues, and the
     latter is a 2/2 weenie if its controller has no mana to spend powering it up.
     The deck's ability to maintain its hand is based entirely on Sign in Blood &
     Cadaver Imp; without them, it tends to be very slow. (However, since it has
     Swamp-based cards, it can still end up murdering with Mutilate, which it may
     use even if it has monsters out.) Monomania, anyone?
    
     Those who don't want to bother with destroying the hand can simply counter
     the deck with life gain methods and quickie destruction (Reprisal, Divine
     Verdict, Flesh to Dust). Noncombat damage works as well, given how wimpy
     creatures besides Nightmare are.
    
    EXPANSION DUEL 3: MIND OF A HUNTER
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     Creatures [10]                         Instants [16]
    
     [×2] Adamaro, First to Desire          [×4] Magma Spray
     [×4] Pilgrim's Eye                     [×4] Runeflare Trap
     [×4] Runed Servitor                    [×4] Searing Spear
                                            [×4] Sudden Impact
     Artifacts [10]
                                            Lands [24]
     [×4] Font of Mythos
     [×4] Howling Mine                      [24] Mountain
     [×2] Temple Bell
    
     CONTROL -: poor (Runeflare Trap)
     DRAWPOWER: great (Font of Mythos, Howling Mine, Temple Bell, Runed Servitor)
     SPEED ---: average
     STAYPOWER: poor
     STRENGTH : poor (Adamaro, First to Desire)
     SYNERGY -: good
     RETRIEVAL: none
     P.CHANGES: [+4] Anger of the Gods, [-4] Magma Spray
    
     Grinth wages war on two fronts: milling one's library via artifacts (Font
     of Mythos, Howling Mine, Temple Bell, Runed Servitor) that force mandatory
     draws, and hand-determined noncombat damage instants (Runeflare Trap, Sudden
     Impact). A few general damage cards are included as well (Magma Spray,
     Searing Spear) to pick off weakened critters. Pilgrim's Eye will search for
     lands, ensuring Grinth never gets mana-starved.
    
     The biggest threat in the deck is Adamaro, whose power and toughness are
     based off the opponent ("you"!) with the most cards in hand. Even two Fonts
     of Mythos will add +4/+4 each turn, and with a CMC of 3, it's a low-cost
     beatstick that can be gotten out very early. Of course, the less cards one
     has, the less powerful it is -- though it's hard, thanks to all the forced
     draws it gives. Additionally, Temple Bell can be used to give it a quick +1/+1
     when it's in danger of dying, or when it needs slightly more attack power to
     get by. There's only two in the deck, however, so once they're gone, that
     usually marks the end of any combat-related wins.
    
     Planeswalker difficulty replaces the single-target, two-damage Magma Sprays
     with field-nuking, three-damage Anger of the Gods. Both cards will exile
     cards they kill, so important weenies one has are often out of the running
     one way or another (Searing Spear also says hello!). 
    
     There aren't too many counter-milling strategies around, save for Elixir of
     Immortality, which shuffles the graveyard into the deck. This also grants +5
     life, which meshes with the other aid: life gain. (Remember, each time one's
     forced to draw, that adds +1 damage to Sudden Impact and Runeflare Trap, the
     latter often triggering for its miniscule 1 CMC trap cost.) Throwing in some
     easy life gain cards -- like Lone Missionary -- in conjunction with Rhox
     Faithmender's gain-doubling ability ain't a bad way to go about winning.
    
     Another way -- for those who don't want to just force their way through in
     the normal fashion -- is milling. Since the artifacts' card-drawing boosts
     apply to both players, there's a simple synergy in decimating Grinth's
     library first. Low-cost cards like Tome Scour, Hedron Crab and Chill of
     Forboding can quickly turn the foe on his head.
    
     Finally, it's possible to destroy the artifacts themselves with cards like
     Reclamation Sage or Solemn Offering; Runed Servitor and Pilgrim's Eye are
     applicable targets as well. A much easier method is using Planar Cleansing to
     field-wipe the nasty artifacts, though. Just remember that hand destruction
     is entirely pointless as long as Howling Mine, Font of Mythos, etc. are in
     play, even when running Monomania. (The opponent will just save a crucial
     card, like Anger of the Gods or Sudden Impact, then immediately draw into a
     bunch more cards in his upkeep. Pointless, I say!)
    
    EXPANSION DUEL 4: PREDATOR AND PREY
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     Artifact Creatures [29]                Noncreature Artifacts [6]
    
     [×4] Arcbound Worker                   [×3] Æther Spellbomb
     [×4] Court Homunculus                  [×3] Cranial Plating
     [×3] Esperzoa
     [×4] Etherium Sculptor                 Lands [24]
     [×4] Frogmite
     [×2] Myr Enforcer                      [×4] Ancient Den
     [×4] Sanctum Gargoyle                  [×4] Arcane Sanctum
     [×2] Sharuum the Hegemon               [×4] Esper Panorama
     [×2] Tower Gargoyle                    [×2] Island
                                            [×5] Plains
     Enchantments [3]                       [×4] Seat of the Synod
                                            [×1] Swamp
     [×3] Oblivion Ring
    
     CONTROL -: average (Æther Spellbomb, Oblivion Ring)
     DRAWPOWER: poor (Æther Spellbomb...it almost never uses this function though)
     SPEED ---: fast
     STAYPOWER: poor
     STRENGTH : good (Sharuum the Hegemon, Cranial Plating)
     SYNERGY -: fantastic
     RETRIEVAL: good (Sanctum Gargoyle, Sharuum the Hegemon)
     P.CHANGES: [+4] Esper Stormblade       [-4] Etherium Sculptor
                [+3] Master of Etherium     [-3] Esperzoa
                [+2] Mox Opal               [-2] Tower Gargoyle
    
     Captain Vronos runs an artifact deck, and just about every card outside the
     basic lands fit that description. This wonderful synergy quickly empowers
     the low-cost Cranial Plating (equipped has +1/+0 for each artifact) and
     drops the mana requirements for Frogmite and Myr Enforcer, which can be cost
     free after awhile. Sanctum Gargoyle and Sharuum the Hegemon allow its owner
     to pluck a graveyard artifact and put it in the hand or field, respectively.
     (A common combo is using Sharuum to fetch Sanctum, which then adds another
     Sharuum to the hand, ensuring the combo can be repeated if those on the field
     perish.)
    
     Planeswalker difficulty sees the deadweight tossed. Etherium Sculptor isn't
     needed to lower costs once Mox Opal (no cost!) gets on the field for extra
     mana. The Esperzoa flyer with the troublesome ability is supplanted for
     Master of Etherium, whose strength and toughness are equal to its owner's
     artifact count -- truly dangerous! Finally, the 2/1 Esper Stormblade grants
     itself +1/+1 and flying when another multicolored permanent is on the field.
     (Since Tower Gargoyle is gone, this means a duplicate Stormblade. Lands won't
     trigger this effect since 'multicolored' is determined by mana costs, and
     they have none.)
    
     Poor Garruk has no flyers, though, which means he has to run roughshod over
     the enemy, no matter what difficulty it is. Thanks to Prey Upon and Consume
     Strength, it's easy to pick off weenies and start clearing the field before
     Sharuum debuts. (When attacking/blocking, use Consume Strength on a weenie
     not participating; kill it for extra power, and use it to kill the opponent's
     attacker/blocker, getting two birds with one stone.)
    
     On Planeswalker difficulty, Garruk's deck is closer to the main story, full
     of spot removal (Putrefy, Dark Hatchling), as well as an easy beatstick
     (Putrid Leech) and a major, lingering threat (Spiritmonger). His field wipe
     (In Garruk's Wake) is back as well. These changes're welcome in the grand
     scheme, but often more expensive than what they replace. Luckily, Rampant
     Growth is replaced with Cultivate to offset things a bit, but dead draws are
     still possible. Feel free to restart the duel if things are terrible from the
     outset.
    
     On Planeswalker difficulty, the opponent often outpaces Garruk (Mox Opal,
     1CMC creature and an artifact land is a very good opening) but Garruk can
     still keep be formidable with Putrid Leech and Dreg Mangler, which can be
     gotten out fast enough (thanks to Cultivate) that the foe may waste Æther
     Spellbombs trying to get rid of 'em. Just remember not to get too wasteful
     with Leeches' temporary +2/+2 costs -- Garruk still has no way to recover
     life. Spiritmonger's regeneration and +1/+1s allow it to be a major beatstick
     here, but it's best used on the offensive, forcing flyers to be blockers (and
     +1/+1 fuel). Spellbombs will always its nemesis, but with Putrefy around for
     spot creature/artifact destruction, Garruk's not quite so helpless. If one
     manages to use "In Garruk's Wake," that often marks the beginning of Vronos'
     end. Just remember that Sharuum can quickly form a beachhead with Sanctum
     Gargoyle, so don't let the chance slip away! (Hint: regenerate Spiritmonger
     before nuking the field. Anything taken by Oblivion Ring will be retained as
     well, which is good, since Putrefy can't destroy it.)
                                                            _____________________
    _______________________________________________________/ ACHIEVEMENTS [ACHV] |_
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    ACHIEVEMENTS                                                             [ACHV]
    _______________________________________________________________________________
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     Steam achievements are unlocked by completing certain in-game feats. There's
     no real reward for doing so, other than the joy of completion. These will be
     displayed on one's Steam profile and can be checked from the main menu.
    
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | Angelbane                     | Kill a foe's angel w/ Shadowborn Demon    |
     | Angel's Champion              | Defeat the Innistrad boss                 |
     | Apt Pupil                     | Finish the tutorial                       |
     | Battle Mastery                | Win 100 multiplayer duels                 |
     | Death from Above              | Deal 20 damage to enemy with flyers       |
     | Defensive Line                | Deal 20 damage w/ Vent Sentinel in 1 duel |
     | Deft Duelist                  | Win a multiplayer duel                    |
     |-------------------------------+-------------------------------------------|
     | Devout Disciple               | Have 10+ green devotion when you cast a   |
     |                               | Nylea's Disciple                          |
     |-------------------------------+-------------------------------------------|
     | Divine Choice                 | Control a 20/20 Seraph of the Masses      |
     | Five-Creature Discount        | Cast a spell without paying mana for it   |
     | Grateful Dead                 | Win with 20+ creatures in your graveyard  |
     | Hat Trick                     | Control a creature with 3+ attached auras |
     | Hedron Collector              | Defeat the Zendikar boss                  |
     | Ingenuity                     | Win a duel w/o the opponent losing life   |
     | Inherit the Earth             | Draw 3 cards w/ Mentor of the Meek (1trn) |
     | Insult to Injury              | Sacrifice a creature you don't own        |
     | It Must Be Mine               | Collect all cards from the main campaign  |
     | Mental Magic                  | Defeat the Ravnica boss                   |
     | Necropolis Now                | Defeat the Theros boss                    |
     | Not Again                     | Cast same spell 5 times in one duel       |
     | Out of the Gutter             | Deal 10 damage w/ 1 Guttersnipe in a duel |
     | Pincer Movement               | Mill 20 cards with Hedron Crab in a duel  |
     | Rampant Growth                | Have 7 lands on field before end of trn 4 |
     | Savior of Shandalar           | Defeat the final boss                     |
     | Second Life                   | Gain 20 life in a single duel             |
     | Spellbook Crafter             | Create a new deck                         |
     | Spellstorm                    | Cast 5 spells in a single turn            |
     | Tomb Raider                   | Defeat the Shandalar boss                 |
     | Veteran Explorer              | Defeat all Explore Nodes                  |
     |-------------------------------+-------------------------------------------|
     | Why Did It Have to Be Snakes? | Use only 2 mana for Nemesis of Mortals'   |
     |                               | Monstrosity cost (instead of the usual 9) |
     |_______________________________|___________________________________________|
    
     • ANGELBANE: This requires killing an opponent AI's angel, which can be done
       by creating a deck oneself or just finding a foe who naturally uses them
       (Avacyn in Innistrad specializes in this, for instance).
    
     • DEVOUT DISCIPLE: Devotion is considered the amount of green mana symbols
       among nonland permanents you control. Before casting Nylea's Disciple, be
       sure to count the symbols first. Not too hard, considering the swarming
       power most have.
    
     • FIVE-CREATURE DISCOUNT: Since there aren't any colorless instants/sorceries
       in the game (and they can't be abused via Goblin Electromancer), this means
       abusing cards with the Convoke keyword. Each creature you tap will pay for
       one mana of the card; if the cards share a color, they can count as green
       mana instead of just colorless. For instance, Seraph of the Masses costs 0
       mana if you tap 7 white creatures for its Convoke cost.
    
     • INGENUITY: Use a mill/defender deck to destroy the opponent's library, and
       make them lose by having no cards to draw during the upkeep. Hedron Crab,
       Tome Scour, etc.
    
     • INSULT TO INJURY: The easiest way to do this is using Tribute of Hunger on
       an opponent -- they have to sacrifice something, as long as they control a
       creature/token on the field. The long way is stealing a foe's creature via
       Act of Treason or Portent of Betrayal, then using a sacrifice effect on it
       (Bloodflow Connoisseur and Corpse Blockade work).
    
     • NOT AGAIN: Have 3 copies of a spell, then recycle it twice through some
       method. Charmbreaker Devil will randomly recycle instants/sorceries during
       one's upkeep, which makes this easier. (Or easier-er if there's only one
       in the graveyard, letting one use it and get it again 100% of the time.)
    
     • SPELLSTORM: This is easier with many low-cost instants/sorceries and two
       Charmbreaker Devils to reuse 'em. Having cards with easy draw power (Think
       Twice) or graveyard fetchers (Treasured Find) helps, too.
    
      ______________________ ____________________________________________________
     | EXPANSION ACHVMNT.   | UNLOCK BY...                                       |
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     | Conflux Capacitor    | Collect all cards from Alara expansion             |
     | Deconstructor        | Defeat Alara boss                                  |
     | Fly My Pretties      | Control 10 or more Thopter creature tokens         |
     | Murderous Tendencies | In Alara, control a creature with 20+ power        |
     | Welcome to the Club  | Unlock a new card from the Alara expansion         |
     |______________________|____________________________________________________|
    
     • FLY MY PRETTIES: The only Thopters in the game are created with Sharding
       Sphinx's effect, and they only come about by artifact creatures dealing
       combat to players. Since thopter tokens themselves count as artifacts (and
       can thus create more with each successful strike), the main course of
       action is finding a life gain deck that doesn't have a lot of flyers to
       contend with. The easiest solution is making a white deck full of wimps
       and with plentiful life gain methods, then fight it through an AI practice
       battle.
    
    _______________________________________________________________________________
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    CARD LISTS                                                               [CRDL]
    _______________________________________________________________________________
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     Here's an unlockable listing ordered by planes.
    
     ¹ - also an artifact
    
    PLANE 1: INNISTRAD     [156 Cards]
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     Creatures [88]                     Artifacts [7]
    
     [×4] Blind Phantasm                [×4] Cobbled Wings
     [×4] Bloodcrazed Neonate           [×3] Elixir of Immortality
     [×4] Bloodflow Connoisseur
     [×2] Charmbreaker Devils           Enchantments [15]
     [×2] Creepy Doll¹
     [×2] Elder of Laurels              [×4] Dead Weight
     [×3] Gargoyle Sentinel¹            [×4] Furor of the Bitten
     [×4] Grave Bramble                 [×2] Sanguine Bond
     [×1] Griselbrand                   [×2] Séance
     [×3] Howlgeist                     [×3] Triumph of Ferocity
     [×3] Maalfeld Twins
     [×3] Mausoleum Guard               Instants [29]
     [×2] Mentor of the Meek
     [×4] Moon Heron                    [×2] Counterlash
     [×4] Necromancer's Assistant       [×4] Fleeting Distraction
     [×3] Niblis of the Breath          [×4] Fling
     [×2] Nightmare                     [×4] Hysterical Blindness
     [×4] Pitchburn Devils              [×4] Naturalize
     [×3] Rakish Heir                   [×4] Righteous Blow
     [×2] Resolute Archangel            [×3] Tribute to Hunger
     [×4] Russet Wolves                 [×4] Undying Evil
     [×1] Selfless Cathar
     [×3] Seraph of the Masses          Sorceries [17]
     [×4] Standing Troops
     [×4] Thraben Purebloods            [×4] Artful Dodge
     [×4] Timberland Guide              [×3] Blood Feud
     [×1] Vengevine                     [×3] Chill of Foreboding
     [×4] Walking Corpse                [×4] Prey Upon
     [×4] Wandering Wolf                [×3] Spider Spawning
    
    PLANE 2: THEROS     [159 cards]
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     Creatures [76]                     Artifacts [8]
    
     [×4] Accursed Spirit               [×2] Avarice Amulet
     [×2] Agent of the Fates            [×2] Pyxis of Pandemonium
     [×3] Ajani's Pridemate             [×4] Traveler's Amulet
     [×2] Arbor Colossus
     [×4] Asphodel Wanderer             Instants [35]
     [×4] Breaching Hippocamp
     [×1] Brimaz, King of Oreskos       [×3] Coordinated Assault
     [×2] Hero of Iroas                 [×3] Cutthroat Maneuver
     [×3] Horizon Scholar               [×3] Dissolve
     [×3] Kraken of the Straits         [×4] Divine Verdict
     [×4] Leonin Snarecaster            [×4] Gods Willing
     [×4] Loyal Pegasus                 [×4] Nullify
     [×2] Mercurial Pretender           [×3] Reprisal
     [×3] Nemesis of Mortals            [×3] Rescue from the Underworld
     [×4] Nessian Asp                   [×4] Titanic Growth
     [×4] Nylea's Disciple              [×4] Voyage's End
     [×3] Rockslide Elemental
     [×4] Rotted Hulk                   Sorceries [35]
     [×4] Satyr Hoplite
     [×4] Satyr Wayfinder               [×2] Anger of the Gods
     [×1] Stormbreath Dragon            [×4] Bolt of Keranos
     [×3] Tormented Hero                [×4] Cultivate
     [×4] Triton Shorestalker           [×4] Demolish
     [×4] Two-Headed Cerberus           [×2] Hunter's Prowess
                                        [×4] Mind Rot
     Enchantments [5]                   [×3] Mischief and Mayhem
                                        [×4] Portent of Betrayal
     [×2] Bident of Thassa¹             [×4] Solemn Offering
     [×3] Ordeal of Heliod              [×4] Thassa's Bounty
    
    PLANE 3: RAVNICA     [200 cards]
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     Creatures [94]                     Artifacts [5]
    
     [×4] Assault Griffin               [×3] Greatsword
     [×4] Battering Krasis              [×2] Illusionist's Bracers
     [×4] Cloudfin Raptor               
     [×4] Corpse Blockade               Instants [30]
     [×3] Dinrova Horror
     [×4] Doorkeeper                    [×4] Auger Spree
     [×4] Foundry Street Denizen        [×4] Chorus of Might
     [×4] Goblin Electromancer          [×4] Explosive Impact
     [×2] Goblin Rabblemaster           [×4] Flesh to Dust
     [×3] Guttersnipe                   [×4] Inspiration
     [×1] Inferno Titan                 [×4] Inspired Charge
     [×2] Mahamoti Djinn                [×2] Quicken
     [×4] Ogre Jailbreaker              [×4] Swift Justice
     [×2] Palisade Giant                
     [×3] Phantom General               Sorceries [20]
     [×4] Saruli Gatekeepers            
     [×2] Scion of the Wild             [×4] Act of Treason
     [×4] Scroll Thief                  [×4] Angelic Edict
     [×3] Selesnya Evangel              [×3] Ground Assault
     [×4] Shadowcloak Vampire           [×4] Krenko's Command
     [×2] Siege Dragon                  [×2] Monomania
     [×4] Siege Wurm                    [×3] Treasured Find
     [×3] Skymark Roc                   
     [×1] Soul of Ravnica               Lands [40]
     [×3] Species Gorger
     [×4] Spire Tracer                  [×4] Azorius Guildgate
     [×4] Trained Carical               [×4] Boros Guildgate
     [×3] Truefire Paladin              [×4] Dimir Guildgate
     [×3] Vizkopa Guildmage             [×4] Golgari Guildgate
     [×2] Wrecking Ogre                 [×4] Gruul Guildgate
                                        [×4] Izzet Guildgate
     Enchantments/Auras [11]            [×4] Orzhov Guildgate
                                        [×4] Rakdos Guildgate
     [×4] Deviant Glee                  [×4] Selesnya Guildgate
     [×4] Lightning Talons              [×4] Simic Guildgate
     [×3] Military Intelligence
    
    PLANE 4: SHANDALAR     [158 cards]
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     Creatures [89]                     Artifacts [6]
    
     [×4] Advocate of the Beast         [×3] Hot Soup
     [×2] Aegis Angel                   [×3] Meteorite
     [×4] Archaeologist
     [×4] Attended Knight               Enchantments/Auras [11]
     [×1] Baneslayer Angel
     [×3] Brood Hunger                  [×3] Angelic Accord
     [×2] Chasm Skulker                 [×4] Inferno Fist
     [×4] Child of Night                [×4] Marked by Honor
     [×2] Cruel Sadist
     [×4] Drudge Skeletons              Instants [26]
     [×3] Elite Vanguard
     [×4] Elvish Visionary              [×4] Fog
     [×4] Frost Lynx                    [×4] Meditation Puzzle
     [×2] Genesis Hydra                 [×4] Raise the Alarm
     [×4] Gravedigger                   [×4] Safe Passage
     [×3] Jade Mage                     [×4] Trumpet Blast
     [×2] Jalira, Master Polymorphist   [×3] Ulcerate
     [×4] Maritime Guard                [×3] Volcanic Geyser
     [×4] Marauding Maulhorn
     [×2] Ogre Battledriver             Sorceries [22]
     [×2] Phytotitan
     [×4] Primal Huntbeast              [×4] Assassinate
     [×3] Quickling                     [×3] Enlarge
     [×3] Reclamation Sage              [×4] Hunt the Weak
     [×4] Regathan Firecat              [×3] Switcheroo
     [×2] Rhox Faithmender              [×4] Tome Scour
     [×4] Rotfeaster Maggot             [×4] Void Snare
     [×2] Rune-Scarred Demon
     [×1] Shadowborn Demon
     [×2] Shivan Dragon
    
     Lands [4]
    
     [×4] Radiant Fountain
    
    PLANE 5: ZENDIKAR     [159 cards]
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     Creatures [87]                     Enchantments [29]
    
     [×3] Banisher Priest               [×3] Armored Ascension
     [×2] Bloodghast                    [×2] Beastmaster Ascension
     [×3] Cunning Sparkmage             [×2] Burning Anger
     [×4] Death Cultist                 [×4] Demonic Appetite
     [×4] Devouring Swarm               [×4] Ior Ruins Expedition
     [×4] Elvish Pioneer                [×4] Nimbus Wings
     [×4] Giant Scorpion                [×3] Quest for the Goblin Lord
     [×4] Glory Seeker                  [×3] Quest for the Gravelord
     [×4] Goblin Arsonist               [×4] Raid Bombardment
     [×4] Grazing Gladehart             
     [×3] Guard Gomazoa                 Instants [18]
     [×3] Hedron Crab                   
     [×2] Indulgent Tormentor           [×4] Living Destiny
     [×4] Kiln Fiend                    [×4] Negate
     [×4] Kor Cartographer              [×3] Primal Bellow
     [×4] Kraken Hatchling              [×4] Shock
     [×4] Lone Missionary               [×3] Suffer the Past
     [×3] Pelakka Wurm                  
     [×2] Roil Elemental                Sorceries [16]
     [×3] Skeletal Wurm                 
     [×1] Soul of Zendikar              [×2] Blood Tribute
     [×4] Stomper Cub                   [×4] Covenant of Blood
     [×4] Surrakar Banisher             [×2] Planar Cleansing
     [×2] Terra Stomper                 [×3] Tectonic Rift
     [×4] Vent Sentinel                 [×1] Time Warp
     [×4] Wind Drake                    [×4] Triplicate Spirits
    
     Artifacts [9]
    
     [×4] Adventuring Gear
     [×2] Sphinx-Bone Wand
     [×3] Warmonger's Chariot
    
    EXPANSION-ONLY PLANE: ALARA     [169 cards]
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     Creatures [105]                    Artifacts [13]
    
     [×4] Akrasan Squire                [×4] Armillary Sphere
     [×2] Battlegrace Angel             [×4] Courier's Capsule
     [×4] Beacon Behemoth               [×3] Manaforce Mace
     [×4] Blister Beetle                [×2] Obelisk of Alara
     [×4] Brackwater Elemental
     [×2] Death Baron                   Enchantments/Auras [11]
     [×3] Esperzoa¹
     [×4] Etherium Sculptor¹            [×4] Asha's Favor
     [×4] Esper Cormorants¹             [×3] Elder Mastery
     [×3] Fusion Elemental              [×4] Maniacal Rage
     [×4] Glaze Fiend¹
     [×4] Gorger Wurm                   Instants [20]
     [×3] Hellspark Elemental
     [×4] Kathari Bomber                [×4] Drag Down
     [×4] Knight of the Skyward Eye     [×4] Resounding Thunder
     [×1] Kresh the Bloodbraided        [×4] Sigil Blessing
     [×4] Marca Rioters                 [×4] Sylvan Bounty
     [×2] Mycoloth                      [×4] Traumatic Visions
     [×1] Rafiq of the Many
     [×3] Rhox War Monk                 Sorceries [5]
     [×4] Sanctum Gargoyle¹
     [×3] Scavenger Drake               [×2] Banefire
     [×2] Sharding Sphinx¹              [×3] Spore Burst
     [×3] Sigiled Paladin               
     [×3] Sprouting Thrinax             Lands [15]
     [×4] Thorn-Thrash Viashino         
     [×4] Tidehollow Strix¹             [×3] Arcane Sanctum
     [×3] Tower Gargoyle¹               [×3] Crumbling Necropolis
     [×4] Viscera Dragger               [×3] Jungle Shrine
     [×4] Wandering Goblins             [×3] Savage Lands
     [×4] Wild Nacatl                   [×3] Seaside Citadel
     [×3] Woolly Thoctar
    
    BATTLE BOOSTER     [140 cards]
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     These used to be purchase-only cards, but a patch was released to make them
     all available through multiplayer wins, too. (If the multiplayer opponent
     ragequits during the duel, finishing it anyway counts as a win.) Visit the
     menu's Deck section to unwrap the prizes. NOTE: Multiplayer rewards are
     random boosters, and you may win plane-specific packs instead of these. Find
     all cards in a plane to improve chances of getting boosters!
    
     Creatures [83]                     Artifacts [14]
    
     [×4] Aura Gnarlid                  [×3] Blasting Station
     [×4] Coral Barrier                 [×3] Darksteel Axe
     [×3] Galvanic Juggernaut¹          [×3] Darksteel Ingot
     [×3] Garruk's Packleader           [×2] Hall of Triumph
     [×4] Goblin Bushwhacker            [×3] Millstone
     [×4] Goblin Shortcutter
     [×2] Graveborn Muse                Enchantments/Auras [8]
     [×4] Kitesail Apprentice
     [×1] Kozilek, Butcher of Truth     [×4] Arrest
     [×4] Liliana's Specter             [×2] Doubling Season
     [×1] Maelstrom Archangel           [×2] Warstorm Surge
     [×4] Mold Shambler
     [×3] Paragon of Eternal Wilds      Instants [23]
     [×3] Paragon of Fierce Defiance
     [×3] Paragon of Gathering Mists    [×4] Cloudshift
     [×3] Paragon of New Dawns          [×4] Gather Courage
     [×3] Paragon of Open Graves        [×4] Seismic Strike
     [×4] Pestermite                    [×3] Skullcrack
     [×3] Phantasmal Dragon             [×4] Think Twice
     [×4] Pharika's Chosen              [×4] Vapor Snag
     [×4] Phyrexian Rager
     [×4] Squadron Hawk                 Sorceries [12]
     [×2] Stoneforge Mystic
     [×2] Talrand, Sky Summoner         [×4] Burning Inquiry
     [×3] Wall of Omens                 [×4] Dead Reckoning
     [×4] Young Wolf                    [×4] Vicious Hunger
    
    MASTER OF MONSTERS ADD-ON     [30 cards]
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     These black-, green- and red-oriented card packs were released free to owners
     of the game on February 11, 2015. This isn't available in the store, so it
     seems to be a free add-on for all purchases, old and new. All thirty finds in
     this category go into their own "card packs" section of the collection tab.
    
     Creatures [21]                     Enchantments/Auras [7]
    
     [×3] Brain Maggot                  [×4] Galvanic Arc
     [×1] Craterhoof Behemoth           [×3] Raised by Wolves
     [×4] Guul Draz Vampire
     [×2] Kalastria Highborn            Sorceries [2]
     [×2] Masked Admirers
     [×1] Sheoldred, Whispering One     [×2] Warp World
     [×4] Timberwatch Elf
     [×1] Utvara Hellkite
     [×3] Young Pyromancer
    
    RIDDLES OF STEEL ADD-ON     [30 cards]
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     This white-, blue- and artifact-oriented pack was released free to owners of
     the game on March 18, 2015. As before, this isn't available in the store; it
     appears automatically in the inventory via a patch. These new cards go into
     the "card packs" section of the collection tab.
    
     Creatures [22]                     Enchantments [4]
    
     [×2] Captain of the Watch          [×4] Ethereal Armor
     [×3] Crusader of Odric
     [×1] Darksteel Colossus            Instants [4]
     [×1] Felidar Sovereign
     [×2] Laboratory Maniac             [×4] Peel from Reality
     [×2] Master of Etherium
     [×1] Master of Waves
     [×3] Myrsmith
     [×4] Savage Slasher
     [×3] Warden of Evos Isle
    
    KHANS OF TARKIR ADD-ON     [30 cards]
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     To commemorate the most-recent block of MTG (at the time of this writing),
     the third M2015 add-on offers tri-color lands and creatures. All thirty cards
     are holo, to boot. This update was released free on April 15, 2015.
    
     Creatures [15]                     Lands [15]
     
     [×3] Armament Corps                [×3] Frontier Bivouac
     [×3] Bear's Companion              [×3] Mystic Monastery
     [×3] Mardu Roughrider              [×3] Nomad Outpost
     [×3] Sultai Soothsayer             [×3] Opulent Palace
     [×3] Warden of the Eye             [×3] Sandsteppe Citadel
    
    _______________________________________________________________________________
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    CARD OVERVIEW                                                            [CRDO]
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Here's a more general overview, separating the cards by type, power/toughness,
     mana cost and any particular keywords of relevance. The list is sorted by
     color, then (in the following order) creatures, artifacts, enchantments,
     instants and sorceries. I put a bracketed letter in front of each card so
     people scrolling can see where they are easier. Legend:
    
     [B] - Black
     [C] - Colorless
     [G] - Green
     [L] - Lands
     [M] - Multicolor (non-lands)
     [R] - Red
     [U] - Blue (blue is commonly noted as 'U' since black already has 'B')
     [W] - White
    
     Creature costs are represented in braces -- the {} squiggly brackets -- with
     the same abbreviations as above. For instance, Elixir of Immortality has a
     cost that reads:
    
     {2}, {T}: You gain 5 life.
    
     In this notation, the {2} is the colorless mana spent and the {T} is the tap
     symbol. Both must be paid to get the five life and other effects. All costs
     in the game, and the walkthrough, are written in terms of X:Y -- X is the
     requirement to be paid, Y is the effect. 
    
     Mana costs are written in terms of colorless mana + needed colors. The part
     that represents the colorless part can be paid with any color. For instance,
     Griselbrand's cost is 4BBBB -- 4 of any type plus 4 black mana. This can be
     paid with 4 black and 1 of four different types (4 + 1 + 1 + 1 + 1) or just
     8 black mana (4 + 4).
    
     Find: how to obtain this card, generally by exploring the listed Plane
     Type: permanent type (artifact, creature, etc.) then subtype (goblin, etc.)
     Stat: stats (if a creature)
     Cost: cost to put card on field from hand
     Keyw: keywords go here
     Efct: card's ability
    
     So, without further ado, here's the Magic 2015 card spread!
    
    [B] ACCURSED SPIRIT
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Theros
     Type: Creature (Spirit)
     Stat: 3/2
     Cost: 3B
     Keyw: Intimidate
     Efct: ---
    
    [B] AGENT OF THE FATES
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Theros
     Type: Creature (Human Assassin)
     Stat: 3/2
     Cost: 1BB
     Keyw: Deathtouch, Heroic
     Efct: Whenever you cast a spell that targets Agent of the Fates, each opponent
           sacrifices a creature.
    
    [B] ASPHODEL WANDERER
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Theros
     Type: Creature (Skeleton Soldier)
     Stat: 1/1
     Cost: B
     Keyw: ---
     Efct: {2}{B}: Regenerate Asphodel Wanderer
    
    [B] BLISTER BEETLE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Alara Expansion
     Type: Creature (Insect)
     Stat: 1/1
     Cost: 1B
     Keyw: ---
     Efct: When Blister Beetle enters the battlefield, target creature gets -1/-1
           until end of turn.
    
    [B] BLOODFLOW CONNOISSEUR
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Innistrad
     Type: Creature (Vampire)
     Stat: 1/1
     Cost: 2B
     Keyw: ---
     Efct: Sacrifice a creature: Put a +1/+1 counter on Bloodflow Connoisseur.
    
    [B] BLOODGHAST
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Zendikar
     Type: Creature (Vampire Spirit)
     Stat: 2/1
     Cost: BB
     Keyw: Landfall
     Efct: Bloodghast can't block. Bloodghast has haste as long as an opponent has
           10 or less life. Whenever a land enters the battlefield under your
           control, you may return Bloodghast from your graveyard to the
           battlefield.
    
    [B] BRAIN MAGGOT
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Master of Monsters Add-On
     Type: Enchantment Creature (Insect)
     Stat: 1/1
     Cost: 1B
     Keyw: ---
     Efct: When Brain Maggot enters the battlefield, target opponent reveals his
           or her hand and you choose a nonland card from it. Exile that card until
           Brain Maggot leaves the battlefield.
    
    [B] CHILD OF NIGHT
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Shandalar
     Type: Creature (Vampire)
     Stat: 2/1
     Cost: 1B
     Keyw: Lifelink
     Efct: ---
    
    [B] CORPSE BLOCKADE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Ravnica
     Type: Creature (Zombie)
     Stat: 1/4
     Cost: 2B
     Keyw: Defender
     Efct: Sacrifice another creature: Corpse Blockade gains deathtouch until end
           of turn.
    
    [B] CRUEL SADIST
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Shandalar
     Type: Creature (Human Assassin)
     Stat: 1/1
     Cost: B
     Keyw: ---
     Efct: {B}, {T}, Pay 1 life: Put a +1/+1 counter on Cruel Sadist.
           {2}{B}, {T}, Remove X +1/+1 counters from Cruel Sadist: Cruel Sadist
           deals X damage to target creature.
    
    [B] DEATH BARON
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Alara Expansion
     Type: Creature (Zombie Wizard)
     Stat: 2/2
     Cost: 1BB
     Keyw: ---
     Efct: Skeleton creatures you control and other Zombie creatures you control
           get +1/+1 and have deathtouch.
    
    [B] DEATH CULTIST
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Zendikar
     Type: Creature (Human Wizard)
     Stat: 1/1
     Cost: B
     Keyw: ---
     Efct: Sacrifice Death Cultist: Target player loses 1 life and you gain 1 life.
    
    [B] DRUDGE SKELETONS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Shandalar
     Type: Creature (Skeleton)
     Stat: 1/1
     Cost: 1B
     Keyw: ---
     Efct: {B}: Regenerate Drudge Skeletons.
    
    [B] DEVOURING SWARM
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Zendikar
     Type: Creature (Insect)
     Stat: 2/1
     Cost: 1BB
     Keyw: Flying
     Efct: Sacrifice a creature: Devouring Swarm gets +1/+1 until end of turn.
    
    [B] FLESH TO DUST
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Ravnica
     Type: Instant
     Cost: 3BB
     Keyw: ---
     Efct: Destroy target creature. It can't be regenerated.
    
    [B] GIANT SCORPION
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Zendikar
     Type: Creature (Scorpion)
     Stat: 1/3
     Cost: 2B
     Keyw: Deathtouch
     Efct: ---
    
    [B] GLAZE FIEND
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Alara Expansion
     Type: Artifact Creature (Illusion)
     Stat: 0/1
     Cost: 1B
     Keyw: Flying
     Efct: Whenever another artifact enters the battlefield under your control,
           Glaze Fiend gets +2/+2 until end of turn.
    
    [B] GRAVEBORN MUSE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Multiplayer Battle Booster
     Type: Creature (Zombie Spirit)
     Stat: 3/3
     Cost: 2BB
     Keyw: ---
     Efct: At the beginning of your upkeep, you draw X cards and you lose X life,
           where X is the number of Zombies you control.
    
    [B] GRAVEDIGGER
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Shandalar
     Type: Creature (Zombie)
     Stat: 2/2
     Cost: 3B
     Keyw: ---
     Efct: When Gravedigger enters the battlefield, you may return target creature
           card from your graveyard to your hand.
    
    [B] GRISELBRAND
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Innistrad
     Type: Legendary Creature (Demon)
     Stat: 7/7
     Cost: 4BBBB
     Keyw: Flying, Lifelink
     Efct: Pay 7 life: Draw seven cards.
    
    [B] GUUL DRAZ VAMPIRE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Master of Monsters Add-On
     Type: Creature (Vampire Rogue)
     Stat: 1/1
     Cost: B
     Keyw: ---
     Efct: As long as an opponent has 10 or less life, Guul Draz Vampire gets +2/+1
           and has intimidate
    
    [B] INDULGENT TORMENTOR
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Zendikar
     Type: Creature (Demon)
     Stat: 5/3
     Cost: 3BB
     Keyw: Flying
     Efct: At the beginning of your upkeep, draw a card unless target opponent
           sacrifices a creature or pays 3 life.
    
    [B] KALASTRIA HIGHBORN
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Master of Monsters Add-On
     Type: Creature (Vampire Shaman)
     Stat: 2/2
     Cost: BB
     Keyw: ---
     Efct: Whenever Kalastria Highborn or another Vampire you control dies, you
           may pay {B}. If you do, target player loses 2 life and you gain 2 life.
    
    [B] LILIANA'S SPECTER
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Multiplayer Battle Booster
     Type: Creature (Specter)
     Stat: 2/1
     Cost: 1BB
     Keyw: Flying
     Efct: When Liliana's Specter enters the battlefield, each opponent discards
           a card.
    
    [B] MAALFELD TWINS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Innistrad
     Type: Creature (Zombie)
     Stat: 4/4
     Cost: 5B
     Keyw: ---
     Efct: When Maalfeld Twins dies, put two 2/2 black Zombie creature tokens onto
           the battlefield.
    
    [B] NECROMANCER'S ASSISTANT
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Innistrad
     Type: Creature (Zombie)
     Stat: 3/1
     Cost: 2B
     Keyw: ---
     Efct: When Necromancer's Assistant enters the battlefield, put the top three
           cards of your library into your graveyard.
    
    [B] NIGHTMARE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Innistrad
     Type: Creature (Nightmare Horse)
     Stat: */*
     Cost: 5B
     Keyw: Flying
     Efct: Nightmare's power and toughness are each equal to the number of Swamps
           you control.
    
    [B] OGRE JAILBREAKER
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Ravnica
     Type: Creature (Ogre Rogue)
     Stat: 4/4
     Cost: 3B
     Keyw: Defender
     Efct: Ogre Jailbreaker can attack as though it didn't have Defender as long
           as you control a Gate.
    
    [B] PARAGON OF OPEN GRAVES
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Multiplayer Battle Booster
     Type: Creature (Skeleton Warrior)
     Stat: 2/2
     Cost: 3B
     Keyw: ---
     Efct: Other black creatures you control get +1/+1. {2}{B}, {T}: Another target
           black creature you control gains deathtouch until end of turn.
    
    [B] PHARIKA'S CHOSEN
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Multiplayer Battle Booster
     Type: Creature (Snake)
     Stat: 1/1
     Cost: B
     Keyw: Deathtouch
     Efct: ---
    
    [B] PHYREXIAN RAGER
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Multiplayer Battle Booster
     Type: Creature (Horror)
     Stat: 2/2
     Cost: 2B
     Keyw: ---
     Efct: When Phyrexian Rager enters the battlefield, you draw a card and you
           lose 1 life.
    
    [B] ROTFEASTER MAGGOT
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Shandalar
     Type: Creature (Insect)
     Stat: 3/5
     Cost: 4B
     Keyw: ---
     Efct: When Rotfeaster Maggot enters the battlefield, exile target creature
           card from a graveyard. You gain life equal to that card's toughness.
    
    [B] ROTTED HULK
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Theros
     Type: Creature (Elemental)
     Stat: 2/5
     Cost: 3B
     Keyw: ---
     Efct: ---
    
    [B] RUNE-SCARRED DEMON
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Shandalar
     Type: Creature (Demon)
     Stat: 6/6
     Cost: 5BB
     Keyw: Flying
     Efct: When Rune-Scarred Demon enters the battlefield, search your library for
           a card, put it into your hand, then shuffle your library.
    
    [B] SALVAGE SLASHER
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Riddles of Steel Add-On
     Type: Artifact Creature (Human Rogue)
     Stat: 1/1
     Cost: 1B
     Keyw: ---
     Efct: Salvage Slasher gets +1/+0 for each artifact card in your graveyard.
    
    [B] SCAVENGER DRAKE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Alara Expansion
     Type: Creature (Drake)
     Stat: 1/1
     Cost: 3B
     Keyw: Flying
     Efct: Whenever another creature dies, you may put a +1/+1 counter on Scavenger
           Drake.
    
    [B] SHADOWBORN DEMON
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Shandalar
     Type: Creature (Demon)
     Stat: 5/6
     Cost: 3BB
     Keyw: Flying
     Efct: When Shadowborn Demon enters the battlefield, destroy target non-Demon
           creature. At the beginning of your upkeep, if there are fewer than six
           creature cards in your graveyard, sacrifice a creature.
    
    [B] SHADOWCLOAK VAMPIRE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Ravnica
     Type: Creature (Vampire)
     Stat: 4/3
     Cost: 4B
     Keyw: ---
     Efct: Pay 2 life: Shadowcloak Vampire gains flying until end of turn.
    
    [B] SKELETAL WURM
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Zendikar
     Type: Creature (Skeleton Wurm)
     Stat: 7/6
     Cost: 7B
     Keyw: ---
     Efct: {B}: Regenerate Skeletal Wurm.
    
    [B] SHEOLDRED, WHISPERING ONE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Master of Monsters Add-On
     Type: Legendary Creature (Praetor)
     Stat: 6/6
     Cost: 5BB
     Keyw: Swampwalk
     Efct: At the beginning of your upkeep, return target creature card from your
           graveyard to the battlefield. At the beginning of each opponent's
           upkeep, that player sacrifices a creature.
    
    [B] TORMENTED HERO
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Theros
     Type: Creature (Human Warrior)
     Stat: 2/1
     Cost: B
     Keyw: Heroic
     Efct: Tormented Hero enters the battlefield tapped. Whenever you cast a spell
           that targets Tormented Hero, each opponent loses 1 life. You gain life
           equal to the life lost this way.
    
    [B] VISCERA DRAGGER
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Alara Expansion
     Type: Creature (Zombie Ogre Warrior)
     Stat: 3/3
     Cost: 3B
     Keyw: Cycling {2}, Unearth {1}{B}
     Efct: ---
    
    [B] WALKING CORPSE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Innistrad
     Type: Creature (Zombie)
     Stat: 2/2
     Cost: 1B
     Keyw: ---
     Efct: ---
    
    [B] DEAD WEIGHT
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Innistrad
     Type: Enchantment (Aura)
     Cost: B
     Keyw: ---
     Efct: Enchant creature. Enchanted creature gets -2/-2.
    
    [B] DEMONIC APPETITE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Zendikar
     Type: Enchantment (Aura)
     Cost: B
     Keyw: ---
     Efct: Enchant creature you control. Enchanted creature gets +3/+3. At the
           beginning of your upkeep, sacrifice a creature.
    
    [B] DEVIANT GLEE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Ravnica
     Type: Enchantment (Aura)
     Cost: B
     Keyw: ---
     Efct: Enchant creature. Enchanted creature gets +2/+1 and has "{R}: This
           creature gains trample until end of turn."
    
    [B] QUEST FOR THE GRAVELORD
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Zendikar
     Type: Enchantment
     Cost: B
     Keyw: ---
     Efct: Whenever a creature dies, you may put a quest counter on Quest for the
           Gravelord. Remove three counters from Quest for the Gravelord and
           sacrifice it: Put a 5/5 black Zombie Giant creature token onto the
           battlefield.
    
    [B] SANGUINE BOND
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Innistrad
     Type: Enchantment
     Cost: 3BB
     Keyw: ---
     Efct: Whenever you gain life, target opponent loses that much life.
    
    [B] CUTTHROAT MANEUVER
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Theros
     Type: Instant
     Cost: 3B
     Keyw: ---
     Efct: Up to two target creatures each get +1/+1 and gain lifelink until end
           of turn.
    
    [B] DRAG DOWN
    ¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Alara Expansion
     Type: Instant
     Cost: 2B
     Keyw: Domain
     Efct: Target creature gets -1/-1 until end of turn for each basic land type
           among lands you control.
    
    [B] RESCUE FROM THE UNDERWORLD
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Theros
     Type: Instant
     Cost: 4B
     Keyw: ---
     Efct: As an additional cost to cast Rescue from the Underworld, sacrifice a
           creature. Choose target creature card in your graveyard. Return that
           card and the sacrificed card to the battlefield under your control at
           the beginning of your next upkeep. Exile Rescue from the Underworld.
    
    [B] SUFFER THE PAST
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Zendikar
     Type: Instant
     Cost: XB
     Keyw: ---
     Efct: Exile X target cards from target player's graveyard. For each card
           exiled this way, that player loses 1 life and you gain 1 life.
    
    [B] TRIBUTE TO HUNGER
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Innistrad
     Type: Instant
     Cost: 2B
     Keyw: ---
     Efct: Target opponent sacrifices a creature. You gain life equal to that
           creature's toughness.
    
    [B] ULCERATE
    ¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Shandalar
     Type: Instant
     Cost: B
     Keyw: ---
     Efct: Target creature gets -3/-3 until end of turn. You lose 3 life.
    
    [B] UNDYING EVIL
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Innistrad
     Type: Instant
     Cost: B
     Keyw: ---
     Efct: Target creature gains Undying until end of turn.
    
    [B] ASSASSINATE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Shandalar
     Type: Sorcery
     Cost: 2B
     Keyw: ---
     Efct: Destroy target tapped creature.
    
    [B] BLOOD TRIBUTE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Zendikar
     Type: Sorcery
     Cost: 4BB
     Keyw: Kicker {Tap an untapped Vampire you control.}
     Efct: Target opponent loses half his or her life, rounded up. If Blood Tribute
           was kicked, you gain life equal to the life lost this way.
    
    [B] COVENANT OF BLOOD
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Zendikar
     Type: Sorcery
     Cost: 6B
     Keyw: Convoke
     Efct: Covenant of Blood deals 4 damage to target creature or player and you
           gain 4 life.
    
    [B] DEAD RECKONING
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Multiplayer Battle Booster
     Type: Sorcery
     Cost: 1BB
     Keyw: ---
     Efct: You may put target creature card from your graveyard on top of your
           library. If you do, Dead Reckoning deals damage equal to that card's
           ower to target creature.
    
    [B] MIND ROT
    ¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Theros
     Type: Sorcery
     Cost: 2B
     Keyw: ---
     Efct: Target player discards two cards.
    
    [B] MONOMANIA
    ¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Ravnica
     Type: Sorcery
     Cost: 3BB
     Keyw: ---
     Efct: Target player chooses a card in his or her hand and discards the rest.
    
    [B] VICIOUS HUNGER
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Multiplayer Battle Booster
     Type: Sorcery
     Cost: BB
     Keyw: ---
     Efct: Vicious Hunger deals 2 damage to target creature and you gain 2 life.
    
    [C] ADVENTURING GEAR
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Zendikar
     Type: Artifact (Equipment)
     Cost: 1
     Keyw: Landfall, Equip {1}
     Efct: Whenever a land enters the battlefield under your control, equipped
           creature gets +2/+2 until end of turn.
    
    [C] ARMILLARY SPHERE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Alara Expansion
     Type: Artifact
     Cost: 2
     Keyw: ---
     Efct: {2}, {T}, Sacrifice Armillary Sphere: Search your library for up to two
           basic land cards, reveal them, and put them into your hand. Then shuffle
           your library.
    
    [C] AVARICE AMULET
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Theros
     Type: Artifact (Equipment)
     Cost: 4
     Keyw: Equip {2}
     Efct: Equipped creature has +2/+0 and has vigilance and "At the beginning of
           your upkeep, draw a card." When equipped creature dies, target opponent
           gains control of Avarice Amulet.
    
    [C] BLASTING STATION
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Multiplayer Battle Booster
     Type: Artifact
     Cost: 3
     Keyw: ---
     Efct: {T}, sacrifice a creature: Blasting Station deals 1 damage to target
           creature or player. Whenever a creature enters the battlefield, you may
           untap Blasting Station.
    
    [C] COBBLED WINGS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Innistrad
     Type: Artifact (Equipment)
     Cost: 2
     Keyw: Equip {1}
     Efct: Equipped creature has flying.
    
    [C] CREEPY DOLL
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Innistrad
     Type: Artifact Creature (Construct)
     Stat: 1/1
     Cost: 5
     Keyw: Indestructible
     Efct: Whenever Creepy Doll deals combat damage to a creature, flip a coin. If
           you win the flip, destroy that creature.
    
    [C] DARKSTEEL AXE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Multiplayer Battle Booster
     Type: Artifact (Equipment)
     Cost: 1
     Keyw: Indestructible, Equip {2}
     Efct: Equipped creature gets +2/+0
    
    [C] DARKSTEEL INGOT
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Multiplayer Battle Booster
     Type: Artifact
     Cost: 3
     Keyw: Indestructible
     Efct: {T}: Add one mana of any color to your mana pool.
    
    [C] DARKSTEEL COLOSSUS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Riddles of Steel Add-On
     Type: Artifact Creature (Golem)
     Stat: 11/11
     Cost: 11
     Keyw: Trample, Indestructible
     Efct: If Darksteel Colossus would be put into a graveyard from anywhere,
           reveal Darksteel Colossus and shuffle it into its owner's library
           instead.
    
    [C] ELIXIR OF IMMORTALITY
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Innistrad
     Type: Artifact
     Cost: 1
     Keyw: ---
     Efct: {2}, {T}: You gain 5 life. Shuffle Elixir of Immortality and your
           graveyard into their owner's library.
    
    [C] GALVANIC JUGGERNAUT
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Multiplayer Battle Booster
     Type: Artifact Creature (Juggernaut)
     Cost: 4
     Stat: 5/5
     Keyw: ---
     Efct: Galvanic Juggernaut attacks each turn if able. Galvanic Juggernaut
           doesn't untap during your untap step. Whenever another creature dies,
           untap Galvanic Juggernaut.
    
    [C] GARGOYLE SENTINEL
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Innistrad
     Type: Artifact Creature (Gargoyle)
     Cost: 3
     Stat: 3/3
     Keyw: Defender
     Efct: {3}: Until end of turn, Gargoyle Sentinel loses defender and gains
           flying.
    
    [C] GREATSWORD
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Ravnica
     Type: Artifact (Equipment)
     Cost: 3
     Keyw: Equip {3}
     Efct: Equipped creature gets +3/+0.
    
    [C] HALL OF TRIUMPH
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Multiplayer Battle Booster
     Type: Legendary Artifact
     Cost: 3
     Keyw: ---
     Efct: As Hall of Triumph enters the battlefield, choose a color. Creatures
           you control of the chosen color get +1/+1.
    
    [C] HOT SOUP
    ¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Shandalar
     Type: Artifact (Equipment)
     Cost: 1
     Keyw: Equip {3}
     Efct: Equipped creature can't be blocked. Whenever equipped creature is dealt
           damage, destroy it.
    
    [C] ILLUSIONIST'S BRACERS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Ravnica
     Type: Artifact (Equipment)
     Cost: 2
     Keyw: Equip {3}
     Efct: Whenever an ability of equipped creature is activated, if it isn't a
           mana ability, copy that ability. You may choose new targets for the
           copy.
    
    [C] KOZILEK, BUTCHER OF TRUTH
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Multiplayer Battle Booster
     Type: Legendary Creature (Eldrazi)
     Cost: 10
     Stat: 12/12
     Keyw: Annihilator 4
     Efct: When you cast Kozilek, Butcher of Truth, draw four cards. When Kozilek
           is put into a graveyard from anywhere, its owner shuffles his or her
           graveyard into his or her library.
    
    [C] MANAFORCE MACE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Alara Expansion
     Type: Artifact (Equipment)
     Cost: 4
     Keyw: Domain, Equip {3}
     Efct: Equipped creature gets +1/+1 for each basic land type among lands you
           control.
    
    [C] METEORITE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Shandalar
     Type: Artifact
     Cost: 5
     Keyw: ---
     Efct: When Meteorite enters the battlefield, it deals 2 damage to target
           creature or player. {T}: Add one mana of any color to your mana pool.
    
    [C] MILLSTONE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Multiplayer Battle Booster
     Type: Artifact
     Cost: 2
     Keyw: ---
     Efct: {2}, {T}: Target player puts the top two cards of his or her library
           into his or her graveyard.
    
    [C] OBELISK OF ALARA
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Alara Expansion
     Type: Artifact
     Cost: 6
     Keyw: ---
     Efct: {1}{W}, {T}: You gain 5 life.
           {1}{U}, {T}: Draw a card, then discard a card.
           {1}{B}, {T}: Target creature gets -2/-2 until end of turn.
           {1}{R}, {T}: Obelisk of Alara deals 3 damage to target player.
           {1}{G}, {T}: Target creature gets +4/+4 until end of turn.
    
    [C] PYXIS OF PANDEMONIUM
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Theros
     Type: Artifact
     Cost: 1
     Keyw: ---
     Efct: {T}: Each player exiles the top card of his or her library face down.
           {7}, {T}, Sacrifice Pyxis of Pandemonium: Each player turns face up
           all cards he or she owns exiled with Pyxis of Pandemonium, then puts all
           permanent cards among them onto the battlefield.
    
    [C] SPHINX-BONE WAND
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Zendikar
     Type: Artifact
     Cost: 7
     Keyw: ---
     Efct: Whenever you cast an instant or sorcery spell, you may put a charge
           counter on Sphinx-Bone Wand. If you do, Sphinx-Bone Wand deals damage
           equal to the number of charge counters on it to target creature or
           player.
    
    [C] TRAVELER'S AMULET
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Theros
     Type: Artifact
     Cost: 1
     Keyw: ---
     Efct: {1}, Sacrifice Traveler's Amulet: Search your library for a basic land
           card, reveal it, and put it into your hand. Then shuffle your library.
    
    [C] WARMONGER'S CHARIOT
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Zendikar
     Type: Artifact (Equipment)
     Cost: 2
     Keyw: Equip {3}
     Efct: Equipped creature gets +2/+2. As long as equipped creature has defender,
           it can attack as though it didn't have defender.
    
    [G] ADVOCATE OF THE BEAST
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Shandalar
     Type: Creature (Elf Shaman)
     Stat: 2/3
     Cost: 2G
     Keyw: ---
     Efct: At the beginning of your end step, put a +1/+1 counter on target Beast
           creature you control.
    
    [G] ARBOR COLOSSUS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Theros
     Type: Creature (Giant)
     Stat: 6/6
     Cost: 2GGG
     Keyw: Reach; {3}{G}{G}{G}: Monstrosity 3
     Efct: When Arbor Colossus becomes monstrous, destroy target creature with
           flying an opponent controls.
    
    [G] AURA GNARLID
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Multiplayer Battle Booster
     Type: Creature (Beast)
     Stat: 2/2
     Cost: 2G
     Keyw: ---
     Efct: Creatures with power less than Aura Gnarlid's can't block it. Aura
           Gnarlid gets +1/+1 for each Aura on the battlefield.
    
    [G] BATTERING KRASIS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Ravnica
     Type: Creature (Fish Beast)
     Stat: 2/1
     Cost: 2G
     Keyw: Trample, Evolve
     Efct: ---
    
    [G] BEACON BEHEMOTH
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Alara Expansion
     Type: Creature (Beast)
     Stat: 5/3
     Cost: 3GG
     Keyw: ---
     Efct: {1}: Target creature with power 5 or greater gains vigilance until end
           of turn.
    
    [G] CRATERHOOF BEHEMOTH
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Master of Monsters Add-On
     Type: Creature (Beast)
     Stat: 5/5
     Cost: 5GGG
     Keyw: Haste
     Efct: When Craterhoof Behemoth enters the battlefield, creatures you control
           gain trample and get +X/+X until end of turn, where X is the number of
           creatures you control.
    
    [G] ELDER OF LAURELS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Innistrad
     Type: Creature (Human Advisor)
     Stat: 2/3
     Cost: 2G
     Keyw: ---
     Efct: {3}{G}: Target creature gets +X/+X until end of turn, where X is the
           number of creatures you control.
    
    [G] ELVISH PIONEER
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Zendikar
     Type: Creature (Elf Druid)
     Stat: 1/1
     Cost: G
     Keyw: ---
     Efct: When Elvish Pioneer enters the battlefield, you may put a basic land
           from your hand onto the battlefield tapped.
    
    [G] ELVISH VISIONARY
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Shandalar
     Type: Creature (Elf Shaman)
     Stat: 1/1
     Cost: 1G
     Keyw: ---
     Efct: When Elvish Visionary enters the battlefield, draw a card.
    
    [G] GARRUK'S PACKLEADER
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Multiplayer Battle Booster
     Type: Creature (Beast)
     Stat: 4/4
     Cost: 4G
     Keyw: ---
     Efct: Whenever another creature with power 3 or greater enters the battlefield
           under your control, you may draw a card.
    
    [G] GENESIS HYDRA
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Shandalar
     Type: Creature (Plant Hydra)
     Stat: 0/0
     Cost: XGG
     Keyw: ---
     Efct: When you cast Genesis Hydra, reveal the top X cards of your library. You
           may put a nonland permanent card with converted mana cost X or less from
           among them onto the battlefield. Then shuffle the rest into your
           library. Genesis Hydra enters the battlefield with X +1/+1 counters on
           it.
    
    [G] GRAVE BRAMBLE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Innistrad
     Type: Creature (Plant)
     Stat: 3/4
     Cost: 1GG
     Keyw: Defender, Protection from zombies
     Efct: ---
    
    [G] GRAZING GLADEHEART
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Zendikar
     Type: Creature (Antelope)
     Stat: 2/2
     Cost: 2G
     Keyw: Landfall
     Efct: Whenever a land enters the battlefield under your control, you may gain
           2 life.
    
    [G] HOWLGEIST
    ¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Innistrad
     Type: Creature (Spirit Wolf)
     Stat: 4/2
     Cost: 5G
     Keyw: Undying
     Efct: Creatures with power less than Howlgeist's power can't block it.
    
    [G] JADE MAGE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Shandalar
     Type: Creature (Human Shaman)
     Stat: 2/1
     Cost: 1G
     Keyw: ---
     Efct: {2}{G}: Put a 1/1 green Saproling creature token onto the battlefield.
    
    [G] MASKED ADMIRERS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Master of Monsters Add-On
     Type: Creature (Elf Shaman)
     Stat: 3/2
     Cost: 2GG
     Keyw: ---
     Efct: When Masked Admirers enters the battlefield, draw a card. Whenever you
           cast a creature spell, you may pay {G}{G}. If you do, return Masked
           Admirers from your graveyard to your hand.
    
    [G] MATCA RIOTERS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Alara Expansion
     Type: Creature (Human Warrior)
     Stat: */*
     Cost: 2G
     Keyw: Domain
     Efct: Matca Rioter's power and toughness are each equal to the number of basic
           land types among lands you control.
    
    [G] MOLD SHAMBLER
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Multiplayer Battle Booster
     Type: Creature (Fungus Beast)
     Stat: 3/3
     Cost: 3G
     Keyw: Kicker {1}{G}
     Efct: When Mold Shambler enters the battlefield, if it was kicked, destroy
           target noncreature permanent.
    
    [G] MYCOLOTH
    ¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Alara Expansion
     Type: Creature (Fungus)
     Stat: 4/4
     Cost: 3GG
     Keyw: Devour 2
     Efct: At the beginning of your upkeep, put a 1/1 green Saproling creature
           onto the battlefield for each +1/+1 counter on Mycoloth.
    
    [G] NEMESIS OF MORTALS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Theros
     Type: Creature (Snake)
     Stat: 5/5
     Cost: 4GG
     Keyw: ---
     Efct: Nemesis of Mortals costs {1} less to cast for each creature card in your
           graveyard. {7}{G}{G}: Monstrosity 5. This ability costs {1} less to
           activate for each creature card in your graveyard.
    
    [G] NESSIAN ASP
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Theros
     Type: Creature (Snake)
     Stat: 4/5
     Cost: 4G
     Keyw: Reach; {6}{G}: Monstrosity 4
     Efct: ---
    
    [G] NYLEA'S DISCIPLE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Theros
     Type: Creature (Centaur Archer)
     Stat: 3/3
     Cost: 2GG
     Keyw: ---
     Efct: When Nylea's Disciple enters the battlefield, you gain life equal to
           your devotion to green.
    
    [G] PARAGON OF ETERNAL WILDS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Multiplayer Battle Booster
     Type: Creature (Human Druid)
     Stat: 2/2
     Cost: 3G
     Keyw: ---
     Efct: Other green creatures you control get +1/+1. {G}, {T}: Another target
           green creature you control gains trample until end of turn.
    
    [G] PELAKKA WURM
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Zendikar
     Type: Creature (Wurm)
     Stat: 7/7
     Cost: 4GGG
     Keyw: Trample
     Efct: When Pelakka Wurm enters the battlefield, you gain 7 life. When Pelakka
           Wurm dies, draw a card.
    
    [G] PHYTOTITAN
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Shandalar
     Type: Creature (Plant Elemental)
     Stat: 7/2
     Cost: 4GG
     Keyw: ---
     Efct: When Phytotitan dies, return it to the battlefield tapped under its
           owner's control at the beginning of his or her next upkeep.
    
    [G] PRIMAL HUNTBEAST
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Shandalar
     Type: Creature (Beast)
     Stat: 3/3
     Cost: 3G
     Keyw: Hexproof
     Efct: ---
    
    [G] RECLAMATION SAGE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Shandalar
     Type: Creature (Elf Shaman)
     Stat: 2/1
     Cost: 2G
     Keyw: ---
     Efct: When Reclamation Sage enters the battlefield, you may destroy target
           artifact or enchantment.
    
    [G] SARULI GATEKEEPERS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Ravnica
     Type: Creature (Elf Warrior)
     Stat: 2/4
     Cost: 3G
     Keyw: ---
     Efct: When Saruli Gatekeepers enters the battlefield, if you control two or
           more Gates, you gain 7 life.
    
    [G] SATYR WAYFINDER
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Theros
     Type: Creature (Satyr)
     Stat: 1/1
     Cost: 1G
     Keyw: ---
     Efct: When Satyr Wayfinder enters the battlefield, reveal the top four cards
           of your library. You may put a land card from among them into your hand.
           Put the rest into your graveyard.
    
    [G] SCION OF THE WILD
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Ravnica
     Type: Creature (Avatar)
     Stat: */*
     Cost: 1GG
     Keyw: ---
     Efct: Scion of the Wild's power and toughness are each equal to the number of
           creatures you control.
    
    [G] SIEGE WURM
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Ravnica
     Type: Creature (Wurm)
     Stat: 5/5
     Cost: 5GG
     Keyw: Convoke, Trample
     Efct: ---
    
    [G] SOUL OF ZENDIKAR
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Zendikar
     Type: Creature (Avatar)
     Stat: 6/6
     Cost: 4GG
     Keyw: Reach
     Efct: {3}{G}{G}: Put a 3/3 green Beast creature token onto the battlefield.
           {3}{G}{G}, Exile Soul of Zendikar from your graveyard: Put a 3/3 green
           Beast creature token onto the battlefield.
    
    [G] SPIRE TRACER
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Ravnica
     Type: Creature (Elf Scout)
     Stat: 1/1
     Cost: G
     Keyw: ---
     Efct: Spire Tracer can't be blocked except by creatures with flying or reach.
    
    [G] STOMPER CUB
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Zendikar
     Type: Creature (Beast)
     Stat: 3GG
     Cost: 5/3
     Keyw: Trample
     Efct: ---
    
    [G] TERRA STOMPER
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Zendikar
     Type: Creature (Beast)
     Stat: 8/8
     Cost: 3GGG
     Keyw: Trample
     Efct: Terra Stomper can't be countered.
    
    [G] TIMBERLAND GUIDE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Innistrad
     Type: Creature (Human Scout)
     Stat: 1/1
     Cost: 1G
     Keyw: ---
     Efct: When Timberland Guide enters the battlefield, put a +1/+1 counter on
           target creature.
    
    [G] TIMBERWATCH ELF
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Master of Monsters Add-On
     Type: Creature (Elf)
     Stat: 1/2
     Cost: 2G
     Keyw: ---
     Efct: {T}: Target creature gets +X/+X until end of turn, where X is the number
           of Elves on the battlefield.
    
    [G] VENGEVINE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Innistrad
     Type: Creature (Elemental)
     Stat: 4/3
     Cost: 2GG
     Keyw: Haste
     Efct: Whenever you cast a spell, if it's the second creature spell you cast
           this turn, you may return Vengevine from your graveyard to the
           battlefield.
    
    [G] WANDERING WOLF
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Innistrad
     Type: Creature (Wolf)
     Stat: 2/1
     Cost: 1G
     Keyw: ---
     Efct: Creatures with power less than Wandering Wolf's power can't block it.
    
    [G] WILD NACATL
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Alara Expansion
     Type: Creature (Cat Warrior)
     Stat: 1/1
     Cost: G
     Keyw: ---
     Efct: Wild Nacatl gets +1/+1 as long as you control a Mountain. Wild Nacatl
           gets +1/+1 as long as you control a Plains.
    
    [G] YOUNG WOLF
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Multiplayer Battle Booser
     Type: Creature (Wolf)
     Stat: 1/1
     Cost: G
     Keyw: Undying
     Efct: ---
    
    [G] BEASTMASTER ASCENSION
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Zendikar
     Type: Enchantment
     Cost: 2G
     Keyw: ---
     Efct: Whenever a creature you control attacks, you may put a quest counter on
           Beastmaster Ascension. As long as Beastmaster Ascension has seven or
           more quest counters on it, creatures you control get +5/+5.
    
    [G] DOUBLING SEASON
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Multiplayer Battle Booster
     Type: Enchantment
     Cost: 4G
     Keyw: ---
     Efct: If an effect would put one or more tokens onto the battlefield under
           your control, it puts twice that many of those tokens onto the
           battlefield under your control. If an effect would place one or more
           counters on a permanent you control, it places twice that many of those
           counters on that permanent instead.
    
    [G] RAISED BY WOLVES
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Master of Monsters Add-On
     Type: Enchantment (Aura)
     Cost: 3GG
     Keyw: ---
     Efct: Enchant creature. When Raised by Wolves enters the battlefield, put two
           2/2 green Wolf creature tokens onto the battlefield. Enchanted creature
           gets +1/+1 for each Wolf you control.
    
    [G] TRIUMPH OF FEROCITY
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Innistrad
     Type: Enchantment
     Cost: 2G
     Keyw: ---
     Efct: At the beginning of your upkeep, draw a card if you control the creature
           with the greatest power or tied for the greatest power.
    
    [G] CHORUS OF MIGHT
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Ravnica
     Type: Instant
     Cost: 3G
     Keyw: ---
     Efct: Until end of turn, target creature gets +1/+1 for each creature you
           control and gains trample.
    
    [G] FOG
    ¯¯¯¯¯¯¯
     Find: Shandalar
     Type: Instant
     Cost: G
     Keyw: ---
     Efct: Prevent all combat damage that would be dealt this turn.
    
    [G] GATHER COURAGE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Multiplayer Battle Booster
     Type: Instant
     Cost: G
     Keyw: Convoke
     Efct: Target creature gets +2/+2 until end of turn.
    
    [G] LIVING DESTINY
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Zendikar
     Type: Instant
     Cost: 3G
     Keyw: ---
     Efct: As an additional cost to cast Living Destiny, reveal a creature card
           from your hand. You gain life equal to the revealed card's converted
           mana cost.
    
    [G] NATURALIZE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Innistrad
     Type: Instant
     Cost: 1G
     Keyw: ---
     Efct: Destroy target artifact or enchantment.
    
    [G] PRIMAL BELLOW
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Zendikar
     Type: Instant
     Cost: G
     Efct: Target creature gets +1/+1 until end of turn for each Forest you control
    
    [G] SYLVAN BOUNTY
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Alara Expansion
     Type: Instant
     Cost: 5G
     Keyw: Basic landcycling {1}{G}
     Efct: Target player gains 8 life.
    
    [G] TITANIC GROWTH
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Theros
     Type: Instant
     Cost: 1G
     Keyw: ---
     Efct: Target creature gets +4/+4 until end of turn.
    
    [G] CULTIVATE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Theros
     Type: Sorcery
     Cost: 2G
     Keyw: ---
     Efct: Search your library for up to two basic land cards, reveal those cards,
           and put one onto the battlefield tapped and the other into your hand.
           Then shuffle your library.
    
    [G] ENLARGE
    ¯¯¯¯¯¯¯¯¯¯¯
     Find: Shandalar
     Type: Sorcery
     Cost: 3GG
     Keyw: ---
     Efct: Target creature gets +7/+7 and gains trample until end of turn. It must
           be blocked this turn if able.
    
    [G] HUNT THE WEAK
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Shandalar
     Type: Sorcery
     Cost: 3G
     Keyw: ---
     Efct: Put a +1/+1 counter on target creature you control. Then that creature
           fights target creature you don't control.
    
    [G] HUNTER'S PROWESS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Theros
     Type: Sorcery
     Cost: 4G
     Keyw: ---
     Efct: Until end of turn, target creature gets +3/+3 and gains trample and
           "Whenever this creature deals combat damage to a player, draw that many
           cards."
    
    [G] MISCHIEF AND MAYHEM
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Theros
     Type: Sorcery
     Cost: 4G
     Keyw: ---
     Efct: Up to two target creatures each get +4/+4 until end of turn.
    
    [G] PREY UPON
    ¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Innistrad
     Type: Sorcery
     Cost: G
     Keyw: ---
     Efct: Target creature you control fights target creature you don't control.
    
    [G] SPIDER SPAWNING
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Innistrad
     Type: Sorcery
     Cost: 4G
     Keyw: Flashback {6}{B}
     Efct: Put a 1/2 green Spider creature token with reach onto the battlefield
           for each creature card in your graveyard.
    
    [G] SPORE BURST
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Alara Expansion
     Type: Sorcery
     Cost: 3G
     Keyw: Domain
     Efct: Put a 1/1 green Saproling creature token onto the battlefield for each
           basic land type among lands you control.
    
    [L] ARCANE SANCTUM
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Alara Expansion
     Type: Land
     Efct: Arcane Sanctum enters the battlefield tapped.
           {T}: Add {W}, {U} or {B} to your mana pool.
    
    [L] AZORIUS GUILDGATE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Ravnica
     Type: Land (Gate)
     Efct: {T}: Add {W} or {U} to your mana pool.
    
    [L] BOROS GUILDGATE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Ravnica
     Type: Land (Gate)
     Efct: Boros Guildgate enters the battlefield tapped.
           {T}: Add {R} or {W} to your mana pool.
    
    [L] CRUMBLING NECROPOLIS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Alara Expansion
     Type: Land
     Efct: Crumbling Necropolis enters the battlefield tapped.
           {T}: Add {U}, {B} or {R} to your mana pool.
    
    [L] DIMIR GUILDGATE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Ravnica
     Type: Land (Gate)
     Efct: Dimir Guildgate enters the battlefield tapped.
           {T}: Add {U} or {B} to your mana pool.
    
    [L] FOREST
    ¯¯¯¯¯¯¯¯¯¯
     Find: Default
     Type: Basic Land
     Efct: ---
    
    [L] FRONTIER BIVOUAC
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Khans of Tarkir Add-On
     Type: Land
     Efct: Frontier Bivouac enters the battlefield tapped.
           {T}: Add {G}, {U} or {R} to your mana pool.
    
    [L] GOLGARI GUILDGATE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Ravnica
     Type: Land (Gate)
     Efct: Golgari Guildgate enters the battlefield tapped.
           {T}: Add {B} or {G} to your mana pool.
    
    [L] GRUUL GUILDGATE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Ravnica
     Type: Land (Gate)
     Efct: Gruul Guildgate enters the battlefield tapped.
           {T}: Add {R} or {G} to your mana pool.
    
    [L] ISLAND
    ¯¯¯¯¯¯¯¯¯¯
     Find: Default
     Type: Basic Land
     Efct: ---
    
    [L] IZZET GUILDGATE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Ravnica
     Type: Land (Gate)
     Efct: {T}: Add {U} or {R} to your mana pool.
    
    [L] JUNGLE SHRINE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Alara Expansion
     Type: Land
     Efct: Jungle Shrine enters the battlefield tapped.
           {T}: Add {R}, {G} or {W} to your mana pool.
    
    [L] MOUNTAIN
    ¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Default
     Type: Basic Land
     Efct: ---
    
    [L] MYSTIC MONASTERY
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Khans of Tarkir Add-On
     Type: Land
     Efct: Mystic Monastery enters the battlefield tapped.
           {T}: Add {U}, {R} or {W} to your mana pool.
    
    [L] NOMAD OUTPOST
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Khans of Tarkir Add-On
     Type: Land
     Efct: Nomad Outpost enters the battlefield tapped.
           {T}: Add {R}, {W} or {B} to your mana pool.
    
    [L] OPULENT PALACE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Khans of Tarkir Add-On
     Type: Land
     Efct: Opulent Palace enters the battlefield tapped.
           {T}: Add {B}, {G} or {U} to your mana pool.
    
    [L] ORZHOV GUILDGATE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Ravnica
     Type: Land (Gate)
     Efct: Orzhov Guildgate enters the battlefield tapped.
           {T}: Add {W} or {B} to your mana pool.
    
    [L] PLAINS
    ¯¯¯¯¯¯¯¯¯¯
     Find: Default
     Type: Basic Land
     Efct: ---
    
    [L] RADIANT FOUNTAIN
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Shandalar
     Type: Land
     Efct: When Radiant Fountain enters the battlefield, you gain 2 life.
           {T}: Add {1} to your mana pool.
    
    [L] RAKDOS GUILDGATE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Ravnica
     Type: Land (Gate)
     Efct: Rakdos Guildgate enters the battlefield tapped.
           {T}: Add {B} or {R} to your mana pool.
    
    [L] SANDSTEPPE CITADEL
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Khans of Tarkir Add-On
     Type: Land
     Efct: Sandsteppe Citadel enters the battlefield tapped.
           {T}: Add {W}, {B} or {G} to your mana pool.
    
    [L] SAVAGE LANDS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Alara Expansion
     Type: Land
     Efct: Savage Lands enters the battlefield tapped.
           {T}: Add {B}, {R} or {G} to your mana pool.
    
    [L] SEASIDE CITADEL
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Alara Expansion
     Type: Land
     Efct: Seaside Citadel enters the battlefield tapped.
           {T}: Add {G}, {W} or {U} to your mana pool.
    
    [L] SELESNYA GUILDGATE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Ravnica
     Type: Land (Gate)
     Efct: Selesnya Guildgate enters the battlefield tapped.
           {T}: Add {G} or {W} to your mana pool.
    
    [L] SIMIC GUILDGATE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Ravnica
     Type: Land (Gate)
     Efct: Simic Guildgate enters the battlefield tapped.
           {T}: Add {G} or {U} to your mana pool.
    
    [L] SWAMP
    ¯¯¯¯¯¯¯¯¯
     Find: Default
     Type: Basic Land
     Efct: ---
    
    [M] ARMAMENT CORPS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Khans of Tarkir Add-On
     Type: Creature (Human Soldier)
     Cost: 2WBG
     Stat: 4/4
     Keyw: ---
     Efct: When Armament Corp enters the battlefield, distribute two +1/+1 counters
           among one or two target creatures you control.
    
    [M] BEAR'S COMPANION
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Khans of Tarkir Add-On
     Type: Creature 
     Cost: 2GUR
     Stat: 2/2
     Keyw: ---
     Efct: When Bear's Companion enters the battlefield, put a 4/4 green Bear
           creature token onto the battlefield.
    
    [M] DINROVA HORROR
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Ravnica
     Type: Creature (Horror)
     Cost: 4UB
     Stat: 4/4
     Keyw: ---
     Efct: When Dinrova Horror enters the battlefield, return target permanent to
           its owner's hand, then that player discards a card.
    
    [M] ESPER CORMORANTS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Alara Expansion
     Type: Artifact Creature (Bird)
     Cost: 2WU
     Stat: 3/3
     Keyw: Flying
     Efct: ---
    
    [M] FUSION ELEMENTAL
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Alara Expansion
     Type: Creature (Elemental)
     Cost: WUBRG
     Stat: 8/8
     Keyw: ---
     Efct: ---
    
    [M] GOBLIN ELECTROMANCER
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Ravnica
     Type: Creature (Goblin Wizard)
     Cost: UR
     Stat: 2/2
     Keyw: ---
     Efct: Instants and sorcery spells you cast cost {1} less to cast.
    
    [M] GORGER WURM
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Alara Expansion
     Type: Creature (Wurm)
     Cost: 3RG
     Stat: 5/5
     Keyw: Devour 1
     Efct: ---
    
    [M] KATHARI BOMBER
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Alara Expansion
     Type: Creature (Bird Shaman)
     Cost: 1BR
     Stat: 2/2
     Keyw: Flying, Unearth {3}{B}{R}
     Efct: When Kathari Bomber deals combat damage to a player, put two 1/1 red
           Goblin creature tokens onto the battlefield and sacrifice Kathari
           Bobmer.
    
    [M] KRESH THE BLOODBRAIDED
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Alara Expansion
     Type: Legendary Creature (Human Warrior)
     Cost: 2BRG
     Stat: 3/3
     Keyw: ---
     Efct: Whenever another creature dies, you may put X +1/+1 counters on Kresh
           the Bloodbraided, where X is that creature's power.
    
    [M] MAELSTROM ARCHANGEL
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Multiplayer Battle Booster
     Type: Creature (Angel)
     Cost: WUBRG
     Stat: 5/5
     Keyw: Flying
     Efct: Whenever Maelstrom Archangel deals combat damage to a player, you may
           cast a nonland card from your hand without paying it mana cost.
    
    [M] MARDU ROUGHRIDER
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Khans of Tarkir Add-On
     Type: Creature (Orc Warrior)
     Cost: 2RWB
     Stat: 5/4
     Keyw: ---
     Efct: Whenever Mardu Roughrider attacks, target creature can't block this
           turn.
    
    [M] RAFIQ OF THE MANY
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Alara Expansion
     Type: Legendary Creature (Human Knight)
     Cost: 1GWU
     Stat: 3/3
     Keyw: Exalted
     Efct: Whenever a creature you control attacks alone, it gains double strike
           until end of turn.
    
    [M] RHOX WAR MONK
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Alara Expansion
     Type: Creature (Rhino Monk)
     Cost: GWU
     Stat: 3/4
     Keyw: Lifelink
     Efct: ---
    
    [M] SELESNYA EVANGEL
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Ravnica
     Type: Creature (Elf Shaman)
     Cost: GW
     Stat: 1/2
     Keyw: ---
     Efct: {1}, {T}, Tap an untapped creature you control: Put a 1/1 green
           Saproling creature token onto the battlefield.
    
    [M] SKYMARK ROC
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Ravnica
     Type: Creature (Bird)
     Cost: 2WU
     Stat: 3/3
     Keyw: Flying
     Efct: Whenever Skymark Roc attacks, you may return target creature defending
           player controls with toughness 2 or less to its owner's hand.
    
    [M] SPECIES GORGER
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Ravnica
     Type: Creature (Frog Beast)
     Cost: 3GU
     Stat: 6/6
     Keyw: ---
     Efct: At the beginning of your upkeep, return a creature you control to its
           owner's hand.
    
    [M] SPROUTING THRINAX
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Alara Expansion
     Type: Creature (Lizard)
     Cost: BRG
     Stat: 3/3
     Keyw: ---
     Efct: When Sprouting Thrinax dies, put three 1/1 green Saproling creature
           tokens onto the battlefield.
    
    [M] SULTAI SOOTHSAYER
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Khans of Tarkir Add-On
     Type: Creature (Naga Shaman)
     Cost: 2BGU
     Stat: 2/5
     Efct: When Sultai Soothsayer enters the battlefield, look at the top four
           cards of your library. Put one of them into your hand and the rest into
           your graveyard.
    
    
    [M] TIDEHOLLOW STRIX
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Alara Expansion
     Type: Artifact Creature (Bird)
     Cost: UB
     Stat: 2/1
     Keyw: Flying, Deathtouch
     Efct: ---
    
    [M] TOWER GARGOYLE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Alara Expansion
     Type: Artifact Creature (Gargoyle)
     Cost: 1WUB
     Stat: 4/4
     Keyw: Flying
     Efct: ---
    
    [M] TRUEFIRE PALADIN
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Ravnica
     Type: Creature (Human Knight)
     Cost: RW
     Stat: 2/2
     Keyw: Vigilance
     Efct: {R}{W}: Truefire Paladin gets +2/+0 until end of turn.
           {R}{W}: Truefire Paladin gains first strike until end of turn.
    
    [M] VIZKOPA GUILDMAGE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Ravnica
     Type: Creature (Human Wizard)
     Cost: WB
     Stat: 2/2
     Keyw: ---
     Efct: {1}{W}{B}: Target creature gains lifelink until end of turn.
           {1}{W}{B}: Whenever you gain life this turn, each opponent loses that
           much life.
    
    [M] WARDEN OF THE EYE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Khans of Tarkir Add-On
     Type: Creature (Djinn Wizard)
     Cost: 2URW
     Stat: 3/3
     Keyw: ---
     Efct: When Warden of the Eye enters the battlefield, return target noncreature
           card from your graveyard to your hand.
    
    [M] WOOLLY THOCTAR
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Alara Expansion
     Type: Creature (Beast)
     Cost: RGW
     Stat: 5/4
     Keyw: ---
     Efct: ---
    
    [M] ELDER MASTERY
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Alara Expansion
     Type: Enchantment (Aura)
     Cost: 3UBR
     Keyw: ---
     Efct: Enchant creature. Enchanted creature gets +3/+3 and has flying. Whenever
           enchanted creature deals damage to a player, that player discards two
           cards.
    
    [M] AUGER SPREE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Ravnica
     Type: Instant
     Cost: 1BR
     Keyw: ---
     Efct: Target creature gets +4/-4 until end of turn.
    
    [M] SIGIL BLESSING
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Alara Expansion
     Type: Instant
     Cost: GW
     Keyw: ---
     Efct: Until end of turn, target creature you control gets +3/+3 and other
           creatures you control get +1/+1.
    
    [M] GROUND ASSAULT
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Ravnica
     Type: Sorcery
     Cost: RG
     Keyw: ---
     Efct: Ground Assault deals damage to target creature equal to the number of
           lands you control.
    
    [M] TREASURED FIND
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Ravnica
     Type: Sorcery
     Cost: BG
     Keyw: ---
     Efct: Return target card from your graveyard to your hand. Exile Treasured
           Find.
    
    [R] BLOODCRAZED NEONATE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Innistrad
     Type: Creature (Vampire)
     Stat: 2/1
     Cost: 1R
     Efct: Bloodcrazed Neonate attacks each turn if able. Whenever Bloodcrazed
           Neonate deals combat damage to a player, put a +1/+1 counter on it.
    
    [R] BROOD KEEPER
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Shandalar
     Type: Creature (Human Shaman)
     Stat: 2/3
     Cost: 3R
     Efct: Whenever an Aura becomes attached to Brood Keeper, put a 2/2 red Dragon
           creature token with flying onto the battlefield. It has "{R}: This
           creature gets +1/+0 until end of turn."
    
    [R] CHARMBREAKER DEVILS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Innistrad
     Type: Creature (Devil)
     Stat: 4/4
     Cost: 5R
     Efct: At the beginning of your upkeep, return an instant or sorcery card at
           random from your graveyard to your hand. Whenever you cast an instant
           or sorcery spell, Charmbreaker Devils gets +4/+0 until end of turn.
    
    [R] CUNNING SPARKMAGE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Zendikar
     Type: Creature (Human Shaman)
     Stat: 0/1
     Cost: 2R
     Keyw: Haste
     Efct: {T}: Cunning Sparkmage deals 1 damage to target creature or player.
    
    [R] FOUNDRY STREET DENIZEN
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Ravnica
     Type: Creature (Goblin Warrior)
     Stat: 1/1
     Cost: R
     Efct: Whenever another red creature enters the battlefield under your
           control, Foundry Street Denizen gets +1/+0 until end of turn.
    
    [R] GOBLIN ARSONIST
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Zendikar
     Type: Creature (Goblin Shaman)
     Stat: 1/1
     Cost: R
     Efct: When Goblin Arsonist dies, you may have it deal 1 damage to target
           creature or player.
    
    [R] GOBLIN BUSHWHACKER
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Multiplayer Battle Booster
     Type: Creature (Goblin Warrior)
     Stat: 1/1
     Cost: R
     Keyw: Kicker {R}
     Efct: Whenever Goblin Bushwhacker enters the battlefield, if it was kicked,
           creatures you control get +1/+0 and gain haste until end of turn.
    
    [R] GOBLIN RABBLEMASTER
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Ravnica
     Type: Creature (Goblin Warrior)
     Stat: 2/2
     Cost: 2R
     Efct: Other Goblin creatures you control attack each turn if able. At the
           beginning of combat on your turn, put a 1/1 red Goblin creature with
           haste onto the battlefield. Whenever Goblin Rabblemaster attacks, it
           gets +1/+0 until end of turn for each other attacking Goblin.
    
    [R] GOBLIN SHORTCUTTER
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Multiplayer Battle Booster
     Type: Creature (Goblin Scout)
     Stat: 2/1
     Cost: 1R
     Efct: When Goblin Shortcutter enters the battlefield, target creature can't
           block this turn.
    
    [R] GUTTERSNIPE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Ravnica
     Type: Creature (Goblin Shaman)
     Stat: 2/2
     Cost: 2R
     Efct: Whenever you cast an instant or sorcery spell, Guttersnipe deals 2
           damage to each opponent.
    
    [R] HELLSPARK ELEMENTAL
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Alara Expansion
     Type: Creature (Elemental)
     Stat: 3/1
     Cost: 1R
     Keyw: Trample, Haste, Unearth {1}{R}
     Efct: At the beginning of the end step, sacrifice Hellspark Elemental.
    
    [R] INFERNO TITAN
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Ravnica
     Type: Creature (Giant)
     Stat: 6/6
     Cost: 4RR
     Efct: {R}: Inferno Giant gets +1/+0 until end of turn. Whenever Inferno Titan
           enters the battlefield or attacks, it deals 3 damage divided as you
           choose among one, two, or three target creature and/or players.
    
    [R] KILN FIEND
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Zendikar
     Type: Creature (Elemental Beast)
     Stat: 1/2
     Cost: 1R
     Efct: Whenever you cast an instant or sorcery spell, Kiln Fiend gets +3/+0
           until end of turn.
    
    [R] MARAUDING MAULHORN
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Shandalar
     Type: Creature (Beast)
     Stat: 5/3
     Cost: 2RR
     Efct: Marauding Maulhorn attacks each combat if able unless you control a
           creature named Advocate of the Beast.
    
    [R] OGRE BATTLEDRIVER
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Shandalar
     Type: Creature (Ogre Warrior)
     Stat: 3/3
     Cost: 2RR
     Efct: Whenever another creature enters the battlefield under your control,
           that creature gains +2/+0 and gains haste until end of turn.
    
    [R] PARAGON OF FIERCE DEFIANCE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Multiplayer Battle Booster
     Type: Creature (Human Warrior)
     Stat: 2/2
     Cost: 3R
     Efct: Other red creatures you control get +1/+1. {R}, {T}: Another target red
           creature gains haste until end of turn.
    
    [R] PITCHBURN DEVILS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Innistrad
     Type: Creature (Devil)
     Stat: 3/3
     Cost: 4R
     Keyw: ---
     Efct: When Pitchburn Devils dies, it deals 3 damage to target creature or
           player.
    
    [R] RAKISH HEIR
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Innistrad
     Type: Creature (Vampire)
     Stat: 2/2
     Cost: 2R
     Efct: Whenever a Vampire you control deals combat damage to a player, put a
           +1/+1 counter on it.
    
    [R] REGATHAN FIRECAT
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Shandalar
     Type: Creature (Elemental Cat)
     Stat: 4/1
     Cost: 2R
     Keyw: ---
     Efct: ---
    
    [R] ROCKSLIDE ELEMENTAL
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Theros
     Type: Creature (Elemental)
     Stat: 1/1
     Cost: 2R
     Keyw: First Strike
     Efct: Whenever another creature dies, you may put a +1/+1 counter on Rockslide
           Elemental.
    
    [R] RUSSET WOLVES
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Innistrad
     Type: Creature (Wolf)
     Stat: 3/3
     Cost: 3R
     Keyw: ---
     Efct: ---
    
    [R] SATYR HOPLITE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Theros
     Type: Creature (Satyr Soldier)
     Stat: 1/1
     Cost: R
     Keyw: Heroic
     Efct: Whenever you cast a spell that targets Satyr Hoplite, put a +1/+1
           counter on Satyr Hoplite.
    
    [R] SHIVAN DRAGON
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: 
     Type: Creature (Dragon)
     Stat: 5/5
     Cost: 4RR
     Keyw: Flying
     Efct: {R}: Shivan Dragon get +1/+0 until end of turn.
    
    [R] SIEGE DRAGON
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Shandalar
     Type: Creature (Dragon)
     Stat: 5/5
     Cost: 5RR
     Keyw: Flying
     Efct: When Siege Dragon enters the battlefield, destroy all Walls your
           opponent controls. Whenever Siege Dragon attacks, if defending player
           controls no Walls, it deals 2 damage to each creature without flying
           that player controls.
    
    [R] STORMBREATH DRAGON
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Theros
     Type: Creature (Dragon)
     Stat: 4/4
     Cost: 3RR
     Keyw: Flying, Haste, Protection from white, {5}{R}{R}: Monstrosity 3
     Efct: When Stormbreath Dragon becomes monstrous, it deals damage to each
           opponent equal to the number of cards in that player's hand.
    
    [R] THORN-THRASH VIASHINO
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Alara Expansion
     Type: Creature (Viashino Warrior)
     Stat: 2/2
     Cost: 3R
     Keyw: Devour 2
     Efct: {G}: Thorn-Thrash Viashino gains trample until end of turn.
    
    [R] TWO-HEADED CERBERUS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Theros
     Type: Creature (Hound)
     Stat: 1/2
     Cost: 1RR
     Keyw: Double Strike
     Efct: ---
    
    [R] UTVARA HELLKITE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Master of Monsters Add-On
     Type: Creature (Dragon)
     Stat: 6/6
     Cost: 6RR
     Keyw: Flying
     Efct: Whenever a Dragon you control attacks, put a 6/6 red Dragon creature
           token with flying onto the battlefield.
    
    [R] VENT SENTINEL
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Zendikar
     Type: Creature (Elemental)
     Stat: 2/4
     Cost: 3R
     Keyw: Defender
     Efct: {1}{R}, {T}: Vent Sentinel deals damage to target player equal to the
           number of creatures with Defender you control.
    
    [R] WANDERING GOBLINS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Alara Expansion
     Type: Creature (Goblin Warrior)
     Stat: 0/3
     Cost: 2R
     Keyw: Domain
     Efct: {3}: Wandering Goblins gets +1/+0 until end of turn for each basic land
           type among lands you control.
    
    [R] WRECKING OGRE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Ravnica
     Type: Creature (Ogre Warrior)
     Stat: 3/3
     Cost: 4R
     Keyw: Double Strike, Bloodrush
     Efct: {3}{R}{R}, Discard Wrecking Ogre: Target attacking creature gets +3/+3
           and gains double strike until end of turn.
    
    [R] YOUNG PYROMANCER
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Master of Monsters Add-On
     Type: Creature (Human Shaman)
     Stat: 2/1
     Cost: 1R
     Keyw: ---
     Efct: Whenever you cast an instant or sorcery spell, put a 1/1 red Elemental
           creature token onto the battlefield.
    
    [R] BURNING ANGER
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Zendikar
     Type: Enchantment (Aura)
     Cost: 4R
     Efct: Enchant creature. Enchanted creature has "{T}: This creature deals
           damage equal to its power to target creature or player."
    
    [R] FUROR OF THE BITTEN
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Innistrad
     Type: Enchantment (Aura)
     Cost: R
     Efct: Enchant creature. Enchanted creature gets +2/+2 and attacks each turn
           if able.
    
    [R] GALVANIC ARC
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Master of Monsters Add-On
     Type: Enchantment (Aura)
     Cost: 2R
     Keyw: ---
     Efct: Enchant creature. When Galvanic Arc enters the battlefield, it deals 3
           damage to target creature or player. Enchanted creature has first
           strike.
    
    [R] INFERNO FIST
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Shandalar
     Type: Enchantment (Aura)
     Cost: 1R
     Efct: Enchant creature you control. Enchanted creature gets +2/+0. {R},
           Sacrifice Inferno Fist: Inferno Fist deals 2 damage to target creature
           or player.
    
    [R] LIGHTNING TALONS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Ravnica
     Type: Enchantment (Aura)
     Cost: 2R
     Efct: Enchant creature. Enchanted creature gets +3/+0 and has first strike.
    
    [R] MANIACAL RAGE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Alara Expansion
     Type: Enchantment (Aura)
     Cost: 1R
     Efct: Enchant creature. Enchanted creature gets +2/+2 and can't block.
    
    [R] QUEST FOR THE GOBLIN LORD
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Zendikar
     Type: Enchantment
     Cost: R
     Efct: Whenever a Goblin enters the battlefield under your control, you may
           put a quest counter on Quest for the Goblin Lord. As long as Quest for
           the Goblin Lord has five or more quest counters on it, creatures you
           control get +2/+0.
    
    [R] RAID BOMBARDMENT
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Zendikar
     Type: Enchantment
     Cost: 2R
     Efct: Whenever a creature you control with power 2 or less attacks, Raid
           Bombardment deals 1 damage to defending player.
    
    [R] WARSTORM SURGE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Multiplayer Battle Booster
     Type: Enchantment
     Cost: 5R
     Efct: Whenever a creature enters the battlefield under your control, it deals
           damage equal to its power to target creature or player.
    
    [R] COORDINATED ASSAULT
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Theros
     Type: Instant
     Cost: R
     Efct: Up to two target creatures each get +1/+0 and gain first strike until
           end of turn.
    
    [R] EXPLOSIVE IMPACT
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Ravnica
     Type: Instant
     Cost: 5R
     Efct: Explosive Impact deals 5 damage to target creature or player.
    
    [R] FLING
    ¯¯¯¯¯¯¯¯¯
     Find: Innistrad
     Type: Instant
     Cost: 1R
     Efct: As an additional cost to cast Fling, sacrifice a creature. Fling deals
           damage equal to the sacrificed creature's power to target creature or
           player.
    
    [R] RESOUNDING THUNDER
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Alara Expansion
     Type: Instant
     Cost: 2R
     Keyw: Cycling {5}{B}{R}{G}
     Efct: Resounding Thunder deals 3 damage to target creature or player. When
           you cycle Resounding Thunder, it deals 6 damage to target creature or
           player.
    
    [R] SEISMIC STRIKE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Multiplayer Battle Booster
     Type: Instant
     Cost: 2R
     Efct: Seismic Strike deals damage to target creature equal to the number of
           Mountains you control.
    
    [R] SKULLCRACK
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Multiplayer Battle Booster
     Type: Instant
     Cost: 1R
     Efct: Players can't gain life this turn. Damage can't be prevented this turn.
           Skullcrack deals 3 damage to target player.
    
    [R] SHOCK
    ¯¯¯¯¯¯¯¯¯
     Find: Zendikar
     Type: Instant
     Cost: R
     Efct: Shock deals 2 damage to target creature or player.
    
    [R] TRUMPET BLAST
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Shandalar
     Type: Instant
     Cost: 2R
     Efct: Attacking creatures get +2/+0 until end of turn.
    
    [R] VOLCANIC GEYSER
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Shandalar
     Type: Instant
     Cost: XRR
     Efct: Volcanic Geyser deals X damage to target creature or player.
    
    [R] ACT OF TREASON
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Ravnica
     Type: Sorcery
     Cost: 2R
     Efct: Gain control of target creature until end of turn. Untap that creature.
           It gains haste until end of turn.
    
    [R] ANGER OF THE GODS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Theros
     Type: Sorcery
     Cost: 1RR
     Efct: Anger of the Gods deals 3 damage to each creature. If a creature dealt
           damage this way would die this turn, exile it instead.
    
    [R] BANEFIRE
    ¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Alara Expansion
     Type: Sorcery
     Cost: XR
     Efct: Banefire deals X damage to target creature or player. If X is 5 or more,
           Banefire can't be countered by spells or abilitie and the damage can't
           be prevented.
    
    [R] BLOOD FEUD
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Innistrad
     Type: Sorcery
     Cost: 4RR
     Efct: Target creature fights another target creature
    
    [R] BOLT OF KERANOS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Theros
     Type: Sorcery
     Cost: 1RR
     Keyw: Scry 1
     Efct: Bolt of Keranos deals 3 damage to target creature or player.
    
    [R] BURNING INQUIRY
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Multiplayer Battle Booster
     Type: Sorcery
     Cost: R
     Efct: Each player draws three cards, then discards three cards at random.
    
    [R] DEMOLISH
    ¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Theros
     Type: Sorcery
     Cost: 3R
     Efct: Destroy target artifact or land.
    
    [R] KRENKO'S COMMAND
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Ravnica
     Type: Sorcery
     Cost: 1R
     Efct: Put two 1/1 red Goblin creature tokens onto the battlefield.
    
    [R] PORTENT OF BETRAYAL
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Theros
     Type: Sorcery
     Cost: 3R
     Keyw: Scry 1
     Efct: Gain control of target creature until end of turn. Untap that creature.
           It gains haste until end of turn.
    
    [R] WARP WORLD
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Master of Monsters Add-On
     Type: Sorcery
     Cost: 5RRR
     Keyw: ---
     Efct: Each player shuffles all permanents he or she owns into his or her
           library, then reveals that many cards from the top of his or her
           library. Each player puts all artifact, creature, and land cards
           revealed this way onto the battlefield, then does the same for
           enchantment cards, then puts all cards revealed this way that weren't
           put onto the battlefield on the bottom of his or her library.
    
    [R] TECTONIC RIFT
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Zendikar
     Type: Sorcery
     Cost: 3R
     Efct: Destroy target land. Creatures without flying can't block this turn.
    
    [U] ARCHAEOMANCER
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Shandalar
     Type: Creature (Human Wizard)
     Stat: 1/2
     Cost: 2UU
     Keyw: ---
     Efct: When Archaeomancer enters the battlefield, return target instant or
           sorcery card from your graveyard to your hand.
    
    [U] BLIND PHANTASM
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Innistrad
     Type: Creature (Illusion)
     Stat: 2/3
     Cost: 2U
     Keyw: ---
     Efct: ---
    
    [U] BRACKWATER ELEMENTAL
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Alara Expansion
     Type: Creature (Elemental)
     Stat: 4/4
     Cost: 2U
     Keyw: Unearth {2}{U}
     Efct: When Brackwater Elemental attacks or blocks, sacrifice it at the
           beginning of the next end step.
    
    [U] BREACHING HIPPOCAMP
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Theros
     Type: Creature (Horse Fish)
     Stat: 3/2
     Cost: 3U
     Keyw: Flash
     Efct: When Breaching Hippocamp enters the battlefield, untap another target
           creature you control.
    
    [U] CHASM SKULKER
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Shandalar
     Type: Creature (Squid Horror)
     Stat: 1/1
     Cost: 2U
     Keyw: ---
     Efct: Whenever you draw a card, put a +1/+1 counter on Chasm Skulker. When
           Chasm Skulker dies, put X 1/1 blue Squid creature tokens with islandwalk
           onto the battlefield, where X is the number of +1/+1 counters on Chasm
           Skulker.
    
    [U] CLOUDFIN RAPTOR
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Ravnica
     Type: Creature (Bird Mutant)
     Stat: 0/1
     Cost: U
     Keyw: Flying, Evolve
     Efct: ---
    
    [U] CORAL BARRIER
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Multiplayer Battle Booster
     Type: Creature (Wall)
     Stat: 1/3
     Cost: 2U
     Keyw: Defender
     Efct: When Coral Barrier enters the battlefield, put a 1/1 blue Squid creature
           token with islandwalk onto the battlefield.
    
    [U] DOORKEEPER
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Ravnica
     Type: Creature (Homonculus)
     Stat: 0/4
     Cost: 1U
     Keyw: Defender
     Efct: {2}{U}, {T}: Target player puts the top X cards of his or her library
           into his or her graveyard, where X is the number of creatures with
           defender you control.
    
    [U] ESPERZOA
    ¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Alara Expansion
     Type: Artifact Creature (Jellyfish)
     Stat: 4/3
     Cost: 2U
     Keyw: Flying
     Efct: At the beginning of your upkeep, return an artifact you control to its
           owner's hand.
    
    [U] ETHERIUM SCULPTOR
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Alara Expansion
     Type: Artifact Creature (Vedalken Artificer)
     Stat: 1/2
     Cost: 1U
     Keyw: ---
     Efct: Artifact spells you cast cost {1} less to play.
    
    [U] FROST LYNX
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Shandalar
     Type: Creature (Elemental Cat)
     Stat: 2/2
     Cost: 2U
     Keyw: ---
     Efct: When Frost Lynx enters the battlefield, tap target creature an opponent
           controls. That creature doesn't untap during its controller's next untap
           step.
    
    [U] GUARD GOMAZOA
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Zendikar
     Type: Creature (Jellyfish)
     Stat: 1/3
     Cost: 2U
     Keyw: Defender, Flying
     Efct: Prevent all combat damage that would be dealt to Guard Gomazoa.
    
    [U] HEDRON CRAB
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Zendikar
     Type: Creature (Crab)
     Stat: 0/2
     Cost: U
     Keyw: Landfall
     Efct: Whenever a land enters the battlefield under your control, target
           player puts the top three cards of his or her library into his or her
           graveyard.
    
    [U] HORIZON SCHOLAR
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Theros
     Type: Creature (Sphinx)
     Stat: 4/4
     Cost: 5U
     Keyw: Flying
     Efct: When Horizon Scholar enters the battlefield, scry 2.
    
    [U] JALIRA, MASTER POLYMORPHIST
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Shandalar
     Type: Legendary Creature (Human Wizard)
     Stat: 2/2
     Cost: 3U
     Keyw: ---
     Efct: {2}{U}, {T}, sacrifice another creature: Reveal cards from the top of
           your library until you reveal a nonlegendary creature card. Put that
           card onto the battlefield and the rest on the bottom of your library in
           a random order.
    
    [U] KRAKEN HATCHLING
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Zendikar
     Type: Creature (Kraken)
     Stat: 0/4
     Cost: U
     Keyw: ---
     Efct: ---
    
    [U] KRAKEN OF THE STRAITS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Theros
     Type: Creature (Kraken)
     Stat: 6/6
     Cost: 5UU
     Keyw: ---
     Efct: Creatures with power less than the number of Islands you control can't
           block Kraken of the Straits.
    
    [U] LABORATORY MANIAC
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Riddles of Steel Add-On
     Type: Creature (Human Wizard)
     Stat: 2/2
     Cost: 2U
     Keyw: ---
     Efct: If you would draw a card while your library has no cards in it, you win
           the game instead.
    
    [U] MAHAMOTI DJINN
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Ravnica
     Type: Creature (Djinn)
     Stat: 5/6
     Cost: 4UU
     Keyw: Flying
     Efct: ---
    
    [U] MARITIME GUARD
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Shandalar
     Type: Creature (Merfolk Soldier)
     Stat: 1/3
     Cost: 1U
     Keyw: ---
     Efct: ---
    
    [U] MASTER OF ETHERIUM
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Riddles of Steel Add-On
     Type: Artifact Creature (Vedalken Wizard)
     Stat: */*
     Cost: 2U
     Keyw: ---
     Efct: Master of Etherium's power and toughness are each equal to the number of
           artifacts you control. Other artifact creatures you control get +1/+1.
    
    [U] MASTER OF WAVES
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Riddles of Steel Add-On
     Type: Creature (Merfolk Wizard)
     Stat: 2/1
     Cost: 3U
     Keyw: Protection from red
     Efct: Elemental creatures you control get +1/+1. When Master of Waves enters
           the battlefield, put a number of 1/0 blue Elemental creature tokens
           onto the battlefield equal to your devotion to blue.
    
    [U] MERCURIAL PRETENDER
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Theros
     Type: Creature (Shapeshifter)
     Stat: 0/0
     Cost: 4U
     Keyw: ---
     Efct: You may have Mercurial Pretender enter the battlefield as a copy of any
           creature you control except it gains "{2}{U}{U}: Return this creature to
           its owner's hand."
    
    [U] MOON HERON
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Innistrad
     Type: Creature (Spirit Bird)
     Stat: 3/2
     Cost: 3U
     Keyw: Flying
     Efct: ---
    
    [U] NIBLIS OF THE BREATH
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Innistrad
     Type: Creature (Spirit)
     Stat: 2/1
     Cost: 2U
     Keyw: Flying
     Efct: {U}, {T}: You may tap or untap target creature.
    
    [U] PARAGON OF GATHERING MISTS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Multiplayer Battle Booster
     Type: Creature (Human Wizard)
     Stat: 2/2
     Cost: 3U
     Keyw: ---
     Efct: Other blue creatures you control get +1/+1. {U}, {T}: Another target
           blue creature you control gains flying until end of turn.
    
    [U] PESTERMITE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Multiplayer Battle Booster
     Type: Creature (Faerie Rogue)
     Stat: 2/1
     Cost: 2U
     Keyw: Flash, Flying
     Efct: When Pestermite enters the battlefield, you may tap or untap target
           permanent.
    
    [U] PHANTASMAL DRAGON
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Multiplayer Battle Booster
     Type: Creature (Dragon Illusion)
     Stat: 5/5
     Cost: 2UU
     Keyw: Flying
     Efct: When Phantasmal Dragon becomes the target of a spell or ability,
           sacrifice it.
    
    [U] QUICKLING
    ¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Shandalar
     Type: Creature (Faerie Rogue)
     Stat: 2/2
     Cost: 1U
     Keyw: Flash, Flying
     Efct: When Quickling enters the battlefield, sacrifice it unless you return
           another creature you control to its owner's hand.
    
    [U] ROIL ELEMENTAL
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Zendikar
     Type: Creature (Elemental)
     Stat: 3/2
     Cost: 3UUU
     Keyw: Flying, Landfall
     Efct: Whenever a land enters the battlefield under your control, you may gain
           control of target creature for as long as you control Roil Elemental.
    
    [U] SCROLL THIEF
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Ravnica
     Type: Creature (Merfolk Rogue)
     Stat: 1/3
     Cost: 2U
     Keyw: ---
     Efct: Whenever Scroll Thief deals combat damage to a player, draw a card.
    
    [U] SHARDING SPHINX
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Alara Expansion
     Type: Artifact Creature (Sphinx)
     Stat: 4/4
     Cost: 4UU
     Keyw: Flying
     Efct: Whenever an artifact creature you control deals combat damage to a
           player, you may put a 1/1 blue Thopter artifact creature token with
           flying onto the battlefield.
    
    [U] SOUL OF RAVNICA
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Ravnica
     Type: Creature (Avatar)
     Stat: 6/6
     Cost: 4UU
     Keyw: Flying
     Efct: {5}{U}{U}: Draw a card for each color among permanents you control.
           {5}{U}{U}, exile Soul of Ravnica from your graveyard: Draw a card for
           each color among permanents you control.
    
    [U] SURRAKAR BANISHER
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Zendikar
     Type: Creature (Surrakar)
     Stat: 3/3
     Cost: 4U
     Keyw: ---
     Efct: When Surrakar Banisher enters the battlefield, you may return target
           tapped creature to its owner's hand.
    
    [U] TALRAND, SKY SUMMONER
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Multiplayer Battle Booster
     Type: Legendary Creature (Merfolk Wizard)
     Stat: 2/2
     Cost: 2UU
     Keyw: ---
     Efct: Whenever you cast an instant or sorcery spell, put a 2/2 blue Drake
           creature token with flying onto the battlefield.
    
    [U] TRITON SHORESTALKER
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Theros
     Type: Creature (Merfolk Rogue)
     Stat: 1/1
     Cost: U
     Keyw: ---
     Efct: Triton Shorestalker can't be blocked.
    
    [U] WARDEN OF EVOS ISLE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Riddles of Steel Add-On
     Type: Creature (Bird Wizard)
     Stat: 2/2
     Cost: 2U
     Keyw: Flying
     Efct: Creature spells with flying you cast cost {1} less to cast.
    
    [U] WIND DRAKE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Zendikar
     Type: Creature (Drake)
     Stat: 2/2
     Cost: 2U
     Keyw: Flying
     Efct: ---
    
    [U] BIDENT OF THASSA
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Theros
     Type: Legendary Enchantment Artifact
     Cost: 2UU
     Keyw: ---
     Efct: Whenever a creature you control deals combat damage to a player, you may
           draw a card. {1}{U}, {T}: Creatures your opponents control attack this
           turn if able.
    
    [U] COURIER'S CAPSULE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Alara Expansion
     Type: Artifact
     Cost: 1U
     Keyw: ---
     Efct: {1}{U}, {T}: Sacrifice Courier's Capsule
    
    [U] IOR RUIN EXPEDITION
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Zendikar
     Type: Enchantment
     Cost: 1U
     Keyw: Landfall
     Efct: Whenever a land enters the battlefield under your control, you may put
           a quest counter on Ior Ruin Expedition. Remove three quest counters
           from Ior Ruin Expedition and sacrifice it: draw two cards.
    
    [U] MILITARY INTELLIGENCE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Ravnica
     Type: Enchantment
     Cost: 1U
     Keyw: ---
     Efct: Whenever you attack with two or more creatures, draw a card.
    
    [U] COUNTERLASH
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Innistrad
     Type: Instant
     Cost: 4UU
     Keyw: ---
     Efct: Counter target spell. You may cast a nonland card in your hand that
           shares a card type with that spell without paying its mana cost.
    
    [U] DISSOLVE
    ¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Theros
     Type: Instant
     Cost: 1UU
     Keyw: Scry 1
     Efct: Counter target spell. 
    
    [U] FLEETING DISTRACTION
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Innistrad
     Type: Instant
     Cost: U
     Keyw: ---
     Efct: Target creature gets -1/-0 until end of turn. Draw a card.
    
    [U] HYSTERICAL BLINDNESS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Innistrad
     Type: Instant
     Cost: 2U
     Keyw: ---
     Efct: Creatures your opponents control get -4/-0 until end of turn.
    
    [U] INSPIRATION
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Ravnica
     Type: Instant
     Cost: 3U
     Keyw: ---
     Efct: Target player draws two cards.
    
    [U] NEGATE
    ¯¯¯¯¯¯¯¯¯¯
     Find: Zendikar
     Type: Instant
     Cost: 1U
     Keyw: ---
     Efct: Counter target noncreature spell.
    
    [U] NULLIFY
    ¯¯¯¯¯¯¯¯¯¯¯
     Find: Theros
     Type: Instant
     Cost: UU
     Keyw: ---
     Efct: Counter target creature or Aura spell.
    
    [U] PEEL FROM REALITY
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Riddles of Steel Add-On
     Type: Instant
     Cost: 1U
     Keyw: ---
     Efct: Return target creature you control and target creature you don't control
           to their owners' hands.
    
    [U] QUICKEN
    ¯¯¯¯¯¯¯¯¯¯¯
     Find: Ravnica
     Type: Instant
     Cost: U
     Efct: The next sorcery card you cast this turn can be cast as through it had
           flash. Draw a card.
    
    [U] THINK TWICE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Multiplayer Battle Booster
     Type: Instant
     Cost: 1U
     Keyw: Flashback {2}{U}
     Efct: Draw a card.
    
    [U] TRAUMATIC VISIONS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Alara Expansion
     Type: Instant
     Cost: 3UU
     Keyw: Basic landcycling {1}{U}
     Efct: Counter target spell.
    
    [U] VAPOR SNAG
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Multiplayer Battle Booster
     Type: Instant
     Cost: U
     Efct: Return target creature to its owner's hand. Its controller loses 1 life.
    
    [U] VOYAGE'S END
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Theros
     Type: Instant
     Cost: 1U
     Keyw: Scry 1
     Efct: Return target creature to its owner's hand.
    
    [U] ARTFUL DODGE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Innistrad
     Type: Sorcery
     Cost: U
     Keyw: Flashback {U}
     Efct: Target creature can't be blocked this turn.
    
    [U] CHILL OF FOREBODING
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Innistrad
     Type: Sorcery
     Cost: 2U
     Keyw: Flashback {7}{U}
     Efct: Each player puts the top five cards of his or her library into his or
           her graveyard.
    
    [U] SWITCHEROO
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Shandalar
     Type: Sorcery
     Cost: 4U
     Keyw: ---
     Efct: Exchange control of two target creatures.
    
    [U] THASSA'S BOUNTY
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Theros
     Type: Sorcery
     Cost: 5U
     Keyw: ---
     Efct: Draw three cards. Target player puts the top three cards of his or her
           library into her graveyard.
    
    [U] TIME WARP
    ¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Zendikar
     Type: Sorcery
     Cost: 3UU
     Keyw: ---
     Efct: Target player takes an extra turn after this one.
    
    [U] TOME SCOUR
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Shandalar
     Type: Sorcery
     Cost: U
     Keyw: ---
     Efct: Target player puts the top five cards of his or her library into his or
           her graveyard.
    
    [U] VOID SNARE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Shandalar
     Type: Sorcery
     Cost: U
     Keyw: ---
     Efct: Return target nonland permanent to its owner's hand.
    
    [W] AEGIS ANGEL
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Shandalar
     Type: Creature (Angel)
     Stat: 5/5
     Cost: 4WW
     Keyw: Flying
     Efct: When Aegis Angel enters the battlefield, another target permanent gains
           indestructible for as long as you control Aegis Angel.
    
    [W] AJANI'S PRIDEMATE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Theros
     Type: Creature (Cat Soldier)
     Stat: 2/2
     Cost: 1W
     Keyw: ---
     Efct: When you gain life, you may put a +1/+1 counter on Ajani's Pridemate.
    
    [W] AKRASAN SQUIRE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Alara Expansion
     Type: Creature (Human Soldier)
     Stat: 1/1
     Cost: W
     Keyw: Exalted
     Efct: ---
    
    [W] ASSAULT GRIFFIN
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Ravnica
     Type: Creature (Griffin)
     Stat: 3/2
     Cost: 3W
     Keyw: Flying
     Efct: ---
    
    [W] ATTENDED KNIGHT
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Shandalar
     Type: Creature (Human Knight)
     Stat: 2/1
     Cost: 2W
     Keyw: First Strike
     Efct: When Attended Knight enters the battlefield, put a 1/1 white Soldier
           creature token onto the battlefield.
    
    [W] BANESLAYER ANGEL
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Shandalar
     Type: Creature (Angel)
     Stat: 5/5
     Cost: 3WW
     Keyw: Flying, first strike, lifelink, protection from demons and dragons
     Efct: ---
    
    [W] BANISHER PRIEST
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Zendikar
     Type: Creature (Human Cleric)
     Stat: 2/2
     Cost: 1WW
     Keyw: ---
     Efct: When Banisher Priest enters the battlefield, exile target creature an
           opponent controls until Banisher Priest leaves the battlefield. (That
           creature returns under its owner's control.)
    
    [W] BATTLEGRACE ANGEL
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Alara Expansion
     Type: Creature (Angel)
     Stat: 4/4
     Cost: 3WW
     Keyw: Flying, Exalted
     Efct: Whenever a creature you control attacks alone, it gains lifelink until
           end of turn.
    
    [W] BRIMAZ, KING OF ORESKOS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Theros
     Type: Legendary Creature (Cat Soldier)
     Stat: 3/4
     Cost: 1WW
     Keyw: Vigilance
     Efct: Whenever Brimaz, King of Oreskos attacks, put a 1/1 white Cat Soldier
           creature token with vigilance onto the battlefield attacking. Whenever
           Brimaz blocks a creature, put a 1/1 white Cat Soldier creature token
           with vigilance onto the battlefield blocking that creature.
    
    [W] CAPTAIN OF THE WATCH
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Riddles of Steel Add-On
     Type: Creature (Human Soldier)
     Stat: 3/3
     Cost: 4WW
     Keyw: Vigilance
     Efct: Other Soldier creatures you control get +1/+1 and have vigilance. When
           Captain of the Watch enters the battlefield, put three 1/1 white Soldier
           creature tokens onto the battlefield.
    
    [W] CRUSADER OF ODRIC
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Riddles of Steel Add-On
     Type: Creature (Human Soldier)
     Stat: */*
     Cost: 2W
     Keyw: ---
     Efct: Crusader of Odric's power and toughness are each equal to the number of
           creatures you control.
    
    [W] ELITE VANGUARD
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Shandalar
     Type: Creature (Human Soldier)
     Stat: 2/1
     Cost: W
     Keyw: ---
     Efct: ---
    
    [W] FELIDAR SOVEREIGN
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Riddles of Steel Add-On
     Type: Creature (Cat Beast)
     Stat: 4/6
     Cost: 4WW
     Keyw: Vigilance, Lifelink
     Efct: At the beginning of your upkeep, if you have 40 or more life, you win
           the game.
    
    [W] GLORY SEEKER
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Zendikar
     Type: Creature (Human Soldier)
     Stat: 2/2
     Cost: 1W
     Keyw: ---
     Efct: ---
    
    [W] HERO OF IROAS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Theros
     Type: Creature (Human Soldier)
     Stat: 2/2
     Cost: 1W
     Keyw: Heroic
     Efct: Aura spells you cast cost {1} less to cast. Whenever you cast a spell
           that targets Hero of Iroas, put a +1/+1 counter on Hero of Iroas
    
    [W] KITESAIL APPRENTICE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Multiplayer Battle Booster packs
     Type: Creature (Kor Soldier)
     Stat: 1/1
     Cost: W
     Keyw: ---
     Efct: As long a Kitesail Apprentice is equipped, it gets +1/+1 and has flying.
    
    [W] KNIGHT OF THE SKYWARD EYE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Alara Expansion
     Type: Creature (Human Knight)
     Stat: 2/2
     Cost: 1W
     Keyw: ---
     Efct: {3}{G}: Knight of the Skyward Eye gets +3/+3 until end of turn. Play
           this ability only once each turn.
    
    [W] KOR CARTOGRAPHER
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Zendikar
     Type: Creature (Kor Scout)
     Stat: 2/2
     Cost: 3W
     Keyw: ---
     Efct: When Kor Cartographer enters the battlefield, you may search your
           library for a Plains card, put it onto the battlefield tapped, then
           shuffle your library.
    
    [W] LEONIN SNARECASTER
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Theros
     Type: Creature (Cat Soldier)
     Stat: 2/1
     Cost: 1W
     Keyw: ---
     Efct: When Leonin Snarecaster enters the battlefield, you may tap target
           creature.
    
    [W] LONE MISSIONARY
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Zendikar
     Type: Creature (Kor Monk)
     Stat: 2/1
     Cost: 1W
     Keyw: ---
     Efct: When Lone Missionary enters the battlefield, you gain 4 life.
    
    [W] LOYAL PEGASUS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Theros
     Type: Creature (Pegasus)
     Stat: 2/1
     Cost: W
     Keyw: Flying
     Efct: Loyal Pegasus can't attack or block alone.
    
    [W] MAUSOLEUM GUARD
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Innistrad
     Type: Creature (Human Scout)
     Stat: 2/2
     Cost: 3W
     Keyw: ---
     Efct: When Mausoleum Guard dies, put two 1/1 white Spirit creature token with
           flying onto the battlefield.
    
    [W] MENTOR OF THE MEEK
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Innistrad
     Type: Creature (Human Soldier)
     Stat: 2/2
     Cost: 2W
     Keyw: ---
     Efct: Whenever another creature with power 2 or less enters the battlefield
           under your control, you may pay {1}. If you do, draw a card.
    
    [W] MYRSMITH
    ¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Riddles of Steel Add-On
     Type: Creature (Human Artificer)
     Stat: 2/1
     Cost: 1W
     Keyw: ---
     Efct: Whenever you cast an artifact spell, you may pay {1}. If you do, put a
           1/1 colorless Myr artifact creature token onto the battlefield.
    
    [W] PALISADE GIANT
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Ravnica
     Type: Creature (Giant Soldier)
     Stat: 2/7
     Cost: 4WW
     Keyw: ---
     Efct: All damage that would be dealt to you or another permanent you control
           is dealt to Palisade Giant instead.
    
    [W] PARAGON OF NEW DAWNS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Multiplayer Battle Booster
     Type: Creature (Human Soldier)
     Stat: 2/2
     Cost: 3W
     Keyw: ---
     Efct: Other white creatures you control get +1/+1. {W}{T}: Another target
           white creature you control gains vigilance until end of turn. (Attacking
           doesn't cause it to tap.)
    
    [W] PHANTOM GENERAL
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Ravnica
     Type: Creature (Spirit Soldier)
     Stat: 2/3
     Cost: 3W
     Keyw: ---
     Efct: Creature tokens you control get +1/+1.
    
    [W] RESOLUTE ARCHANGEL
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Innistrad
     Type: Creature (Angel)
     Stat: 4/4
     Cost: 5WW
     Keyw: Flying
     Efct: When Resolute Archangel enters the battlefield, if your life total is
           less than your starting life total, it becomes equal to your starting
           life total.
    
    [W] RHOX FAITHMENDER
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Shandalar
     Type: Creature (Rhino Monk)
     Stat: 1/5
     Cost: 3W
     Keyw: Lifelink
     Efct: If you would gain life, you gain twice that much life instead.
    
    [W] SANCTUM GARGOYLE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Alara Expansion
     Type: Artifact Creature (Gargoyle)
     Stat: 2/3
     Cost: 3W
     Keyw: Flying
     Efct: When Sanctum Gargoyle enters the battlefield, you may return target
           artifact card from your graveyard to your hand.
    
    [W] SELFLESS CATHAR
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Innistrad
     Type: Creature (Human Cleric)
     Stat: 1/1
     Cost: W
     Keyw: ---
     Efct: {1}{W}, Sacrifice Selfless Cathar: Creatures you control get +1/+1 until
           end of turn.
    
    [W] SERAPH OF THE MASSES
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Innistrad
     Type: Creature (Angel)
     Stat: */*
     Cost: 5WW
     Keyw: Convoke, Flying
     Efct: Seraph of the Masses's power and toughness are equal to the number of
           creatures you control.
    
    [W] SIGILED PALADIN
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Alara Expansion
     Type: Creature (Human Knight)
     Stat: 2/2
     Cost: WW
     Keyw: First Strike, Exalted
     Efct: ---
    
    [W] SQUADRON HAWK
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Multiplayer Battle Booster
     Type: Creature (Bird)
     Stat: 1/1
     Cost: 1W
     Keyw: Flying
     Efct: When Squadron Hawk enters the battlefield, you may search your library
           for up to three cards named Squadron Hawk, reveal them, put them into
           your hand, then shuffle your library.
    
    [W] STANDING TROOPS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Innistrad
     Type: Creature (Soldier)
     Stat: 1/4
     Cost: 2W
     Keyw: Vigilance
     Efct: ---
    
    [W] STONEFORGE MYSTIC
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Multiplayer Battle Booster
     Type: Creature (Kor Artificer)
     Stat: 1/2
     Cost: 1W
     Keyw: ---
     Efct: When Stoneforge Mystic enters the battlefield, you may search your
           library for an Equipment card, reveal it, put it into your hand, then
           shuffle your library. {1}{W}, {T}: You may put an Equipment card from
           your hand onto the battlefield.
    
    [W] THRABEN PUREBLOODS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Innistrad
     Type: Creature (Hound)
     Stat: 3/5
     Cost: 4W
     Keyw: ---
     Efct: ---
    
    [W] TRAINED CARACAL
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Ravnica
     Type: Creature (Cat)
     Stat: 1/1
     Cost: W
     Keyw: Lifelink
     Efct: ---
    
    [W] WALL OF OMENS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Multiplayer Battle Booster
     Type: Creature (Wall)
     Stat: 0/4
     Cost: 1W
     Keyw: Defender
     Efct: When Wall of Omens enters the battlefield, draw a card.
    
    [W] ANGELIC ACCORD
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Shandalar
     Type: Enchantment
     Cost: 3W
     Keyw: ---
     Efct: At the beginning of each end step, if you gained 4 or more life this
           turn, put a 4/4 white Angel creature token with flying onto the
           battlefield.
    
    [W] ARREST
    ¯¯¯¯¯¯¯¯¯¯
     Find: Multiplayer Battle Booster
     Type: Enchantment (Aura)
     Cost: 2W
     Keyw: ---
     Efct: Enchant creature. Enchanted creature can't attack or block, and its
           activated abilities can't be activated.
    
    [W] ARMORED ASCENSION
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Zendikar
     Type: Enchantment (Aura)
     Cost: 3W
     Keyw: ---
     Efct: Enchant creature. Enchanted creature gets +1/+1 for each Plains you
           control and has flying.
    
    [W] ASHA'S FAVOR
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Alara Expansion
     Type: Enchantment (Aura)
     Cost: 2W
     Keyw: ---
     Efct: Enchant creature. Enchanted creature has flying, first strike and
           vigilance.
    
    [W] ETHEREAL ARMOR
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Riddles of Steel Add-On
     Type: Enchantment (Aura)
     Cost: W
     Keyw: ---
     Efct: Enchant creature. Enchanted creature gets +1/+1 for each enchantment
           you control and has first strike.
    
    [W] MARKED BY HONOR
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Shandalar
     Type: Enchantment (Aura)
     Cost: 3W
     Keyw: ---
     Efct: Enchant creature. Enchanted creatured gets +2/+2 and has vigilance.
           (Attacking doesn't cause it to tap.)
    
    [W] NIMBUS WINGS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Zendikar
     Type: Enchantment (Aura)
     Cost: 1W
     Keyw: ---
     Efct: Enchant creature. Enchanted creature gets +1/+2 and has flying.
    
    [W] ORDEAL OF HELIOD
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Theros
     Type: Enchantment (Aura)
     Cost: 1W
     Keyw: ---
     Efct: Enchant creature. Whenever enchanted creature attacks, put a +1/+1
           counter on it. Then if it has three or more +1/+1 counters on it,
           sacrifice Ordeal of Heliod. When you sacrifice Ordeal of Heliod, you
           gain 10 life.
    
    [W] SÈANCE
    ¯¯¯¯¯¯¯¯¯¯
     Find: Innistrad
     Type: Enchantment
     Cost: 2WW
     Keyw: ---
     Efct: At the beginning of each upkeep, you may exile target creature card from
           your graveyard. If you do, put a token onto the battlefield that's a
           copy of that card except it's a Spirit in addition to its other types.
           Exile it at the beginning of the next end step.
    
    [W] CLOUDSHIFT
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Multiplayer Battle Booster
     Type: Instant
     Cost: W
     Efct: Exile target creature you control, then return that card to the
           battlefield under your control.
    
    [W] DIVINE VERDICT
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Theros
     Type: Instant
     Cost: 3W
     Efct: Destroy target attacking or blocking creature.
    
    [W] GODS WILLING
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Theros
     Type: Instant
     Cost: W
     Keyw: ---
     Efct: Target creature you control gains protection from the color of your
           choice until end of turn. Scry 1. (Look at the top card of your library.
           You may put that card on the bottom of your library.)
    
    [W] INSPIRED CHARGE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Ravnica
     Type: Instant
     Cost: 2WW
     Efct: Creatures you control get +2/+1 until end of turn.
    
    [W] MEDITATION PUZZLE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Shandalar
     Type: Instant
     Cost: 3WW
     Keyw: Convoke
     Efct: You gain 8 life.
    
    [W] RAISE THE ALARM
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Shandalar
     Type: Instant
     Cost: 1W
     Efct: Put two 1/1 white Soldier creature tokens onto the battlefield.
    
    [W] REPRISAL
    ¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Theros
     Type: Instant
     Cost: 1W
     Efct: Destroy target creature with power 4 or greater. It can't be regenerated
    
    [W] RIGHTEOUS BLOW
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Innistrad
     Type: Instant
     Cost: W
     Efct: Righteous Blow deals 2 damage to target attacking or blocking creature.
    
    [W] SAFE PASSAGE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Shandalar
     Type: Instant
     Cost: 2W
     Efct: Prevent all damage that would be dealt to you and creatures you control
           this turn.
    
    [W] SWIFT JUSTICE
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Ravnica
     Type: Instant
     Cost: W
     Efct: Until end of turn, target creature gains +1/+0 and gains first strike
           and lifelink.
    
    [W] ANGELIC EDICT
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Ravnica
     Type: Sorcery
     Cost: 4W
     Efct: Exile target creature or enchantment.
    
    [W] PLANAR CLEANSING
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Zendikar
     Type: Sorcery
     Cost: 3WWW
     Efct: Destroy all nonland permanents.
    
    [W] SOLEMN OFFERING
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Theros
     Type: Sorcery
     Cost: 2W
     Efct: Destroy target artifact or enchantment. You gain 4 life.
    
    [W] TRIPLICATE SPIRITS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Find: Zendikar
     Type: Sorcery
     Cost: 4WW
     Keyw: Convoke
     Efct: Put three 1/1 white Spirit creature tokens with flying onto the
           battlefield. (They can't be blocked except by creatures with flying or
           reach.)
    
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    DECK LIST (PLAYER)                                                       [DCKP]
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     These are the pre-constructed decks available to players, which can be used
     as-is or edited to smooth over weaknesses. (Basic decks are available as AI
     opponents, too.) There are two versions of each prefab deck: the default
     version, obtained if chosen in the tutorial/Innistrad portion, and the one
     that's unlocked later, through card collection.
                                                    _____________________________
                                                   / BLAZING INTELLECT (DEFAULT) |
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | Creatures [23]                     Instants [5]                           |
     |                                                                           |
     | [×1] Guttersnipe                   [×2] Inspiration                       |
     | [×2] Foundry Street Denizen        [×1] Nullify                           |
     | [×2] Frost Lynx                    [×2] Shock                             |
     | [×2] Kiln Fiend                                                           |
     | [×2] Kraken Hatchling              Sorceries [6]                          |
     | [×2] Maritime Guard                                                       |
     | [×2] Marauding Maulhorns           [×1] Act of Treason                    |
     | [×2] Moon Heron                    [×2] Krenko's Command                  |
     | [×2] Pitchburn Devils              [×1] Switcheroo                        |
     | [×2] Regathan Firecat              [×2] Void Snare                        |
     | [×2] Surrakar Banisher                                                    |
     | [×2] Wind Drake                    Lands [24]                             |
     |                                                                           |
     | Enchantments [2]                   [12] Mountain                          |
     |                                    [12] Island                            |
     | [×2] Lightning Talons                       ______________________________|
     |____________________________________________/ BLAZING INTELLECT (UNLOCKED) |
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | Creatures [16]                     Sorceries [11]                         |
     |                                                                           |
     | [×2] Archaeologist                 [×2] Artful Dodge                      |
     | [×2] Charmbreaker Devils           [×3] Bolt of Keranos                   |
     | [×3] Goblin Electromancer          [×4] Krenko's Command                  |
     | [×3] Guttersnipe                   [×1] Switcheroo                        |
     | [×1] Inferno Titan                 [×1] Time Warp                         |
     | [×4] Kiln Fiend                                                           |
     | [×1] Stormbreath Dragon            Lands [24]                             |
     |                                                                           |
     | Instants [9]                       [×9] Island                            |
     |                                    [×4] Izzet Guildgate                   |
     | [×4] Inspiration                   [11] Mountain                          |
     | [×1] Quicken                                                              |
     | [×4] Shock                                                                |
     |___________________________________________________________________________|
     |                |
     | SPEED --: **** | U/R control deck focused mostly on blue cards to maintain
     | STRENGTH: **   | card advantage and reds to deal noncombat damage. With
     | CONTROL : **   | Goblin Electromancer lowering mana costs, the cheap-use
     | SYNERGY : **   | instants/sorceries power up Kiln Fiend and damage through
     |________________| Guttersnipe, then C. Devils/Archaeologist recycles them!
    
                                                  _______________________________
                                                 / CHAOS AND SLAUGHTER (DEFAULT) |
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | Creatures [24]                     Enchantments/Auras [2]                 |
     |                                                                           |
     | [×2] Accursed Spirit               [×1] Lightning Talons                  |
     | [×2] Bloodflow Connoisseur         [×1] Quest for the Gravelord           |
     | [×2] Death Cultist                                                        |
     | [×2] Child of Night                Instants [4]                           |
     | [×2] Foundry Street Denizen                                               |
     | [×2] Kiln Fiend                    [×2] Flesh to Dust                     |
     | [×2] Marauding Maulhorns           [×2] Shock                             |
     | [×2] Necromancer's Assistant                                              |
     | [×2] Pitchburn Devils              Sorceries [6]                          |
     | [×2] Regathan Firecat                                                     |
     | [×1] Rockslide Elemental           [×2] Act of Treason                    |
     | [×1] Shadowcloak Vampire           [×2] Krenko's Command                  |
     | [×2] Walking Corpse                [×2] Mind Rot                          |
     |                                                                           |
     | Lands [24]                                                                |
     |                                                                           |
     | [12] Mountain                                                             |
     | [12] Swamp                                ________________________________|
     |__________________________________________/ CHAOS AND SLAUGHTER (UNLOCKED) |
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | Creatures [19]                     Instants [6]                           |
     |                                                                           |
     | [×4] Bloodflow Connoisseur         [×3] Auger Spree                       |
     | [×2] Bloodghast                    [×3] Fling                             |
     | [×4] Goblin Arsonist                                                      |
     | [×2] Goblin Rabblemaster           Sorceries [8]                          |
     | [×1] Indulgent Tormentor                                                  |
     | [×1] Inferno Titan                 [×4] Act of Treason                    |
     | [×3] Rockslide Elemental           [×4] Krenko's Command                  |
     | [×1] Shadowborn Demon                                                     |
     | [×1] Stormbreath Dragon            Lands [24]                             |
     |                                                                           |
     | Enchantments [3]                   [10] Mountain                          |
     |                                    [×4] Rakdos Guildgate                  |
     | [×3] Quest for the Gravelord       [10] Swamp                             |
     |___________________________________________________________________________|
     |               |
     | SPEED --: *** | B/R speed deck which sacrifices creatures, like Bloodghast
     | STRENGTH: **  | and tokens, to power up cards like B. Connoisseur, Quest
     | CONTROL : **  | for the Gravelord, and Rockslide Elemental. Act of Treason
     | SYNERGY : **  | allows opponent creatures to be taken for these purposes,
     |_______________| while other cards' noncombat damage keeps foes guessing.
    
                                                         ________________________
                                                        / CRUEL DENIAL (DEFAULT) |
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | Creatures [26]                     Instants [5]                           |
     |                                                                           |
     | [×2] Accursed Spirit               [×2] Flesh to Dust                     |
     | [×2] Bloodflow Connoisseur         [×1] Inspiration                       |
     | [×2] Death Cultist                 [×1] Nullify                           |
     | [×2] Child of Night                [×1] Tribute to Hunger                 |
     | [×2] Frost Lynx                                                           |
     | [×1] Guard Gomazoa                 Sorceries [4]                          |
     | [×2] Kraken Hatchling                                                     |
     | [×2] Maritime Guard                [×2] Mind Rot                          |
     | [×2] Moon Heron                    [×2] Void Snare                        |
     | [×2] Necromancer's Assistant                                              |
     | [×1] Shadowcloak Vampire           Lands [24]                             |
     | [×2] Surrakar Banisher                                                    |
     | [×2] Wind Drake                    [×8] Island                            |
     | [×2] Walking Corpse                [16] Swamp    _________________________|
     |_________________________________________________/ CRUEL DENIAL (UNLOCKED) |
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | Creatures [18]                     Instants [15]                          |
     |                                                                           |
     | [×2] Archaeologist                 [×3] Dissolve                          |
     | [×2] Chasm Skulker                 [×3] Flesh to Dust                     |
     | [×3] Dinrova Horror                [×4] Inspiration                       |
     | [×2] Giant Scorpion                [×2] Nullify                           |
     | [×2] Guard Gomazoa                 [×2] Tribute to Hunger                 |
     | [×3] Hedron Crab                   [×1] Ulcerate                          |
     | [×1] Roil Elemental                                                       |
     | [×1] Rune-Scarred Demon            Lands [24]                             |
     | [×1] Shadowborn Demon                                                     |
     | [×1] Soul of Ravnica               [×4] Dimir Guildgate                   |
     |                                    [×9] Island                            |
     | Sorceries [3]                      [11] Swamp                             |
     |                                                                           |
     | [×2] Thassa's Bounty                                                      |
     | [×1] Time Warp                                                            |
     |___________________________________________________________________________|
     |                 |
     | SPEED --: *     | Slow U/B control deck, built around bouncing opponent's
     | STRENGTH: ***** | creatures, countering their spells (Nullify/Dissolve),
     | CONTROL : ***** | and stealing or destroying them when they succeed. Many
     | SYNERGY : n/a   | blue cards (Inspiration, Soul of Ravnica, Archaeologist,
     |_________________| Thassa's Bounty) are used to maintain a full hand.
    
                                                         ________________________
                                                        / ECHOING ROAR (DEFAULT) |
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | Creatures [26]                     Instants [5]                           |
     |                                                                           |
     | [×1] Advocate of the Beast         [×2] Inspiration                       |
     | [×2] Frost Lynx                    [×1] Nullify                           |
     | [×2] Kraken Hatchling              [×2] Titanic Growth                    |
     | [×2] Maritime Guard                                                       |
     | [×2] Moon Heron                    Sorceries [4]                          |
     | [×2] Primal Huntbeast                                                     |
     | [×1] Quickling                     [×2] Hunt the Weak                     |
     | [×1] Reclamation Sage              [×2] Void Snare                        |
     | [×2] Siege Wurm                                                           |
     | [×2] Spire Tracer                  Lands [24]                             |
     | [×1] Stomper Cub                                                          |
     | [×2] Surrakar Banisher             [15] Forest                            |
     | [×2] Timberland Guide              [×9] Island                            |
     | [×2] Wandering Wolf                                                       |
     | [×2] Wind Drake                                  _________________________|
     |_________________________________________________/ ECHOING ROAR (UNLOCKED) |
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | Creatures [33]                     Sorceries [3]                          |
     |                                                                           |
     | [×3] Elvish Pioneer                [×2] Switcheroo                        |
     | [×4] Elvish Visionary              [×1] Time Warp                         |
     | [×4] Frost Lynx                                                           |
     | [×2] Genesis Hydra                 Lands [24]                             |
     | [×2] Jalira, Master Polymorphist                                          |
     | [×2] Mercurial Pretender           [10] Forest                            |
     | [×2] Pelakka Wurm                  [10] Island                            |
     | [×3] Quickling                     [×4] Simic Guildgate                   |
     | [×1] Reclamation Sage                                                     |
     | [×1] Soul of Ravnica                                                      |
     | [×1] Soul of Zendikar                                     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | [×3] Species Gorger                                       | SPEED --: *   |
     | [×2] Surrakar Banisher                                    | STRENGTH: *** |
     | [×2] Timberland Guide                                     | CONTROL : *   |
     | [×1] Vengevine                                            | SYNERGY : **  |
     |___________________________________________________________|_______________|
    
      U/G beatdown deck built around Species Gorger's bounce effect, which lets
      one reuse Elvish Pioneer's land grab, Visionary's card draw, Reclamation
      Sage's destruction, Timberland Guide's counter addition, Lynx's forced tap
      and Surrakar Banisher's own bounce. The opponent's single-target effects
      can be thwarted with Quickling, which can then be returned to the hand,
      also -- which helps since the deck has no instants whatsoever.
                                                       __________________________
                                                      / FREEZING WINDS (DEFAULT) |
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | Creatures [23]                     Instants [5]                           |
     |                                                                           |
     | [×2] Assault Griffin               [×2] Inspiration                       |
     | [×2] Attended Knight               [×1] Nullify                           |
     | [×1] Banisher Priest               [×2] Raise the Alarm                   |
     | [×2] Frost Lynx                                                           |
     | [×2] Kraken Hatchling              Sorceries [5]                          |
     | [×2] Lone Missionary                                                      |
     | [×2] Maritime Guard                [×2] Angelic Edict                     |
     | [×2] Moon Heron                    [×1] Triplicate Spirits                |
     | [×2] Standing Troops               [×2] Void Snare                        |
     | [×2] Surrakar Banisher                                                    |
     | [×2] Trained Caracal               Lands [24]                             |
     | [×2] Wind Drake                                                           |
     |                                    [11] Island                            |
     | Enchantments [3]                   [13] Plains                            |
     |                                                                           |
     | [×1] Military Intelligence                                                |
     | [×2] Nimbus Wings                              ___________________________|
     |_______________________________________________/ FREEZING WINDS (UNLOCKED) |
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | Creatures [29]                     Enchantments [2]                       |
     |                                                                           |
     | [×1] Baneslayer Angel              [×2] Military Intelligence             |
     | [×3] Banisher Priest                                                      |
     | [×1] Brimaz, King of Oreskos       Instants [3]                           |
     | [×2] Chasm Skulker                                                        |
     | [×4] Cloudfin Raptor               [×3] Voyage's End                      |
     | [×3] Frost Lynx                                                           |
     | [×4] Leonin Snarecaster            Sorceries [1]                          |
     | [×2] Mausoleum Guard                                                      |
     | [×1] Palisade Giant                [×1] Time Warp                         |
     | [×3] Skymark Roc                                                          |
     | [×1] Soul of Ravnica               Lands [24]                             |
     | [×4] Triton Shorestalker                                                  |
     |                                    [×4] Azorius Guildgate                 |
     | Artifacts [1]                      [10] Island                            |
     |                                    [10] Plains                            |
     | [×1] Bident of Thassa                                                     |
     |___________________________________________________________________________|
     |                |
     | SPEED --: ***  | U/W control deck. Annoy opponents with creature-tapping,
     | STRENGTH: **** | unblockability, and bouncing to the hand, all the while
     | CONTROL : ***  | having annoying creatures (Skymark, Baneslayer, Lynx) to
     | SYNERGY : *    | deal with and several ways to maintain a full hand of
     |________________| cards (Military Intelligence, Ravnica, Bident of Thassa).
    
                                                        _________________________
                                                       / HEED THE CALL (DEFAULT) |
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | Creatures [25]                     Enchantments [2]                       |
     |                                                                           |
     | [×2] Advocate of the Beast         [×2] Nimbus Wings                      |
     | [×2] Assault Griffin                                                      |
     | [×2] Attended Knight               Instants [4]                           |
     | [×1] Jade Mage                                                            |
     | [×2] Lone Missionary               [×2] Raise the Alarm                   |
     | [×2] Primal Huntbeast              [×2] Titanic Growth                    |
     | [×1] Seraph of the Masses                                                 |
     | [×2] Siege Wurm                    Sorceries [5]                          |
     | [×2] Spire Tracer                                                         |
     | [×2] Standing Troops               [×2] Angelic Edict                     |
     | [×1] Stomper Cub                   [×2] Hunt the Weak                     |
     | [×2] Timberland Guide              [×1] Triplicate Spirits                |
     | [×2] Trained Caracal                                                      |
     | [×2] Wandering Wolf                                                       |
     |                                                                           |
     | Lands [24]                                                                |
     |                                                                           |
     | [13] Forest                                                               |
     | [11] Plains                                     __________________________|
     |________________________________________________/ HEED THE CALL (UNLOCKED) |
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | Creatures [27]                     Enchantments [2]                       |
     |                                                                           |
     | [×1] Baneslayer Angel              [×2] Beastmaster Ascension             |
     | [×2] Banisher Priest                                                      |
     | [×1] Brimaz, King of Oreskos       Instants [4]                           |
     | [×2] Elder of Laurels                                                     |
     | [×4] Elvish Visionary              [×4] Raise the Alarm                   |
     | [×2] Mentor of the Meek                                                   |
     | [×3] Phantom General               Sorceries [3]                          |
     | [×2] Scion of the Wild                                                    |
     | [×3] Selesnya Evangel              [×3] Triplicate Spirits                |
     | [×3] Seraph of the Masses                                                 |
     | [×2] Siege Wurm                    Lands [24]                             |
     | [×1] Soul of Zendikar                                                     |
     | [×1] Vengevine                     [10] Forest                            |
     |                                    [10] Plains                            |
     |                                    [×4] Selesnya Guildgate                |
     |___________________________________________________________________________|
     |                 |
     | SPEED --: *     | G/W token deck. Use token generators (Soul of Zendikar,
     | STRENGTH: ***   | Evangel, Raise the Alarm, Triplicate) to spam the field
     | CONTROL : *     | with weakling monsters, then power 'em up with Phantom
     | SYNERGY : ***** | General and Beastmaster Ascension. The more tokens made,
     |_________________| the more powerful Scion and Seraph of the Masses get!
     
                                                        _________________________
                                                       / HEROIC CHARGE (DEFAULT) |
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | Creatures [21]                     Instants [4]                           |
     |                                                                           |
     | [×2] Assault Griffin               [×2] Raise the Alarm                   |
     | [×1] Brood Keeper                  [×2] Shock                             |
     | [×2] Attended Knight                                                      |
     | [×2] Foundry Street Denizen        Sorceries [7]                          |
     | [×2] Kiln Fiend                                                           |
     | [×2] Lone Missionary               [×2] Act of Treason                    |
     | [×2] Marauding Maulhorns           [×2] Angelic Edict                     |
     | [×2] Pitchburn Devils              [×2] Krenko's Command                  |
     | [×2] Regathan Firecat              [×1] Triplicate Spirits                |
     | [×2] Standing Troops                                                      |
     | [×2] Trained Caracal               Lands [24]                             |
     |                                                                           |
     | Enchantments [4]                   [14] Mountain                          |
     |                                    [10] Plains                            |
     | [×1] Lightning Talons                                                     |
     | [×2] Nimbus Wings                                                         |
     | [×1] Ordeal of Heliod                           __________________________|
     |________________________________________________/ HEROIC CHARGE (UNLOCKED) |
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | Creatures [23]                     Enchantments [10]                      |
     |                                                                           |
     | [×1] Baneslayer Angel              [×3] Inferno Fist                      |
     | [×2] Banisher Priest               [×4] Nimbus Wings                      |
     | [×1] Brimaz, King of Oreskos       [×3] Ordeal of Heliod                  |
     | [×2] Brood Keeper                                                         |
     | [×2] Hero of Iroas                 Sorceries [3]                          |
     | [×1] Inferno Titan                                                        |
     | [×3] Satyr Hoplite                 [×3] Bolt of Keranos                   |
     | [×1] Stormbreath Dragon                                                   |
     | [×2] Trained Caracal               Lands [24]                             |
     | [×3] Truefire Paladin                                                     |
     | [×3] Two-Headed Cerberus           [×4] Boros Guildgate                   |
     | [×2] Wrecking Ogre                 [10] Mountain                          |
     |                                    [10] Plains                            |
     |___________________________________________________________________________|
     |                |
     | SPEED --: ***  | R/W aura deck, which takes weenie monsters and makes them
     | STRENGTH: **** | powerful by using enchantments. This creates a toolbox to
     | CONTROL : *    | spam the field (Brimaz, Brood Keeper), gain life and deal
     | SYNERGY : *    | noncombat damage (Inferno Titan/Fist). Creatures like Hero
     |________________| and Satyr inherently grow stronger as auras are attached.
    
                                                       __________________________
                                                      / LIFE AND DEATH (DEFAULT) |
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | Creatures [28]                     Enchantments [2]                       |
     |                                                                           |
     | [×2] Accursed Spirit               [×2] Nimbus Wings                      |
     | [×1] Ajani's Pridemate                                                    |
     | [×2] Assault Griffin               Instants [4]                           |
     | [×2] Attended Knight                                                      |
     | [×2] Bloodflow Connoisseur         [×2] Flesh to Dust                     |
     | [×2] Child of Night                [×2] Raise the Alarm                   |
     | [×1] Cruel Sadist                                                         |
     | [×2] Death Cultist                 Sorceries [3]                          |
     | [×2] Lone Missionary                                                      |
     | [×2] Mind Rot                      [×2] Angelic Edict                     |
     | [×2] Necromancer's Assistant       [×1] Triplicate Spirits                |
     | [×2] Shadowcloak Vampire                                                  |
     | [×2] Standing Troops               Lands [24]                             |
     | [×2] Trained Caracal                                                      |
     | [×2] Walking Corpse                [12] Plains                            |
     |                                    [12] Swamp  ___________________________|
     |_______________________________________________/ LIFE AND DEATH (UNLOCKED) |
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | Creatures [23]                      Enchantments [5]                      |
     |                                                                           |
     | [×3] Ajani's Pridemate              [×3] Angelic Accord                   |
     | [×1] Baneslayer Angel               [×2] Sanguine Bond                    |
     | [×1] Brimaz, King of Oreskos                                              |
     | [×3] Child of Night                 Instants [6]                          |
     | [×2] Cruel Sadist                                                         |
     | [×1] Griselbrand                    [×1] Suffer the Past                  |
     | [×4] Lone Missionary                [×2] Tribute to Hunger                |
     | [×2] Rhox Faithmender               [×3] Ulcerate                         |
     | [×2] Rune-Scarred Demon                                                   |
     | [×1] Shadowborn Demon               Lands [24]                            |
     | [×3] Vizkopa Guildmage                                                    |
     |                                     [×4] Orzhov Guildgate                 |
     | Sorceries [2]                       [10] Plains                           |
     |                                     [10] Swamp                            |
     | [×2] Covenant of Blood                                                    |
     |___________________________________________________________________________|
     |                |
     | SPEED --: **   | B/W deck using white creatures to gain life and black ones
     | STRENGTH: *    | to deal noncombat damage. Black sorceries/instants add
     | CONTROL : **** | oomph, particularly Sanguine Bond, which makes life gain
     | SYNERGY : *    | dangerous and compounds the damage inflicted on opponents
     |________________| through Covenant of Blood and Suffer the Past.
    
                                                        _________________________
                                                       / NATURAL ORDER (DEFAULT) |
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | Creatures [27]                      Instants [5]                          |
     |                                                                           |
     | [×2] Accursed Spirit                [×2] Flesh to Dust                    |
     | [×2] Advocate of the Beast          [×1] Rescue from the Underworld       |
     | [×2] Bloodflow Connoisseur          [×2] Titanic Growth                   |
     | [×2] Child of Night                                                       |
     | [×2] Death Cultist                  Sorceries [5]                         |
     | [×2] Necromancer's Assistant                                              |
     | [×2] Primal Huntbeast               [×2] Hunt the Weak                    |
     | [×1] Shadowcloak Vampire            [×2] Mind Rot                         |
     | [×2] Siege Wurm                     [×1] Spider Spawning                  |
     | [×2] Spire Tracer                                                         |
     | [×2] Stomper Cub                    Lands [24]                            |
     | [×2] Timberland Guide                                                     |
     | [×2] Walking Corpse                 [13] Forest                           |
     | [×2] Wandering Wolf                 [11] Swamp  __________________________|
     |________________________________________________/ NATURAL ORDER (UNLOCKED) |
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | Creatures [24]                       Instants [5]                         |
     |                                                                           |
     | [×2] Bloodghast                      [×3] Flesh to Dust                   |
     | [×2] Gravedigger                     [×2] Rescue from the Underworld      |
     | [×1] Griselbrand                                                          |
     | [×4] Necromancer's Assistant         Sorceries [7]                        |
     | [×3] Nemesis of Mortals                                                   |
     | [×3] Pelakka Wurm                    [×2] Prey Upon                       |
     | [×1] Phytotitan                      [×2] Spider Spawning                 |
     | [×1] Rune-Scarred Demon              [×3] Treasured Find                  |
     | [×4] Satyr Wayfinder                                                      |
     | [×1] Shadowborn Demon                Lands [24]                           |
     | [×1] Soul of Zendikar                                                     |
     | [×1] Vengevine                       [×9] Forest                          |
     |                                      [×4] Golgari Guildgate               |
     |                                      [11] Swamp                           |
     |___________________________________________________________________________|
     |                |
     | SPEED --: n/a  | B/G deck based around graveyard dumping, which reduces the
     | STRENGTH: **** | cost on Nemesis of Mortals, powers up Spider Spawning,
     | CONTROL : **   | puts Bloodghast/Vengevine in position to hit the field,
     | SYNERGY : **** | and gives Treasured Find and RFTU more to work with. Fat
     |________________| graveyards also avoid Shadowborn's sacrificing cost.
    
                                                       __________________________
                                                      / SMASH AND BURN (DEFAULT) |
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | Creatures [23]                       Instants [5]                         |
     |                                                                           |
     | [×2] Advocate of the Beast           [×2] Shock                           |
     | [×2] Foundry Street Denizen          [×2] Titanic Growth                  |
     | [×2] Marauding Maulhorn              [×1] Volcanic Geyser                 |
     | [×2] Kiln Fiend                                                           |
     | [×1] Pelakka Wurm                    Sorceries [6]                        |
     | [×2] Pitchburn Devils                                                     |
     | [×2] Primal Huntbeast                [×2] Act of Treason                  |
     | [×2] Regathan Firecat                [×2] Hunt the Weak                   |
     | [×1] Siege Wurm                      [×2] Krenko's Command                |
     | [×2] Spire Tracer                                                         |
     | [×1] Stomper Cub                     Lands [24]                           |
     | [×2] Timberland Guide                                                     |
     | [×2] Wandering Wolf                  [15] Forest                          |
     |                                      [×9] Mountain                        |
     | Enchantments [2]                                                          |
     |                                                                           |
     | [×2] Lightning Talons                          ___________________________|
     |_______________________________________________/ SMASH AND BURN (UNLOCKED) |
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     | Creatures [21]                        Instants [4]                        |
     |                                                                           |
     | [×2] Arbor Colossus                   [×2] Shock                          |
     | [×4] Elvish Pioneer                   [×2] Volcanic Geyser                |
     | [×4] Elvish Visionary                                                     |
     | [×2] Genesis Hydra                    Sorceries [9]                       |
     | [×2] Grave Bramble                                                        |
     | [×1] Inferno Titan                    [×2] Anger of the Gods              |
     | [×3] Pelakka Wurm                     [×3] Ground Assault                 |
     | [×1] Soul of Zendikar                 [×4] Cultivate                      |
     | [×1] Stormbreath Dragon                                                   |
     | [×1] Vengevine                        Lands [24]                          |
     |                                                                           |
     | Artifacts [2]                         [11] Forest                         |
     |                                       [×4] Gruul Guildgate                |
     | [×2] Meteorite                        [×9] Mountain                       |
     |___________________________________________________________________________|
     |               |
     | SPEED --: **  | Standard G/R beatdown deck, using heavy-hitters like Soul
     | STRENGTH: **  | of Zendikar and Pelakka Wurm for field presence while
     | CONTROL : *** | using elvish weenies (Pioneer, Visionary) to rush out lands
     | SYNERGY : **  | and keep hand advantage. Instants and sorceries are mostly
     |_______________| for dealing direct damage, combating the deck's slow speed.
    
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    DECK LIST (OPPONENT)                                                     [DCKO]
    _______________________________________________________________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Here's the plane exploration opponents. Campaign duels are detailed in the
     main walkthrough instead. Except for a precious few, all foes use standard
     60-card decks. The difficulty ratings are for the default setting, and'll be
     a bit low for those playing on Planeswalker.
    
    ___________________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
    INNISTRAD: FLIGHTS OF FEAR |===================================================
    ___________________________|                                DIFFICULTY: 2 of 5
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Creatures [14]                         Instants [12]
    
     [×2] Gallows Warden                    [×4] Crippling Chill
     [×4] Geist of the Moors                [×4] Fleeting Distraction
     [×4] Niblis of the Mist                [×4] Midnight Haunting
     [×4] Shriekgeist
                                            Lands [27]
     Enchantments [7]
                                            [12] Island
     [×3] Ghostly Possession                [15] Plains
     [×4] Spectral Prison
    
     CONTROL -: good (Ghostly Possession, Spectral Prison, Crippling Chill)
     DRAWPOWER: poor (Fleeting Distraction)
     SPEED ---: good
     STAYPOWER: poor
     STRENGTH : poor
     SYNERGY -: average
     RETRIEVAL: none
     P.CHANGES: [+4] Chapel Geist              [-4] Niblis of the Mist
                [+2] Geist-Honored Monk        [-2] Gallows Warden
    
     FoF runs a U/W spirit flyer spam deck, and frees them up space to attack by
     burdening the opponent with annoying auras and Crippling Chill. Fleeting
     Distraction is used for easy draw power.
    
     Noncombat damage is king here -- all creatures have a toughness of 1, except
     the 3/3 Gallows Warden (which also grants +1 toughness to other spirits).
     Those not running damage-dealing sorceries/instants can probably bumble
     through the fight with a few fliers and life-gain methods at hand. Shirking
     FoF's auras (Cloudshift, Gods Willing, anything that returns cards to hand) is
     wise no matter how one tackles the problem. Alternatively, cards that destroy
     one's own monsters for later recycling work, especially the Innistrad plane's
     "Fling," which can easily 1:1 an opponent's monster in the process.
    
     On Planeswalker difficulty, Niblis of the Mist is replaced with the stronger
     Chapel Geist (2/3), providing some much-needed staying power...although it's
     ability-less. Gallows Warden is replaced by the non-flyer GH Monk, which gets
     +1/+1 for each other creature FoF controls (and always enters as at least a
     +3/+3).
    
    ___________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
    INNISTRAD: LILIANA |===========================================================
    ___________________|                                        DIFFICULTY: 3 of 5
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Creatures [16]                         Enchantments [3]
    
     [×1] Bloodgift Demon                   [×1] Liliana's Caress
     [×1] Demon of Death's Gate             [×1] Triumph of Cruelty
     [×1] Griselbrand                       [×1] Unhallowed Pact
     [×2] Liliana's Reaver
     [×1] Liliana's Shade                   Sorceries [12]
     [×4] Liliana's Specter
     [×4] Necromancer's Assistant           [×1] Corrupt
     [×1] Reaper from the Abyss             [×4] Diabolic Tutor
     [×1] Rune-Scarred Demon                [×3] Endless Obedience
                                            [×1] Mind Rot
     Artifacts [3]                          [×2] Mutilate             
                                            [×1] Ostracize
     [×3] Staff of the Death Magus
                                            Lands [24]
     Instants [2]
                                            [24] Swamp
     [×2] Snuff Out
    
     CONTROL -: good (Snuff Out, Corrupt, Mutilate)
     DRAWPOWER: good (Diabolic Tutor, Griselbrand)
     SPEED ---: slow
     STAYPOWER: good
     STRENGTH : great (Demon of Death's Gate, Griselbrand, Rune-Scarred Demon)
     SYNERGY -: average
     RETRIEVAL: good (Diabolic Tutor, Rune-Scarred Demon, Endless Obedience)
     NOTES ---: glitch: Griselbrand can use its effect even with sub-7 life?
     P.CHANGES: [+4] Demonic Tutor          [-4] Diabolic Tutor
                [+3] Jet Medallion          [-3] Staff of the Death Magus
                [+1] Reanimate              [-1] Unhallowed Pact
    
     Foregoing the usual zombie-themed decks, this time Lili wields low-cost hand
     disruptors (Ostracize, Mind Rot, Lil's Specter) while she tries getting her
     powerful demons out. Unlike most opponents, Lil can use Diabolic Tutor to
     toolbox. Opponent have a big beatstick? Snuff Out. Opponent filling the field
     with weenies? Mutilate. And on and on.
    
     Good strategies'll take advantage of her poor deck speed, generally by
     laying into her early on. This may make the AI more hesitant to pay life
     costs for some cards (Snuff Out, Demon of Death's Gate) and give one a small
     leg up. Hand destruction is less impressive here, since she can use Demonic
     Tutor to get whatever she needs, or use Griselbrand to quickly build a huge
     hand again. Note Snuff Out can't target black creatures, and Corrupt/Mutilate
     deal damage based off Swamps she controls. If one gets the upper hand early,
     she may just waste Mutilates/Snuffs on garbage. Finally, one can sidestep her
     attacks via Undying or protection from black ("Gods Willing").
    
     Planeswalker difficulty truly is difficult. Diabolic Tutor has been switched
     for Demonic Tutor, which functions the same for half its cost. (There's a
     reason it's banned in most formats.) And she has four of 'em! Jet Medallions
     lower her spells' costs by 1 colorless mana -- their effects quickly become
     apparent when she's springing Bloodgift Demon or Rune-Scarred Demon early on.
     Finally, Reanimate (1 CMC) brings a creature in any graveyard onto her field,
     and Liliana takes damage equal to its CMC. Though this can be a death sentence
     later on, it can provide an immediate advantage if one's milling. Example: a
     player uses Tome Scour on their first turn, and Liliana uses Reanimate on her
     second turn to get out Demon of Death's Gate (9/9). Yes, it really is that
     simple!
    
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    INNISTRAD: MAD SCIENCE |=======================================================
    _______________________|                                    DIFFICULTY: 1 of 5
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     Creatures [7]                          Sorceries [8]
    
     [×3] Alchemist's Apprentice            [×2] Amass the Components
     [×4] Laboratory Maniac                 [×4] Divination
                                            [×2] Traumatize
     Instants [7]
                                           Lands [17]
     [×3] Counterlash
     [×4] Thought Scour                     [13] Island
                                            [×4] Swamp
     Enchantments [1]
    
     [×1] Curiosity
    
     CONTROL -: good (Counterlash, Thought Scour, Traumatize)
     DRAWPOWER: great (Alchemist's Apprentice, Amass the Components, Divination)
     SPEED ---: fast
     STAYPOWER: poor
     STRENGTH : poor
     SYNERGY -: great
     RETRIEVAL: none
     NOTES ---: Opponent's deck only has 40 cards!
     P.CHANGES: [+4] Forbidden Alchemy      [-4] Divination
                [+3] Cancel                 [-3] Counterlash
    
     Laboratory Maniac has an effect where, if the player would deck out while
     it's on the field, they instead win the game. Most of the opponent's cards
     are deck-thinners, meant to fill their graveyard (Traumatize, Thought Scour)
     or maintain hand advantage (Amass the Components, Divination).
     
     Easiest way to win? Destroy all Lab Maniacs or an old-fashioned beatdown. The
     opponent has few monsters to deal damage, and will want to keep Lab Maniacs
     on the field -- get a big enough beatstick and they'll have no choice but to
     sacrifice 'em as blockers. The foe has no graveyard retrieval methods either,
     so once all 4 are kaput, their deck-thinning ways immediately work against
     'em. Just remember the opponent can eviscerate one's own deck, too, so have a
     few precautions (easiest being Elixir of Immortality, itself an Innistrad
     exploration prize).
    
     Planeswalker difficulty ramps up the deck's speed, with Forbidden Alchemy
     drawing a card, dumping 3 into the graveyard AND having a Flashback cost to
     do it all again. The expensive Counterlash is replaced with a more general
     use Cancel (CMC 3).
    
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    INNISTRAD: SPIDER TANGLE |=====================================================
    _________________________|                                  DIFFICULTY: 2 of 5
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     Creatures [18]                         Instants [2]
                                            
     [×4] Canopy Spider                     [×2] Terrifying Presence
     [×4] Giant Spider                      
     [×2] Gloomwidow                        Sorceries [8]
     [×2] Goliath Spider                    
     [×4] Grappler Spider                   [×4] Mulch
     [×2] Sentinel Spider                   [×4] Spider Spawning
                                            
     Enchantments [8]                       Lands [24]
                                            
     [×4] Arachnus Web                      [22] Forest
     [×4] Primal Cocoon                     [×2] Swamp
    
     CONTROL -: poor (Arachnus Web)
     DRAWPOWER: poor (Mulch)
     SPEED ---: average
     STAYPOWER: average
     STRENGTH : average (Goliath Spider)
     SYNERGY -: average
     RETRIEVAL: poor
     P.CHANGES: [+2] Arachnus Spinner       [-2] Goliath Spider
                [+4] Kessig Recluse         [-4] Grappler Spider
    
     The gist: Fairly bland spider-themed green deck. All spiders have reach (can
     block creatures with flying), which may slow progress a little. ST will use
     Mulch to gain land cards; the rest are discarded, potentially powering up
     Spider Spawning. Arachnus Web prevents its equipped creature from attacking,
     blocking or activating abilities. Terrifying Presence can be used offensively
     to ensure its owner's attacker survives, or defensively, to prevent damage
     (this is done by targeting a creature that is neither attacking or blocking).
    
     An old-fashioned beatdown works fine here -- get something powerful, make it
     more powerful, and plow through. First/double strike, unblockability and
     trample all work well. Remember: Arachnus Web, ST's main delay tactic, will
     self-sacrifice during the upkeep if it's attached to creatures of power 4+.
    
     Planeswalker difficulty is a bit harder, with mediocre 2/1 Grappler Spiders
     being replaced with deathtouch-capable 2/3 Kessig Recluses. All Goliath
     Spiders (7/6) have now been replaced with Arachnus Spinners (5/7), giving a
     bit more synergy to the deck. Said newcomer can tap its fellow spiders to
     search the graveyard/library for Arachnus Webs, and put them onto the field
     attached to targets.
    
     Finally, note that Spider Spawning needs black mana for its Flashback costs.
     If one can manage to mill or destroy the Swamps -- and there's only two! --
     things can proceed a lot easier. Until then, pack some field nukes, like
     Anger of the Gods, which is available on the Theros block. Charmbreaker Devils
     can recycle it, luck willing.
    
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    INNISTRAD: UNDYING HORDES |====================================================
    __________________________|                                 DIFFICULTY: 2 of 5
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     Creatures [28]                         Instants [6]
    
     [×4] Bloodflow Connoisseur             [×2] Gravepurge
     [×4] Butcher Ghoul                     [×4] Necrobite
     [×4] Manor Skeleton
     [×4] Rotting Fensnake                  Lands [26]
     [×2] Sightless Ghoul
     [×2] Somberwald Spider                 [×8] Forest
     [×4] Wakedancer                        [14] Swamp
     [×4] Young Wolf                        [×4] Woodland Cemetery
    
     CONTROL -: poor (Necrobite)
     DRAWPOWER: none (although Gravepurge can stack the deck in its favor)
     SPEED ---: above average
     STAYPOWER: average (Butcher Ghoul, Sightless Ghoul, Young Wolf/Manor Skeleton)
     STRENGTH : average
     SYNERGY -: average
     RETRIEVAL: poor (Gravepurge)
     P.CHANGES: [+4] Evernight Shade        [-4] Rotting Fensnake
                [+2] Gravetiller Wurm       [-2] Somberwald Spider
                [+4] Innocent Blood         [-4] Necrobite
    
     UH runs a black counter/token deck with annoying abilities often associated
     with black creatures: regeneration, Undying and Morbid. For the latter, the
     opponent will often let its own creatures die to activate those abilities,
     smoothing over the losses. Bloodflow Connoisseur will sacrifice creatures
     targeted by destructive spells to power itself up.
    
     Noncombat damage kills rout creatures' regeneration abilities, while flyers
     can attack freely (as long as Somberwald Spider isn't played). Don't be
     surprised if UH tries to trade kills then plays a critter with Morbid; or,
     activates Necrobite to kamikaze into your best blocker. Bloodflow Connoisseur
     and its sacrificial ways trigger Morbid, too, note.
    
     On Planeswalker difficulty, the rather lackluster creatures get a hearty
     boost via Evernight Shade, which can expend black mana to give itself +1/+1s,
     making it a surprisingly effective beatstick. Gravetiller Wurm gets +4/+4 via
     its Morbid ability, and it has trample as well -- yikes! Finally, Innocent
     Blood has both players sacrifice a creature, whose deaths will trigger Morbid
     and Undying.
    
     Other things to consider:
    
     • Undying only activates if a creature enters the graveyard from play without
       a +1/+1 counter on it. It won't activate if the creature is exiled (Anger
       of the Gods, Angelic Edict, etc.) or even if it received a +1/+1 from a
       different source, such as an uncontrolled Timberland Guide.
    
     • Gravepurge is an instant, so it can effectively be used to "stack the deck"
       to ensure it can find replacements quickly. For example, using Arrest on an
       8/8 Gravetiller Wurm. UH can use Gravepurge to find another, then sacrifice
       the one on the field to trigger Morbid, then be back up to par immediately.
    
     • Be wary of having only one monster on the field, which is just asking for
       it to be killed via Innocent Blood. Since the effect doesn't target, it
       can't be thwarted via Gods Willing or Cloudshift; it can, however, be
       countered or rendered pointless (Undying Evil, Voyage's End, etc.) if one's
       fast enough.
    
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    THEROS: AJANI |================================================================
    ______________|                                             DIFFICULTY: 2 of 5
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     Creatures [21]                         Enchantments [16]
    
     [×1] Ajani's Chosen                    [×4] Ajani's Mantra
     [×4] Ajani's Sunstriker                [×1] Battle Mastery
     [×4] Healer of the Pride               [×2] Divine Favor
     [×4] Leonin Snarecaster                [×2] Ethereal Armor
     [×4] Oreskos Sun Guide                 [×1] Gift of Immortality
     [×2] Pride Guardian                    [×2] Griffin Guide
     [×2] Trained Caracal                   [×4] Recumbent Bliss
    
     Lands [23]
    
     [23] Plains
    
     CONTROL -: poor (Recumbent Bliss)
     DRAWPOWER: none
     SPEED ---: average
     STAYPOWER: average (Griffin Guide, Gift of Immortality)
     STRENGTH : average
     SYNERGY -: average
     RETRIEVAL: none
     P.CHANGES: [+4] Ajani's Pridemate      [-4] Healer of the Pride
                [+4] Heliod's Pilgrim       [-4] Oreskos Sun Guide
                [+2] Savannah Lions         [-2] Pride Guardian
    
     Ajani is up to his usual tricks, a white cat- and aura-themed life gain deck.
     As with many decks of this nature, he takes weenies with decent keyword
     abilities (often lifelink) and decks them out with power-ups (first strike,
     double strike, flying). Similar to his Pacifism use in previous MTG games,
     Ajani uses Recumbent Bliss to prevent one's creatures from doing any battling,
     although activation abilities are still a go.
    
     Planeswalker difficulty contains Ajani's Pridemate, a 2/2 that gets +1/+1
     each time life is gained. Needless to say, this can quickly grow out of
     control, thanks to the Ajani's Mantra enchantment. Heliod's Pilgrim searches
     the library for auras, letting Ajani toolbox for good auras, usually Gift of
     Immortality. Savannah Lions is just an ability-less 2/1 (CMC 1).
    
     Aura decks naturally burn out their own hand, and besides life gain, Ajani
     doesn't have any draw power on the default difficulty. Tactical noncombat
     damage use hit the spot best. Example: Ajani tries attaching an aura to his
     Sunstriker (2/2), but one plays Shock/Ulcerate/etc. first to kill it. Doing
     so wastes the aura as well, and this year, Ajani has no Auramancers for more
     chances. Those who don't want to use outright damage can simply bounce his
     critters back to the hand, which destroys any attached auras in the process.
     (This is helpful in preventing Gift of Immortality's effect from triggering.)
    
     Also note that Ajani has no inherent flyers, so decks built around that can
     often come out on top.
    
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    THEROS: CENTAUR RAGE |=========================================================
    _____________________|                                      DIFFICULTY: 3 of 5
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     Creatures [32]                         Instants [4]
    
     [×4] Chronicler of Heroes              [×4] Savage Surge
     [×4] Lagonna-Band Elder
     [×4] Nessian Courser                   Lands [24]
     [×4] Pheres-Band Raiders
     [×4] Pheres-Band Thunderhoof           [16] Forest
     [×4] Pheres-Band Tromper               [×4] Plains
     [×4] Pheres-Band Warchief              [×4] Temple of Plenty
     [×4] Swordwise Centaur
    
     CONTROL -: none
     DRAWPOWER: poor (Chronicler of Heroes)
     SPEED ---: average
     STAYPOWER: average
     STRENGTH : great (Pheres-Band Raiders, Pheres-Band Thunderhoof)
     SYNERGY -: average
     RETRIEVAL: none
     P.CHANGES: [+4] Courser of Kruphix, [-4] Nessian Courser
    
     G/W centaur-themed beatdown deck, most of its flock with Heroic or Inspired
     (power up while untapping) keywords. These are all hearty creatures often
     having power and toughness close to their converted mana costs. Savage Surge
     serves to power up creatures as well as untap them, which triggers Inspired
     effects.
    
     Planeswalker difficulty switches out the ability-less 3/3 Nessian Courser
     for the 2/4 Courser of Kruphix. This newcomer makes its owner play with the
     top card of their library revealed, and they can play lands in this way (not
     unlike Oracle of Mul Daya). It also gives 1 life each time a land is played.
     This gives the deck a much-needed land-grab boost; before, they had to rely
     on Temple of Plenty's secondary scry effect.
    
     Easiest way to win? Flyers -- the opponent couldn't kill a 0/1 Cloudfin Raptor
     to save its life! Those who don't wish to go the noncombat damage route (most
     centaurs have a toughness of 2-3) can clutter the field with defenders and
     other annoyances, particularly creatures with deathtouch, which make them
     think twice about wasting their beatsticks. Watch out for Warchief, though,
     which grants vigilance, trample and +1/+1 to all other centaurs.
    
     • Courser of Kruphix counts as an enchantment as well, which means it can be
       targeted for destruction by certain cards (Naturalize, Reclamation Sage,
       etc.) one may have forgotten about.
    
    ______________________
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    THEROS: PERILOUS SEAS |========================================================
    ______________________|                                     DIFFICULTY: 2 of 5
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     Creatures [24]                         Instants [8]
    
     [×4] Chorus of the Tides               [×2] Griptide
     [×4] Cloaked Siren                     [×2] Sudden Storm
     [×4] Deepwater Hypnotist               [×4] Voyage's End
     [×4] Rotted Hulk
     [×4] Shipwreck Singer                  Lands [26]
     [×4] War-Wing Siren
                                            [18] Island
     Sorceries [2]                          [×4] Swamp
                                            [×4] Temple of Deceit
     [×2] Sea God's Revenge
    
     CONTROL -: great (Griptide, Sudden Storm, Voyage's End, Sea God's Revenge)
     DRAWPOWER: none
     SPEED ---: average
     STAYPOWER: poor
     STRENGTH : below-average
     SYNERGY -: average
     RETRIEVAL: none
     P.CHANGES: [+2] Ray of Command              [-2] Island
                [+2] Siren of the Fanged Coast   [-2] Sudden Storm
    
     Blue siren-themed flyer deck. Though the creatures themselves are rather weak,
     they -- like most blue decks -- have annoying sorceries/instants that bounce
     creatures back to the hand (or, in Griptide's case, top of the deck). Some
     of PS's cohorts can still be annoying, though. Hypnotist gives -3/-0 when it
     untaps, and Shipwreck Siren can force its opponent to attack AND give -1/-1 to
     all of them in the same turn.
    
     On Planeswalker difficulty, the team is outfitted with Ray of Command, which
     steals a target creature for a turn, and returns it to its owner tapped. It's
     good for offensive (steal beatstick) and defense (take opponent's critter and
     sacrifice it as a blocker). Meanwhile, Siren of the Fanged Coast is the only
     creature with Tribute in the game -- it can either enter as a 4/4 if tribute
     is paid or a 1/1 who permanently gains control of its opponent's creature.
    
     Regardless, the bane of all weenies is noncombat damage, and with the
     exception of Rotted Hulk & War-Wing Siren, all can fall prey to simple Shock
     spells. Outside of being blue and flying, there's very little synergy within
     the ranks, evident when two creatures have Heroic keywords but no "positive"
     instants/sorceries with which to target 'em. Furthermore, this is one of the
     rare blue decks with zero drawing power, so hand decimation works fine, too.
     
    _______________________
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    THEROS: POLIS INVASION |=======================================================
    _______________________|                                    DIFFICULTY: 1 of 5
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     Creatures [20]                         Instants [8]
    
     [×4] Akroan Crusader                   [×4] Battlewise Valor
     [×4] Akroan Horse                      [×4] Coordinated Assault
     [×4] Akroan Skyguard
     [×4] Elite Skirmisher                  Lands [24]
     [×4] Favored Hoplite
                                            [12] Mountain
     Enchantments [8]                       [12] Plains
    
     [×4] Chosen by Heliod
     [×4] Messenger's Speed
    
     CONTROL -: poor
     DRAWPOWER: poor (Chosen by Heliod)
     SPEED ---: fast
     STAYPOWER: average
     STRENGTH : good
     SYNERGY -: great
     RETRIEVAL: none
     P.CHANGES: [+4] Anax and Cymede        [-4] Elite Skirmisher
                [+4] Launch the Fleet       [-4] Messenger's Speed
    
     This is a R/W weenie deck built around the Heroic keyword (powers up creatures
     when targeted by owner's spells). It's not unlike the game's "Heroic Charge"
     deck, only that prefab setup lacked the low-cost instants this one has in
     spades.
    
     The bane of all weenies is noncombat damage. Additionally, aura/equip decks
     tend to make opponents overextend, killing their hand. One can take advantage
     of this by destroying creatures after PI has already paid their activation
     costs. Watch out for Favored Hoplite's damage prevention ability and the
     token-making Akroan Horse.
    
     On Planeswalker difficulty, the changes will be very apparent. "Launch the
     Fleet" lets a variable number of attackers spawn an additional attacking 1/1
     token. Putting the opponent on the ropes means this will rarely be used; if
     it's seeing play, that's usually a sign the upper hand hasn't been claimed!
     "Anax and Cymede" is a 3/2 whose Heroic ability gives +1/+1 and trample to
     all other creatures until turn's end. This can trigger multiple times, easily
     making a formidable attack turn out of several weenies. (In fact, expect Anax
     and Cymede to be the recipient of most instants/auras while out.) The good
     news is it's rather weak itself and, being a legendary, only one copy can be
     out at once.
    
     Other notes:
    
     • Akroan Horse, when summoned to the field, automatically gives itself to the
       opponent. The enemy will use it to get free tokens, but one can "give back"
       the defender to get that benefit instead -- just use any effect that would
       summon it to one's own side (Rescue from the Underworld, Undying Evil before
       killing AH, Cloudshift, etc). The enemy can't get rid of a double-crossing
       AH, so it's a permanent 1/1 token machine each turn.
    
     • Creatures that are returned to the hand lose all counters. If a foe's spent
       a bunch of time building up a huge beatstick, use a low-cost blue to bounce
       it back, removing all counters and destroying any attached auras. Note that
       this doesn't cancel Anax and Cymede's creature boost effect if it's already
       underway.
    
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    THEROS: WHAT'S IN THE BOX? |===================================================
    ___________________________|                                DIFFICULTY: 3 of 5
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     Creatures [44]                         Artifacts [3]
    
     [×4] Benthic Giant                     [×3] Pyxis of Pandemonium
     [×4] Borderland Minotaur
     [×2] Cyclops of One-Eyed Pass          Lands [13]
     [×4] Gluttonous Cyclops
     [×4] Nessian Courser                   [×3] Forest
     [×4] Nettle Swine                      [×2] Island
     [×4] Oreskos Swiftclaw                 [×3] Mountain
     [×4] Pensive Minotaur                  [×3] Plains
     [×3] Silent Artisan                    [×2] Swamp
     [×4] Supply-Line Cranes
     [×4] Vulpine Goliath
     [×3] Wild Celebrants
    
     CONTROL -: poor (Wild Celebrants)
     DRAWPOWER: none
     SPEED ---: slow
     STAYPOWER: average
     STRENGTH : high
     SYNERGY -: poor
     RETRIEVAL: none
     P.CHANGES: Foe begins with a Pyxis of Pandemonium on the field
     NOTES ---: Deck has the most monsters and least lands out of all opponents.
                Opponent begins with a Pyxis and ~5 lands (1 per type) in hand,
                and always goes second.
    
     Pyxis-themed deck which exiles cards each turn and, when one gets 7 lands,
     sacrifices the artifact to swarm the field with tough baddies. Since over
     two-thirds of the deck are powerful creatures, this is often a death sentence.
     Many of the creatures fall into the managable "high power, low toughness"
     category, but others are immediate problems. Benthic Giant has hexproof (can't
     be targeted by spells/abilities), Vulpine Goliath has trample, and Gluttonous
     Cyclops has Monstrosity 3.
    
     On Planeswalker difficulty, the opponent already begins with a Pyxis in play.
     That seems to be the only change, but it allows them to start their plan from
     the get-go, giving the player no time to do anything (it doesn't need mana to
     pay its exile cost, remember). Although I can't check, given how the battle
     begins, it's possible the foe begins with a full hand of lands.
    
     Other notes:
    
     • Forcing the foe to have dead draws is a good strategy -- this can be done
       by destroying Pyxis before its effect goes off, or destroying lands it'll
       need. Islands (required for Benthic Giant) are the easiest choice, given
       how few in number there are. Alternatively, one can leave Pyxis up and just
       decimate the foe's hand, a la Monomania or Mind Rot. It has no methods for
       retrieval or searching (besides Pyxis), so most milling methods can work.
    
     • WITB always begins with a Pyxis in hand, so those who want to destroy it by
       turn 2 need to pull a Naturalize or do an Elvish Pioneer/Reclamation Sage
       combo. Burning Inquiry, which forces each player to draw 3 and randomly
       discard 3, is great, too, as it may immediately make the foe mana-starved.
       These tactics can work on Planeswalker difficulty also, but there's no way
       to stop it before it can go off.
    
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    RAVNICA: BOROS FIST |==========================================================
    ____________________|                                       DIFFICULTY: 2 of 5
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     Creatures [31]                         Instants [4]
    
     [×4] Assault Griffin                   [×4] Swift Justice
     [×4] Bomber Corps
     [×4] Boros Elite                       Lands [25]
     [×4] Boros Mastiff
     [×4] Daring Skyjek                     [×4] Boros Guildgate
     [×4] Nav Squad Commandos               [×8] Mountain
     [×3] Ordruun Veteran                   [×9] Plains
     [×4] Skyknight Legionnaire             [×4] Sacred Foundry
    
     CONTROL -: poor
     DRAWPOWER: none
     SPEED ---: fast
     STAYPOWER: average
     STRENGTH : average
     SYNERGY -: good
     RETRIEVAL: none
     P.CHANGES: [+2] Assemble the Legion    [-4] Boros Mastiff
                [+2] Boros Charm            [-4] Nav Squad Commandos
                [+4] Truefire Paladin
    
     This is a R/W Battalion-themed deck, where most creatures' special ability
     activates when attacking with 2 or more allies. It's half beatdown, half
     speed -- very simple to understand.
    
     Planeswalker difficulty turns the otherwise boring battle into something a
     bit tougher. Boros Charm provides clinch abilities, like giving double strike
     or making all its owner's creatures indestructible. Truefire Paladin replaces
     Boros Mastiff in both CMC and lifelink effect, but also has an activated
     ability to give first strike. Finally, the most annoying card: Assemble the
     Legion. This is an enchantment that spawns 1/1 soldiers with haste during
     its owner's upkeep. Each turn, the amount spawned grows by 1, quickly making
     enormous amounts of fodder to deal with (similar to "Endless Ranks of the
     Dead" from last year's Planeswalker game). ATL is an enchantment, not an
     artifact, so make sure one's destruction abilities are updated accordingly.
    
     With the exception of NS Commandos, all creatures have a toughness of 1-2,
     ensuring their demise against all but the wimpiest of one's creatures.
     Noncombat damage works fine, too. Be wary of situations where the opponent
     attacks "recklessly" -- they may have a Swift Justice (or Boros Charm) in
     hand. Or two!
    
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    RAVNICA: CHANDRA |=============================================================
    _________________|                                          DIFFICULTY: 2 of 5
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     Creatures [21]                         Instants [9]
    
     [×2] Cinder Elemental                  [×2] Annihilating Fire
     [×1] Firewing Phoenix                  [×3] Searing Spear
     [×4] Flamewave Invoker                 [×4] Volcanic Geyser
     [×2] Hellfire Mongrel
     [×2] Lavaborn Muse                     Sorceries [1]
     [×3] Pilgrim's Eye
     [×4] Regathan Firecat                  [×1] Cone of Flame
     [×3] Young Pyromancer
                                            Lands [25]
     Artifacts [1]
                                            [25] Mountain
     [×1] Staff of the Flame Magus
    
     Enchantments [3]
    
     [×3] Seal of Fire
    
     CONTROL -: great (Annihilating Fire, Searing Spear, Volcanic Geyser)
     DRAWPOWER: poor
     SPEED ---: good
     STAYPOWER: poor
     STRENGTH : average
     SYNERGY -: good
     RETRIEVAL: poor (Firewing Phoenix)
     P.CHANGES: [+4] Chandra's Phoenix      [-4] Regathan Firecat
                [+2] Flametongue Kavu       [-2] Cinder Elemental
                [+1] Pyromancer's Gauntlet  [-1] Staff of the Flame Magus
    
     Like all of Chandra's decks in the Planeswalker series, her main goal is to
     kill opponents through noncombat damage. All enchantments, instants and
     sorceries she owns are to that end, and many of her creatures (Lavaborn Muse,
     Cinder Elemental, Hellfire Mongrel, Flamewave Invoker) fall into the same
     category. The more lands she has, the more damage she can deal with Cinder
     Elemental and Volcanic Geyser -- and, foregoing player damage, may use their
     effects to destroy problematic creatures.
    
     Planeswalker difficulty ups the ante. The crappy Regathan Firecat is switched
     for Chandra's Phoenix, a 2/2 hasted flyer that can return itself to the hand
     each time its owner plays a red instant or sorcery. Flametongue Kavu is a 4/2
     that deals 4 damage to a target creature when summoned. Finally, Pyromancer's
     Gauntlet adds 2 extra damage to all existing noncombat damage inflicted by
     its controller. There's only one, but its effect will be immediate!
    
     Easiest way to win? Life gain, life gain, life gain. She's going to do her
     darndest to whittle down one's health while picking off what creatures do
     hit the field. Luckily, most of her creatures are straight-up weak (most have
     a toughness of 1-2), and the deck has nothing that maintains hand advantage
     or allows graveyard retrieval. Firewing Phoenix's effect allows it to be
     returned to the hand, however -- but there's only one to deal with.
    
     • Milling will put Firewing Phoenix (and/or Chandra's Phoenix) into the
       graveyard for easy retrieval, but it still gets rid of many sources of
       noncombat damage in the meantime. Even just a couple hits of Tome Scour,
       Chill of Forboding, etc. can deal major blows, if luck's on one's side.
    
     • Flametongue Kavu's damage effect is mandatory, which is why Chandra won't
       summon it when her opponent controls no creature. When it's summoned, if
       a player bounces the only creature(s) s/he owns, Kavu will have no choice
       but to destroy its ally, or even itself.
    
    ________________________
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    RAVNICA: GOLGARI DEPTHS |======================================================
    ________________________|                                   DIFFICULTY: 2 of 5
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     Creature [22]                          Instants [6]
    
     [×4] Corpse Blockade                   [×2] Fatal Fumes
     [×4] Gutter Skulk                      [×4] Grisly Salvage
     [×4] Sewer Shambler
     [×4] Slitherhead                       Lands [28]
     [×4] Terrus Wurm
     [×2] Zanikev Locust                    [×6] Forest
                                            [×4] Golgari Guildgate
     Sorceries [4]                          [18] Swamp
    
     [×4] Drown in Filth
    
     CONTROL -: average (Fatal Fumes)
     DRAWPOWER: none
     SPEED ---: average
     STAYPOWER: average
     STRENGTH : good
     SYNERGY -: good
     RETRIEVAL: poor (Grisly Salvage)
     P.CHANGES: [+4] Rot Farm Skeleton      [-4] Swamp
                [+2] Vigor Mortis           [-2] Terrus Wurm
    
     This is a fun G/B Scavenge-themed deck. Many creatures here, when put into
     the graveyard, can be exiled for their Scavenge cost to put counters on a
     different monster, quickly making beatsticks. GD will use Drown in Filth's
     milling to kill creatures, then parlay the thinning into graveyard retrieval
     with Grisly Salvage.
    
     Planeswalker difficulty drops extra lands in exchange for Rot Farm Skeleton,
     a 4/1 wimp that can mill the deck to return itself to the battlefield. This
     gives it extra synergy with Drown in Filth and Grisly Salvage, and it'll be
     happy to discard it (or kamikaze it) when able. Vigor Mortis is a relatively
     low-cost resurrector, returning a creature from GD's graveyard to the field,
     often with a +1/+1 counter on it. With only two around, and them replacing
     two scavengable Terrus Wurms, this change tends to work in one's favor.
    
     Spot removal works best, and surprisingly, milling can help move things along.
     This gets rid of annoyances like Drown in Filth and Fatal Fumes, as well as
     setting the proverbial table with tons of exile fodder. That is, the foe
     tends to play opportunistically -- if many scavenge targets exist, it'll burn
     through them as often as possible, even on crappy creatures like Gutter Skulk.
     (I've also seen it use Corpse Blockade as its counter recipient, heh.) Take
     advantage of the foe's single-mindedness by killing creatures after GD pays
     scavenge costs, or bouncing them to the hand, which works similarly (counters
     are automatically removed in those cases).
    
     • Don't forget Corpse Blockade's effect: sacrificing its allies for one-turn
       deathtouch! Putting creatures in its graveyard is its goal anyway, so this
       works in its favor -- if it gets rid of an opponent's beatstick, great! On
       a similar note, if one has deathtouch monsters on the field, GD's reticence
       to attack surfaces. It doesn't want to spend turns raising a 10+/10+ ringer
       only for it to die to some piddly wuss like a Pharika's Chosen or Agent of
       the Fates.
    
     • Oftentimes, the AI Scavenges opportunistically, using the effect on whatever
       it has laying around. This goes back to the strategy of playing into its
       milling, then letting the opponent Scavenge its best monsters (thus exiling
       them) before it can use Grisly Salvage. Just beware: land-filled graveyards
       make Drown in Filth's power skyrocket!
    
     • As with all opponents who raise large beatsticks, consider using Tribute to
       Hunger when they're all alone. Force a sacrifice, gain some life -- truly a
       winning combo.
    
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    RAVNICA: RAKDOS RIOT |=========================================================
    _____________________|                                      DIFFICULTY: 3 of 5
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     Creatures [23]                         Instants [7]
    
     [×4] Demon's Jester                    [×4] Auger Spree
     [×4] Gore-House Chainwalker            [×3] Grisly Spectacle
     [×4] Grim Roustabout
     [×3] Rakdos Ringleader                 Lands [24]
     [×4] Rakdos Shred-Freak
     [×2] Rix Maadi Guildmage               [×4] Blood Crypt
     [×2] Thrill-Kill Assassin              [×8] Mountain
                                            [×4] Rakdos Guildgate
     Enchantments [6]                       [×8] Swamp
    
     [×4] Deviant Glee
     [×2] Havoc Festival
    
     CONTROL -: good (Auger Spree, Grisly Spectacle)
     DRAWPOWER: none
     SPEED ---: fast
     STAYPOWER: poor
     STRENGTH : average
     SYNERGY -: good
     RETRIEVAL: none
     P.CHANGES: [+3] Carnival Hellsteed     [-3] Rakdos Ringleader
                [+4] Rakdos Pit Dragon      [-4] Demon's Jester
    
     R/B speed blitz deck, containing creatures with regeneration, deathtouch and
     haste. Most have wimpy stats, but can grow stronger with Deviant Glee and
     inherent keywords (Hellbent gives stat boosts if controller has no cards in
     hand; Unleash can give a +1/+1 counter when creature enters field, but they
     lose ability to block). Auger Spree and Grisly Spectacle act as spot removal,
     although the latter doesn't work on artifact creatures.
    
     On Planeswalker difficulty, the expensively wimpy (3/1) Rakdos Ringleader's
     replaced by the much more violent Carnival Hellsteed (5/4), which has the
     same CMC (6), plus first strike, haste and Unleash. Yikes! Meanwhile, the
     2/1 flyer, Demon's Jester, is replaced by the flight-capable 3/3 Pit Dragon,
     which also has the draconic "+1/+0 for each red mana spent" ability.
    
     The easiest way to win's still noncombat damage. Most creatures inherently
     have a low toughness (1-2), and this method also gets around Grim Roustabout
     and Rakdos Ringleader's regeneration. Those who can't match RR's speed may end
     up in a very dire situation, particularly if Havoc Festival (each player
     loses half their life in upkeep stage; life gain is prevented) hits the field.
     Other notes:
    
     • Rix Maadi Guildmage is a wimp, but can prey upon the opponent when they
       cast cards with life-loss costs. For example, you try bouncing your creature
       to the hand with Vapor Snag, which loses 1 life. Afterwards, Rix Maadi uses
       its spare mana to deal extra damage (1 black + 1 red = 1 life lost). This
       can quickly stack up with attacking in the early rounds, not to mention act
       as annoying snipes in the late going, when there's plenty of mana to burn.
    
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    RAVNICA: SIMIC STRANGENESS |===================================================
    ___________________________|                               DIFFICULTY: 2 of 5
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     Creatures [25]                         Sorceries [7]
    
     [×4] Adaptive Snapjaw                  [×2] Miming Slime
     [×3] Assault Zeppelid                  [×2] Slime Molding
     [×3] Battering Krasis                  [×3] Urban Evolution
     [×4] Coiling Oracle
     [×4] Frilled Oculus                    Lands [24]
     [×2] Nimbus Swimmer
     [×3] Shambleshark                      [×4] Evolving Wilds
     [×2] Species Gorger                    [×9] Forest
                                            [×7] Island
     Instants [4]                           [×4] Simic Guildgate
    
     [×4] Bioshift
    
     CONTROL -: none
     DRAWPOWER: good (Coiling Oracle, Urban Evolution)
     SPEED ---: average
     STAYPOWER: average
     STRENGTH : average
     SYNERGY -: average
     RETRIEVAL: none
     P.CHANGES: [+4] Cloudfin Raptor        [-4] Bioshift
                [+4] Experiment One         [-4] Frilled Oculus
                [+3] Drakewing Krasis       [-3] Shambleshark
                [+2] Fathom Mage            [-2] Species Gorger
    
     U/G deck based on creatures with Evolve keyword (earn +1/+1 counter each time
     creature with power or toughness greater than theirs enters under owner's
     control) and a Species Gorger/Coiling Oracle bounce combo. Opponent may use
     Bioshift to salvage earned counters by moving 'em onto another target.
    
     Planeswalker difficulty introduces a lot more speed into the deck. Gone is
     the 6/6 Species Gorger, Shambleshark and Frilled Oculus. In their places are
     Cloudfin Raptor and Experiment One, evolve-capable creatures with a CMC of 1.
     Drakewing Krasis is basically the same as Assault Zeppelid, only it's a 3/1
     instead of a 3/3. Fathom Mage lets its owner draw a card each time it evolves,
     giving the deck extra drawpower.
    
     For general strategies, noncombat damage works to a degree, but several
     critters (Adaptive Snapjaw, Shambleshark, Battering Krasis) can grow out of
     range if left to their own devices. The main thing to remember is that with
     Coiling Oracle and Urban Evolution, the opponent is often putting in an extra
     land each turn; with Species Gorger, the former is reusable. (Even if a land
     isn't revealed, it's still a free card!) Other than that, SS can't tamper with
     its graveyard, so mill/defender decks can often squeak out wins.
    
     • Creatures bounced to the hand lose all counters that were placed on 'em.
       Tokens created by Slime Molding or Miming Slime simply disappear, since they
       aren't actual cards, just created by their effect. (It's a good idea to get
       rid of 'em anyway, since having giant beatsticks around only powers up the
       next SM/MS usage.)
    
     • The opponent can't deal any noncombat damage, so some methods that would
       ordinarily be risky can work. Roil Elemental is a prime example, letting
       one simply poach the opponent's evolvers, then grow 'em in a new "field"!
    
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    SHANDALAR: ASSASSIN'S BLADE |==================================================
    ____________________________|                               DIFFICULTY: 3 of 5
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     Creatures [20]                         Instant [4]
    
     [×4] Acolyte of Xathrid                [×4] Ulcerate
     [×4] Cruel Sadist                      [×4] Vendetta
     [×4] Highway Robber
     [×4] Onyx Mage                         Sorceries [8]
     [×4] Xathrid Slyblade
                                            [×4] Assassinate
     Lands [24]                             [×4] Sign in Blood
    
     [24] Swamp
    
     CONTROL -: good (Ulcerate, Vendetta, Assasinate, Sign in Blood)
     DRAWPOWER: average (Sign in Blood)
     SPEED ---: average
     STAYPOWER: good
     STRENGTH : poor
     SYNERGY -: average
     RETRIEVAL: none
     P.CHANGES: [+4] Murder, [-4] Assassinate
    
     This is a black life loss deck. Acolyte of Xathrid, Highway Robber and Cruel
     Sadist can all inflict noncombat damage or life loss; cards that don't fit
     into that mold deal with instant death (Assassinate, Vendetta) or deathtouch
     (Xathrid Slyblade, Onyx Mage). Sign in Blood does double duty for drawpower
     and damage.
    
     Planeswalker difficulty does very little, simply trading Assassinate for a
     more general-use Murder -- the latter can work on anything, not just tapped
     creatures. Their CMCs are identical.
    
     As usual, life gain decks counter most of AB's offense, and one's own
     noncombat damage can eliminate most of the monsters, which are weenies. Note
     that Xathrid Slyblade can trade its hexproof for deathtouch and first strike,
     so baiting it into attacking/blocking will open a window for noncombat damage.
    
     • Vendetta is a double-edged sword -- it outright kills its target but the
       owner takes damage equal to its toughness. This means, if the foe's life
       gets low enough, it moves outside the range of its use (the AI will never
       intentionally make itself lose a duel). For instance, if the foe has 9 life
       and one owns a 10/10 Nemesis of Mortals, it's essentially Vendetta-proof!
    
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    SHANDALAR: BEAST AMBUSH |======================================================
    ________________________|                                   DIFFICULTY: 3 of 5
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     Creatures [29]                         Sorceries [6]
    
     [×4] Advocate of the Beast             [×4] Hunt the Weak
     [×4] Bond Beetle                       [×2] Overrun
     [×4] Brindle Boar
     [×4] Living Totem                      Lands [25]
     [×2] Spiked Baloth
     [×3] Primal Huntbeast                  [25] Forest
     [×4] Rumbling Baloth
     [×4] Timberpack Wolf
    
     CONTROL -: poor (Hunt the Weak)
     DRAWPOWER: none
     SPEED ---: good
     STAYPOWER: average (Advocate of the Beast)
     STRENGTH : good
     SYNERGY -: good
     RETRIEVAL: none
     P.CHANGES: [+4] Kalonian Tusker        [-4] Timberpack Wolf
                [+2] Thragtusk              [-2] Spiked Baloth
    
     Green beast/beatdown deck. Bond Beetle, AOTB and Living Totem can grant +1/+1
     counters, while Timberpack Wolf grows more powerful when cards of the same
     name are on the field. The power-up strategy is all to maintain field
     advantage for Overrun, which grants +3/+3 and trample to all monsters.
    
     On Planeswalker difficulty, the deck's speed is improved. Timberpack Wolf,
     a 2/2 with CMC 2, is replaced with Kalonian Tusker, a 3/3 with the same CMC.
     Don't be surprised if the foe slips in AOTB to make it a 4/4 or better soon
     after entry. Thragtusk is a 5/3 beatstick that leaves a 3/3 beast token when
     destroyed.
    
     Easiest way to win? Noncombat damage works (most enemy creatures have a
     toughness of 1-3) but having a beatstick of one's own may be better, since
     the enemy will be hesitant to attack. Just watch out for Hunt the Weak, which
     will be used to pick off one's weaker creatures without their abilities
     kicking in. (Example: your Pharika's Chosen with deathtouch would normally
     make beatsticks hesitant to attack...but with HTW, it'll just be fodder and
     kill nothing in return.) Primal Huntbeast can't be targeted by abilities or
     spells, so the "have a beatstick to dissuade the foe" strategy is doubly
     useful. Try investing in creatures that have Monstrosity effects, like the
     easy-to-use Nemesis of Mortals.
    
     • Whenever possible, kill Advocate of the Beast (2/3)! Even quickie removal
       like Auger Spree can quickly be moved from OHKO territory, and since AOTB's
       effect triggers at turn's end, the foe will often slip it in after the
       combat phase to ensure at least one counter is created.
    
    _________________________
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    SHANDALAR: BLAZING WINGS |=====================================================
    _________________________|                                  DIFFICULTY: 2 of 5
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     Creature [24]                          Enchantments [8]
     
     [×4] Ancient Hellkite                  [×4] Firebreathing
     [×4] Brood Keeper                      [×4] Lightning Talons
     [×4] Dragon Egg
     [×4] Dragon Hatchling                  Instants [4]
     [×4] Furnace Whelp
     [×4] Volcanic Dragon                   [×4] Punishing Fire
    
     Lands [24]
    
     [24] Mountain
    
     CONTROL -: average (Punishing Fire)
     DRAWPOWER: none
     SPEED ---: good
     STAYPOWER: average
     STRENGTH : good
     SYNERGY -: average
     RETRIEVAL: poor (Punishing Fire)
     P.CHANGES: [+4] Dragonspeaker Shaman, [-4] Firebreathing
    
     THE GIST: Red dragon-themed flyer deck. A common ability among them is being
     able to spend red mana for +1/+0, which they'll certainly do if one gives 'em
     an opening. Firebreathing bestows the same prowess, and the common Lightning
     Talons (+3/+0, first strike) gives extra bite. Punishing Fire, which is like
     Shock in many ways, can be returned to the hand when its owner's opponent
     gains life.
    
     Planeswalker changes little, but its effects are still apparent -- the new
     addition is a 2/2 that lowers all dragon card costs by 2 colorless mana. This
     means it's possible to have Furnace Whelp out with 2 mountains, Ancient
     Hellkite with 4, and other combinations of weenie flyers with less. Needless
     to say, destroying this as soon as possible makes the battle much slower, and
     in doing so, easier.
    
     Despite Punishing Fire, milling and hand destruction work great, capitalizing
     on draw/retrieval methods. (Decks with land destruction themes can do fine,
     too, since it deprives the foe's creatures of extra firepower.) With the foe's
     ranks plum full of cost-activated abilities, it often burns through its mana
     pool quickly in the battle phase. None of said abilities improve toughness,
     though, so tactically bouncing/killing attackers makes for good setbacks, as
     well as robbing them of recourse during one's own turn. Even simple instants
     like Righteous Blow (deal 2 damage to attacking creature) or Shock can waste
     most creatures, or serve as the coup de grace on those damaged in combat.
     The opponent trie the same tactic, so return the favor, eh?
    
     • The AI often uses its Punishing Fires intelligently, "wasting" them as soon
       as it sees one has a beatstick with lifelink (Baneslayer Angel, Griselbrand,
       etc). This is, of course, in preparation to retrieve them the next time said
       beatstick attacks. Just remember that retrieving them costs the opponent 1
       red mana, so if the bounce method above works, the foe may be mana-starved
       and miss the opportunity. On a similar note, one can destroy graveyard PFs
       by using "Suffer the Past," which also gains life in the process -- quite
       the cheeky kiss-off!
    
     • All creatures besides Volcanic Dragon (4/4) and Ancient Hellkite (6/6) are
       weenies. Even though they can buff their attacks, their toughness remains
       poor. Simple instants, like Righteous Blow or Shock, can rough roughshod
       over most attackers. Also, any flyer with first strike -- perhaps even using
       Lightning Talons, as the foe does -- goes well. Guard Gomazoa (1/3) and
       Palisade Giant (2/7) take no combat damage and redirect all damage,
       respectively, and can make good alternatives.
    
    ________________________
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    SHANDALAR: SLIMY HORROR |======================================================
    ________________________|                                   DIFFICULTY: 1 of 5
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     Creatures [23]                         Artifacts [1]
    
     [×2] Bogbrew Witch                     [×1] Bubbling Cauldron
     [×4] Chasm Skulker
     [×3] Colossal Whale                    Sorceries [3]
     [×4] Coral Barrier
     [×4] Festering Newt                    [×3] Polymorph
     [×2] Rotfeaster Maggot
     [×4] Witch's Familiar                  Lands [25]
    
     Instants [8]                           [×4] Drowned Catacomb
                                            [11] Island
     [×2] Essence Scatter                   [10] Swamp
     [×2] Polymorphist's Jest
     [×4] Turn to Frog
    
     CONTROL -: good (Essence Scatter, Polymorphist's Jest, Turn to Frog)
     DRAWPOWER: none
     SPEED ---: average
     STAYPOWER: average
     STRENGTH : poor
     SYNERGY -: poor
     RETRIEVAL: poor
     P.CHANGES: [+4] Murder, [-4] Turn to Frog
    
     U/B Bogbrew Witch deck, containing theme-pertinent cards (Witch's Familiar,
     Festering Newt, Bubbling Cauldron) and other creepy-crawly types. The instants
     and sorceries are morph-themed, changing one/all target creatures into 1/1
     ability-less frogs until end of turn; Polymorph simply destroys a creature and
     has its controller put one from the deck onto the field. On Planeswalker
     difficulty, Turn to Frog is just switched out for the creature-destroying
     Murder.
    
     With most monsters pretty terrible (Colossal Whale the exception) and too few
     Cauldrons/Witches, the deck has a very ramshackle feel -- just about anything
     can work, from noncombat damage to milling to hand destruction. Old-fashioned
     beatdowns are probably the easiest method, though -- just keep an eye on the
     opponent's mana pool and consider whether they have a Polymorphist's Jest or
     Turn to Frog in hand.
    
     • Once Witch's Cauldron hits the field, it tends to rob a lot of the impact
       one's offense has. Creature would be destroyed in battle? Sacrifice it for
       4 life. Try destroying creature with Shock, Auger Spree, etc.? Sacrifice
       it for 4 life. It has a secondary effect (sacrifice Witch's Familiar to
       make opponent lose 4 life, then gain life equal to that) but it's not a
       common occurance. The opponent will even preemptively sacrifice creatures
       once its life total plummets, ensuring a fight to the bitter end.
    
    __________________________
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    SHANDALAR: WIZARDS' TOWER |====================================================
    __________________________|                                 DIFFICULTY: 3 of 5
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯              Sorceries [12]
     Creatures [23]
                                            [×4] Mind Sculpt
     [×4] Æther Adept                       [×4] Tome Scour
     [×4] Archaeomancer                     [×4] Traumatize
     [×3] Archivist
     [×4] Azure Mage                        Lands [25]
     [×4] Paragon of Gathering Mists
     [×4] Sage's Row Denizen                [25] Island
    
     CONTROL -: poor (Æther Adept)
     DRAWPOWER: good (Archivist, Azure Mage)
     SPEED ---: slow
     STAYPOWER: poor
     STRENGTH : poor
     SYNERGY -: good
     RETRIEVAL: average (Archaeomancer)
     P.CHANGES: [+4] Thought Scour          [-4] Paragon of Gathering Mists
                [+4] Sleep                  [-4] Sage's Row Denizen
    
     Blue mill deck, centralized on destroying opponent's library while using
     Azure Mage/Archivist to maintain hand advantage. Archaeomancer fetches spent
     sorceries to speed things up; Æther Adepts bounce high-priority targets. On
     Planeswalker difficulty, Paragon and SRD are ditched in favor of another easy
     mill source (Thought Scour) and a tap-all-creatures annoyance (Sleep).
    
     Flyers work well here, and the opponent has no way to block them, save POGM's
     activated ability (and that only applies 'til turn's end). Whichever strategy
     one chooses, the milling in this deck is very fast, thanks to Sage's Row
     Denizen and multiple Mind Sculpts and Tome Scours -- always pack some Elixirs
     of Immortality. Backup ways to retrieve those Elixirs (Treasured Find) or
     fetch them (Rune-Scarred Demon) would be wise...just in case.
    
    _________________________
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    ZENDIKAR: ALL-OUT SPRINT |=====================================================
    _________________________|                                  DIFFICULTY: 2 of 5
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     Creatures [16]                         Instants [8]
    
     [×4] Caravan Hurda                     [×4] Narrow Escape
     [×4] Felidar Sovereign                 [×4] Rest for the Weary
     [×4] Lightkeeper of Emeria
     [×4] Lone Missionary                   Sorceries [6]
    
     Enchantments [4]                       [×2] Oust
                                            [×4] Survival Cache
     [×4] Sunspring Expedition
    
     Lands [26]
    
     [26] Plains
    
     CONTROL -: poor (Oust)
     DRAWPOWER: poor (Survival Cache)
     SPEED ---: average
     STAYPOWER: average
     STRENGTH : average
     SYNERGY -: good
     RETRIEVAL: poor (Narrow Escape)
     P.CHANGES: [+4] Emeria, the Sky Ruin, [-4] Plains
    
     White life gain deck, built around Felidar Sovereign's instant win condition
     (having 40+ life during upkeep). Every card here draws the end closer,
     whether it's LOE's multikicker, Survival Cache's rebound effect or the
     instants (RFTW can heal 8 life with its Landfall effect).
    
     Planeswalker difficulty only adds one card, but what an annoyance it is. If
     one controls 7+ Plains during the upkeep, Emeria lets them return a graveyard
     creature to play for free. This means no more "destroy all Felidar Sovereigns
     to beat the deck" nonsense, since that's the first target the opponent will
     choose. Recycling land destruction (Charmbreaker Devils + Demolish, Tectonic
     Rift) or simply exiling Sovereigns now becomes a useful tactic.
    
     Winning here is whatever the quickest way to deliver pain is -- almost always
     noncombat damage, beatsticks or a combination of both (like Inferno Titan).
     Aura-themed weenie decks can do well, too, and they needn't fear much besides
     Oust's put-atop-deck effect and LOE's flying. Just remember that all creatures
     (save Lone Missionary) have lifelink, so it may take a little while to make a
     dent. As long as the opponent's life is kept sub-40, or all Felidar Sovereigns
     are milled, the fight is managable.
    
     • The foe has no noncombat damage sources itself, leaving just Oust to deal
       with lingering threats. This opens the door to do fun tactics like stealing
       the foe's Felidar Sovereign (via Switcheroo or Roil Elemental) and winning
       that way.
    
    ________________
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    ZENDIKAR: NISSA |==============================================================
    ________________|                                           DIFFICULTY: 3 of 5
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     Creatures [24]                         Sorceries [8]
    
     [×4] Civic Wayfinder                   [×2] Bountiful Harvest
     [×4] Elvish Pioneer                    [×2] Feral Incarnation
     [×4] Elvish Visionary                  [×2] Nissa's Expedition
     [×2] Imperious Perfect                 [×2] Overwhelm
     [×4] Nissa's Chosen
     [×2] Oracle of Mul Daya                Instants [4]
     [×4] Sylvan Ranger
                                            [×2] Groundswell
     Lands                                  [×2] Primal Bellow
    
     [24] Forest
    
     CONTROL -: poor
     DRAWPOWER: average (Elvish Visionary)
     SPEED ---: good
     STAYPOWER: poor
     STRENGTH : average
     SYNERGY -: great
     RETRIEVAL: great (Civic Wayfinder, Oracle of Mul Daya, Sylvan Ranger)
     P.CHANGES: [+2] Elvish Champion        [-2] Bountiful Harvest
                [+2] Feral Incarnation      [-2] Civic Wayfinder
                [+2] Joraga Warcaller       [-2] Oracle of Mul Daya
                [+2] Overwhelm              [-2] Nissa's Expedition
    
     Oh joy, a green elf weenie deck. Like many decks of its ilk, the draw power
     and land-grabbing ability is huge, especially with Nissa's Expedition (put
     two tapped lands on the field; Convoke) and Oracle of Mul Daya (can play an
     extra land each turn; if top card of library is a land, it can be played).
     The eventual goal of the field spam is destroying the opponent in a final
     hurrah, thanks to Overwhelm -- and that turn isn't far off, thanks to said
     sorcery having Convoke also. Groundswell and Primal Bellow act as offensive
     boosts and, when targeted for noncombat damage, defensive protectors.
    
     Planeswalker difficulty shakes things up noticeably, making the deck highly
     aggressive. Gone are many land-grab cards, replaced with more Overwhelms and
     Feral Incarnations. Elvish Champion gives +1/+1 to other elves, and Joraga
     Warcaller has a similar buff on its allies with its multikicker ability.
    
     As most strategies vs. weenies end up being, noncombat damage. Since the
     whole point of elf decks is to get multiple ones out and use Imperious Perfect
     to boost their stats, en-masse destruction -- like Planar Cleansing or Anger
     of the Gods -- is great. (Anger of the Gods is also nice since it exiles
     Nissa's Chosen, preventing them from returning to the deck.) As long as one is
     stifling the weenie spam, it shouldn't be too hard to combat the general
     annoyances (like Feral Incarnation). The deck also lacks graveyard retrieval
     and its own noncombat damage sources, so one can even play harder-to-use cards
     like Roil Elemental.
    
     • Tactically destroy Imperious Perfect (and Elvish Champion) to leave other
       attackers open. A very basic strategy, but it helps reduce field spam, and
       thus lowers the chances of the foe wasting an Overwhelm on their next turn.
    
     • Overwhelm can be countered with Hysterical Blindness, which gives all
       creatures -4/-0 until end of turn. It can be a great way to smash Nissa's
       ranks at once, provided one can overcome their toughness.
    
     • Many of Nissa's cards act as deck-thinning land-grabbers, ensuring she's
       rarely mana-starved and has plenty of discard fodder if targeted by, say,
       Mind Rot. However, she can ONLY fetch lands, so milling strategies can still
       work here (how do you think I found changes between difficulties?). However,
       her deck is still fast, so capitalize early and get a beatstick out that's
       worth the effort -- Soul of Zendikar, Inferno Titan, etc.
    
    _________________________
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    ZENDIKAR: TANGLED GROWTH |=====================================================
    _________________________|                                  DIFFICULTY: 3 of 5
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     Creatures [26]                         Instant [4]
    
     [×2] Avenger of Zendikar               [×4] Harrow
     [×4] Jaddi Lifestrider
     [×4] Phytotitan                        Lands [26]
     [×4] Snapping Creeper
     [×4] Vinelasher Kudzu                  [22] Forest
     [×4] Wall of Vines                     [×4] Khalni Garden
     [×4] Wall of Wood
    
     Enchantments/Auras [4]
    
     [×4] Entangling Vines
    
     CONTROL -: poor (Entangling Vines)
     DRAWPOWER: none
     SPEED ---: average
     STAYPOWER: average (Phytotitan, Jaddi Lifestrider)
     STRENGTH : good (Avenger of Zendikar, Phytotitan)
     SYNERGY -: great
     RETRIEVAL: poor (Harrow)
     NOTES ---: Player begins with free Trusty Machete (equipment) on field
     P.CHANGES: [+4] Khalni Heart Expedition   [-4] Snapping Creeper
                [+4] Wall of Blossoms          [-4] Wall of Wood
    
     Green plant-themed spam deck. The low-cost monsters are defenders that impede
     the opponent, buying time to get out juggernauts like Phytotitan (resummons
     itself when killed) and Jaddi Lifestrider (life gain source). The main
     creature to look out for is Avenger of Zendikar, which has a Landfall effect
     that places +1/+1 counters on all plants. This is important to destroy, since
     it spawns 0/1 plant tokens when it enters the field, equal to the number of
     lands its owner has. Needless to say, the longer the battle goes on, the
     worse things get!
    
     Planeswalker difficulty ditches Snapping Creepers in favor of Khalni Heart
     Expeditions, enchantments that can be sacrificed to fetch two lands. Wall of
     Wood, an unimpressive 0/3 defender, is switched for the slightly tougher Wall
     of Blossoms defender (0/4), which lets one draw a card upon battlefield entry.
     Of the new additions, it's KHE that's important to watch out for, as it gives
     quick power to Vinelasher Kudzu and sacrificial targets for Harrow. Its land
     grab tactics also power up other KHEs, giving the deck much-needed speed.
    
     The usual noncombat damage will get rid of the weenie defenders and Khalni
     Garden's 0/1 spawns, while bigger guns are needed for Jaddi and AoZ (Ground
     Assault is the most cost-effective). For those going that route, one of the
     best cards is "Anger of the Gods," which ends up exiling all creatures it
     kills -- including Phytotitan, which would normally end up returning to the
     field like nothing happened. It should be noted that milling works great here,
     since the opponent has no way to fetch 'em back, plus it tends to rid one of
     the annoying amount of Jaddis/Phytos/Avengers.
    
     OTHER NOTES: Player has a free Trusty Machete artifact (equip: +2/+1) in play
     already. It should be obvious how this helps overcome walls. Also, Harrow can
     sacrifice a land to fetch two more, and as an instant, may render effects to
     destroy lands (Demolish, Tectonic Rift) useless. However, land destruction's
     still a very good route to go, especially if Charmbreaker Devils is around.
    
    _________________________
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    ZENDIKAR: TOMB OF TERROR |=====================================================
    _________________________|                                  DIFFICULTY: 2 of 5
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     Creatures [23]                         Instants [4]
    
     [×4] Blood Seeker                      [×4] Tomb Hex
     [×2] Bloodghast
     [×3] Bloodrite Invoker                 Sorceries [7]
     [×4] Bloodthrone Vampire
     [×4] Gloomhunter                       [×3] Dead Reckoning
     [×2] Kalastria Highborn                [×4] Disentomb
     [×4] Ruthless Cullblade
                                            Lands [24]
     Enchantments [2]
                                            [24] Swamp
     [×2] Soul Stair Expedition
    
     CONTROL -: average (Tomb Hex)
     DRAWPOWER: poor
     SPEED ---: good
     STAYPOWER: average
     STRENGTH : average
     SYNERGY -: good
     RETRIEVAL: great (Dead Reckoning, Disentomb, Soul Stair Expedition)
     P.CHANGES: [+4] Gatekeeper of Malakir  [-4] Blood Seeker
                [+4] Grim Discovery         [-4] Disentomb
     NOTES ---: foe begins with Bloodghast, Bloodthrone Vampire, Dead Reckoning,
                Bloodrite Invoker, Gloomhunter and 2 Swamps in graveyard. Player
                begins with a Blazing Torch (equipment) on field.
    
     Black vampire-themed life loss deck. Blood Seeker passively deals damage when
     its opponent summons creatures; Bloodghast and Cullblade power up when one's
     life is 10 or less. Kalastria Highborn and the usual Bloodghast sacrifice loop
     (this time with Bloodthrone Vampire) ensure reliable life loss each turn. That
     said, its noncreature, nonland cards do damage, replenish the ranks or -- in
     Dead Reckoning's case -- both.
    
     Planeswalker difficulty adds in more annoyances. Gatekeeper of Malakir is a
     2/2 that has an easy 1-mana kicker, forcing its opponent to sacrifice a
     creature. Grim Discovery one-ups Disentomb, allowing it to also take a land
     from the graveyard (if applicable).
    
     In general, the average life gain deck should suffice, although it's much
     easier to work that concept into a speedier beatdown deck. After all, behind
     all those effects is a bunch of 1~2 toughness weenies. (Aforementioned
     sacrifice loop powers up Bloodthrone Vamp, though, so single-target spells on
     other creatures in its presence may be wasted.) Tomb Hex is almost always a
     -4/-4 on the opponent's turn; otherwise, it and Dead Reckoning tend to do
     half that.
    
     • The player has a free Blazing Torch artifact on the field during this fight,
       which makes creatures unblockable to vampires/zombies. It can be sacrificed
       to deal 2 damage as well, although the gesture means little in the face of
       Dead Reckoning and Disentomb. (It must be equipped to be sacrificable.)
    
     • Beware the 1/1 Bloodthrone Vampire attacking, as it will often sacrifice
       its allies to mow down whatever tries blocking it. This field-thinning
       tactic also leaves it wide open for tactical bouncing and other fun tricks,
       like Tribute to Hunger or Reprisal.
    
     • The foe's graveyard is a huge annoyance in this deck, so consider adopting
       its own tactics (Bloodghast spam) or eradicating its key creatures. Anger
       of the Gods will often annihilate the foe's ranks, exiling Bloodghasts and
       any that can't power-up through sacrifices. Suffer the Past can exile from
       the opponent's graveyard, doing double duty as a healing tactic.
    
    ___________________________
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    ZENDIKAR: TRAP-FILLED LAIR |===================================================
    ___________________________|                                DIFFICULTY: 1 of 5
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯             Sorceries [1]
     Instants [13]
                                            [×1] Blaze
     [×4] Lavaball Trap
     [×2] Lethargy Trap                     Lands [11]
     [×2] Runeflare Trap
     [×4] Stone Idol Trap                   [×3] Island
     [×1] Whiplash Trap                     [×8] Mountain
    
     CONTROL -: average
     DRAWPOWER: none
     SPEED ---: poor
     STAYPOWER: poor
     STRENGTH : average (Stone Idol Trap)
     SYNERGY -: average
     RETRIEVAL: none
     NOTES ---: TFL starts with 1 Island and 3 Mountains in play, 0 cards in hand
     P.CHANGES: [+1] Inferno Trap           [-1] Mountain
                [+1] Whiplash Trap          [-1] Lethargy Trap
    
     THE GIST: R/U trap-themed deck. Traps are special instants that can be cast
     for especially low costs, supposing the opponent fulfills a condition. Those
     conditions are: (1) Lavaball: two or more lands played (2) Lethargy: three
     or more creatures are attacking (3) Runeflare: 3+ cards drawn (4) Stone Idol:
     costs 1 colorless mana less to cast for each attacker (5) two+ creatures were
     played this turn.
    
     Planeswalker difficulty drops a Mountain for Inferno Trap, which can do 4
     damage on a 1-mana trigger, provided two or more creatures damaged its owner
     that turn. There's only one, though, making it of minor interest. There's a
     second Whiplash Trap added, too, which is far more useful than its forebear.
    
     Milling's the easiest way here, no doubt about it. It's possible to simply
     outlast the opponent with minimal effort, too, though life gain helps. As long
     as one avoids the traps' cost-lowering situations, this is fairly easy to deal
     with. Milling this opponent is also the easiest way to earn the "Ingenuity"
     achievement, for reference.
    
     • The 6/12 colorless Construct created by Stone Idol Trap doesn't have Reach,
       ensuring its use against an all-flyer strike is entirely pointless. It does
       have trample though, so weenies still have to be careful. (As an Artifact,
       it's susceptible to removers like Naturalize and Demolish, too.)
    
    ____________________
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    ALARA: EXPLORE BANT |==========================================================
    ____________________|                                       DIFFICULTY: 3 of 5
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     Creatures [25]                         Enchantments [4]
                                            
     [×4] Aven Squire                       [×4] Oblivion Ring
     [×4] Akrasan Squire                    
     [×2] Court Archers                     Artifacts [3]
     [×3] Guardians of Akrasa               
     [×3] Jhessian Infiltrator              [×3] Obelisk of Bant
     [×4] Qasali Pridemage                  
     [×2] Rafiq of the Many                 Lands [24]
     [×3] Rhox War Monk
                                            [×3] Bant Panorama
     Instants [4]                           [×6] Forest
                                            [×3] Island
     [×2] Bant Charm                        [×8] Plains
     [×2] Resounding Silence                [×4] Seaside Citadel
    
     CONTROL -: above-average (Oblivion Ring, Bant Charm, Resounding Silence)
     DRAWPOWER: none
     SPEED ---: average
     STAYPOWER: average
     STRENGTH : average
     SYNERGY -: good
     RETRIEVAL: poor (Bant Panorama, Resounding Silence)
     P.CHANGES: [+2] Bant Charm, [-2] Resounding Silence
    
     G/W/B Exalted deck -- basically, when a creature attacks alone, it gains
     +1/+1 for each of its Exalted allies. The common scenario one gets into is
     having Jhessian Infiltrator (which is unblockable) get the Exalted boosts,
     dealing consistant damage. If Rafiq is on the field, the attacker'll get
     double strike as well. (Only Rhox War Monk lacks Exalted.) Meanwhile, the
     instants and enchantments are used to get rid of problematic creatures, often
     by exiling.
    
     Planeswalker difficulty switches out Resounding Silence for more copies of
     the easy-to-use, general-purpose Bant Charm (can return to deck, destroy
     artifacts, counter spells). This eliminates any type of drawpower the deck
     had, poor as it may be, but makes the deck a bit more annoying.
    
     • Exalted creatures only get their effect when attacking alone, meaning if
       one nixes the attacker before the boost kicks in, the battle phase is a
       complete wash. Most cost-effective instants would be Ulcerate, Auger Spree,
       Volcanic Geyser, etc. (Once the boost occurs, destroying non-attacking
       creatures with Exalted won't lower it, note.) Anger of the Gods can wipe
       the field most of the time, too, giving the AI a taste of exile.
    
     • Qasali Pridemage can destroy enchantments and artifacts, so use at your
       discretion! Only Creepy Doll and Darksteel Axe/Ingot will be in the clear,
       thanks to indestructibility.
    
     • Fans of Planar Cleansing may already know this, but if nuking the field,
       any creature that was temporarily exiled by another permanent's effect --
       like Oblivion Ring or Banisher Priest -- returns to the field, giving one
       an immediate leg up. Something to consider, especially if one's running any
       monster steal/swap cards (Switcheroo, Portent of Betrayal, etc.), since one
       can then nab a Qasali Pridemage and sacrifice it to destroy Oblivion Ring.
    
    ______________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
    ALARA: EXPLORE GRIXIS |========================================================
    ______________________| 
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Creatures [21]                         Artifacts [2]
    
     [×2] Corpse Connoisseur                [×2] Obelisk of Grixis
     [×3] Death Baron
     [×4] Dregscape Zombie                  Sorceries [3]
     [×2] Extractor Demon
     [×4] Fleshbag Marauder                 [×3] Blightning
     [×2] Hellspark Elemental
     [×4] Viscera Dragger                   Lands [24]
    
     Instants [10]                          [×4] Crumbling Necropolis
                                            [×3] Grixis Panorama
     [×4] Agony Warp                        [×3] Island
     [×3] Bituminous Blast                  [×6] Mountain
     [×3] Magma Spray                       [×8] Swamp
    
     CONTROL -: average (Agony Warp, Bituminous Blast, Magma Spray)
     DRAWPOWER: average (Viscera Dragger)
     SPEED ---: above-average
     STAYPOWER: good
     STRENGTH : average
     SYNERGY -: good
     RETRIEVAL: average (Corpse Connoisseur, Unearth-capable creatures)
     P.CHANGES: [+2] Thraximundar, [-2] Corpse Connoisseur 
    
     B/R/U zombie deck, with a few skeletons and demons thrown in. Many creatures
     (Extractor, Viscera, Dregscape, Connoisseur) have Unearth, which allows them
     to be cast with Haste from the graveyard, in exchange for being exiled at
     turn's end. Thus, the opponent won't mind trading kills, since he can just
     blitz the field next time around. Meanwhile, Death Baron empowers zombies
     and skeletons with deathtouch, which applies to everything besides Hellspark
     & Extractor. Needless to say, even if one gets a beatstick or two out, it's
     hard to beat the constant stream of unearthed deathtouch-capable annoyances!
    
     Planeswalker difficulty takes out Connoisseurs for Thraximundar, a legendary
     zombie assassin with haste that forces its opponent to sacrifice creatures
     when it attacks. Each sacrifice gives it a +1/+1, so it needs to be removed
     as quickly as possible, if it can't be outright stolen (Roil Elemental,
     Switcheroo, etc). Ground Assault is the cheapest way to eliminate it, but
     cards like Volcanic Geyser and Banefire can do the trick, too. If one has a
     huge beatstick in the graveyard, Dead Reckoning may be able to OHKO it before
     it grows too large. Though it's an immediate threat, even with Death Baron
     out, at least only one can be out at a time...a small kindness, I suppose.
    
     All instants and sorceries deal noncombat damage, so there isn't really any
     perfect way, though beatsticks and (obviously) life gain are a good combo.
     Having cards of one's own that have Unearth or Undying help keep some field
     advantage, though in lieu of that, beefy cards with First Strike & Deathtouch
     make the foe think twice about attacking. Cards to consider using here:
    
     • Arrest (aura: equipped creature can't attack, block, activate abilities)
     • Baneslayer Angel (first strike, lifelink, flying)
     • Cloudshift (saves creatures from targeted spells, can renew effects)
     • Fog (all combat damage ignored during turn, 1 CMC)
     • Fusion Elemental (8/8 beatstick, not too difficult to get out)
     • Griselbrand (lifelink, drawpower)
     • Guard Gomazoa (1/3 flying defender, immune to combat damage)
     • Palisade Giant (all damage redirected to that card)
     • Planar Cleansing (wipes Obelisks; gets rid of Thraxamundar)
     • Rune-Scarred Demon (6/6 that searches any other card in library)
     • Soul of Zendikar (6/6 that can spawn 3/3 tokens)
     • Spore Burst (Domain-based weenie spam)
     • Suffer the Past (exiles Unearth-capable targets)
    
     Decks that focus on quickly creating beatsticks, like auras, shouldn't have
     much trouble taking advantage of the early turns when the foe can't do much.
     Token creation cards are great, too, since there's nothing worse than being
     deprived of a huge beatstick thanks to forced sacrifices. Sprouting Thrinax,
     an expansion card, creates tokens upon death, and makes for a good choice,
     both for its effect and as a 3/3 (CMC 3).
    
     If it wasn't obvious, milling is terrible here -- it just wastes mana and
     gives the opponent damage extra damage potential. On the flipside, milling
     does get rid of the instants and sorceries that make this duel hair-pullingly
     annoying. (Especially Blightening, which damages and forces one to discard 2.
     I hate you, Blightening! You hear me!?) Hand destruction, though bearing
     similar risks to the average milling techniques, can still be great in the
     early going. Pack a Monomania or two and see how it goes.
    
    ____________________
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
    ALARA: EXPLORE JUND |==========================================================
    ____________________|                                       DIFFICULTY: 2 of 5
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Creatures [20]                         Sorceries [7]
    
     [×4] Blister Beetle                    [×3] Bone Splinters
     [×2] Flameblast Dragon                 [×4] Dragon Fodder
     [×2] Karrthus, Tyrant of Jund
     [×2] Skullmulcher                      Lands [24]
     [×4] Sprouting Thrinax
     [×4] Tukatongue Thallid                [×7] Forest
     [×2] Volcanic Dragon                   [×3] Jund Panorama
                                            [×8] Mountain
     Artifacts [3]                          [×4] Savage Lands
                                            [×2] Swamp
     [×3] Obelisk of Jund
    
     Instants [6]
    
     [×3] Jund Charm
     [×3] Resounding Thunder
    
     CONTROL -: average (Bone Splinters, Resounding Thunder)
     DRAWPOWER: poor (Skullmuncher, Resounding Thunder)
     SPEED ---: average
     STAYPOWER: good
     STRENGTH : above-average (Karrthus, Flameblast Dragon, Skullmuncher)
     SYNERGY -: average
     RETRIEVAL: poor (Jund Panorama)
     P.CHANGES: [+2] Broodmate Dragon       [-2] Flameblast Dragon
                [+2] Caldera Hellion        [-2] Volcanic Dragon
    
     It's a R/G/B dragon deck, built around stalling with tokens, which buys time
     to get out Karrthus or Volcanic Dragon, and provides sacrificial fodder for
     Bone Splinters (which outright destroys its targeted creature). Skullmulcher's
     Devour 1 ability allows grants a little card-drawing ability.
    
     Planeswalker difficulty ups the annoyances a bit. Flameblast Dragon's benched
     in favor of Caldera Hellion, a 3/3 that deals 3 damage to all creatures when
     put into play (often suiciding in the process). It's basically "Anger of the
     Gods" without the perk of exile. Broodmate Dragon has the same 4/4 stats as
     Volcanic Dragon, losing haste in favor of spawning a 4/4 token. This becomes
     a huge problem if Karrthus is already out, since its "give all other dragons
     haste" effect will actually apply (before, it and Volcanic already had it,
     remember).
    
     This is by far the easiest of the Alara decks, thanks to it slowed drawpower,
     wimpy (nondragon) enemies and dearth of beatsticks. As long as one can destroy
     Karrthus and deal with the field spam, it tends to be very easy. Those having
     a tough time dealing 7 spot damage should consider using Reprisal or Ground
     Assault, two cost-effective destroyers. Other options: Dead Reckoning, Divine
     Verdict, Banefire, Volcanic Geyser...
    
     • Planeswalker difficulty means the opponent has field nukes in Jund Charm
       and Caldera Hellion. The situation's a bit easier with Sigil Blessing,
       a cheap instant from the expansion (+3/+3 to target, +1/+1 to all other
       creatures one controls). Since one of the best ways to counter this deck
       is to adapt the same field-spamming ability, this can easily save crucial
       tokens, like Soul of Zendikar's 3/3s. Hall of Triumph (+1/+1 to creatures
       of chosen type) can tide things over, too, since the opponent can't destroy
       artifacts, enchantments, equipment, etc.
    
     • Don't forget that Karrthus will steal all dragons one controls when it hits
       the field. Not a great deck archetype to bring here, unless one can reliably
       destroy the AI's hand (there's only two after all). Also, token-spawning
       creatures (Thrinax, Tukatongue, Skullmuncher) don't get that effect when
       exiled -- think "Anger of the Gods". No tokens, no Bone Splintering!
    
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    ALARA: EXPLORE NAYA |==========================================================
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     Creatures [19]                         Enchantments [3]
    
     [×2] Beacon Behemoth                   [×3] Where Ancients Tread
     [×2] Blitz Hellion
     [×4] Cylian Elf                        Sorceries [5]
     [×4] Spellbreaker Behemoth
     [×4] Wild Nacatl                       [×2] Exploding Borders
     [×3] Woolly Thoctar                    [×3] Rampant Growth
    
     Artifacts [4]                          Lands [24]
    
     [×4] Obelisk of Naya                   [×9] Forest
                                            [×4] Jungle Shrine
     Instants [5]                           [×5] Mountain
                                            [×3] Naya Panorama
     [×3] Branching Bolt                    [×3] Plains
     [×2] Colossal Might
    
     CONTROL -: average (Branching Bolt, Exploding Borders, Where Ancients Tread)
     DRAWPOWER: none
     SPEED ---: below-average
     STAYPOWER: average
     STRENGTH : great
     SYNERGY -: average
     RETRIEVAL: poor (Naya Panorama)
     P.CHANGES: [+2] Bull Cerodon, [-2] Beacon Behemoth
    
     R/G/W beatdown & noncombat damage deck -- a dangerous combo! Spellbreaker
     Behemoth (4CMC, 5/5) prevents creatures of 5+ toughness or greater from being 
     countered. Blitz Hellion (7/7) is like Hellspark Elemental on steroids, only
     it goes back into the deck the turn it's summoned, not the graveyard. Rounding
     out the smaller creatures is Wild Nacatl and Woolly Thoctar, two low-cost
     types for 1/1 (up to 3/3) and 5/4, respectively.
    
     Planeswalker difficulty switches out the 5/3 Beacon Behemoth for a 5/5 Bull
     Cerodon, which inherently has haste and vigilance. Not too big a change, but
     it winds up like a slightly weaker Blitz Hellion that never taps.
    
     Beatstick decks typically rely on land-grabbing to quickly fuel rampages, but
     with "Where Ancients Tread," even a slow trickle of creatures can easily wipe
     one's progress. Luckily, Exploding Borders and the instants aren't quite as
     annoying as they could be (EB maxes out at 3 damage; Branching Bolt deals 6
     damage potentially but has to split it).
    
     A good way to tackle this is having one's own beatstick-fueled deck, maybe
     even with cards available from exploration (Wild Nacatl, Woolly Thoctar).
     That way, they can capitalize on "Where Ancients Tread"'s absence, or attact
     both shots of it, generally ensuring one's life total remains the same.
    
     • Ground Assault (land-based damage, 
     • Guard Gomazoa (incurs no combat damage)
     • Kozilek, Butcher of Truth (force foe to sacrifice 4 permanents each attack)
     • Obelisk of Alara (5 free healing each turn)
     • Planar Cleansing (destroys all beatstick, Obelisks and WATs)
     • Safe Passage (prevents all damage that turn)
     • Tribute to Hunger (consume beatsticks for life gain)
    
     Other notes:
    
     • Blitz Hellion may leave the field soon after it arrives, but this also means
       it's going to constantly trigger a copy(s) of Where Ancients Tread, quickly
       stacking damage. It'll also attack to try to wreak more havoc, so consider
       sacrificing a creature(s) to get rid of it, especially if no deathtouch
       or milling methods are available.
    
     • If one has way more creatures than the opponent, and one's life total is
       outside of OHKO range, the AI prioritizes thinning the crowd instead of
       gunning for the player. This makes 10+ life a tentative "safe zone," one
       where keeping the field filled is the ticket to survival. The AI may change
       its tune if it can trigger WAT four times, though, so be careful!
    
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    ALARA: EXPLORE THE MAELSTROM |=================================================
    _____________________________|                              DIFFICULTY: 4 of 5
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     Creatures [14]                         Lands [24]
    
     [×4] Aven Trailblazer                  [×3] Forest
     [×4] Fusion Elemental                  [×2] Island
     [×2] Maelstrom Archangel               [×4] Jungle Shrine
     [×4] Matca Rioters                     [×3] Mountain
                                            [×2] Plains
     Instants [11]                          [×3] Savage Lands
                                            [×3] Swamp
     [×3] Bituminous Blast                  [×4] Terramorphic Expanse
     [×4] Resounding Thunder
     [×4] Worldly Counsel
    
     Sorceries [11]
    
     [×4] Deny Reality
     [×3] Exploding Borders
     [×4] Spore Burst
    
     CONTROL -: good (Bituminous Blast, Deny Reality)
     DRAWPOWER: average (Worldly Counsel)
     SPEED ---: average
     STAYPOWER: average
     STRENGTH : good
     SYNERGY -: good
     RETRIEVAL: none
     P.CHANGES: [+4] Tribal Flames, [-4] Resounding Thunder
    
     A five-color noncombat damage deck, boosted by Cascade effects -- basically,
     one gets to play the next card in the deck with a lower mana cost for free.
     This allows one to quickly deal damage (Bituminous Blast/Resounding Thunder),
     spam the field (Spore Burst), acquire lands (Exploding Borders) and toolbox a
     bit (Worldly Counsel). Luckily, they can't nab Maelstrom Archangel or Fusion
     Elemental with this method. Some critters have the Domain keyword, which
     boosts their base stats for each basic land type they control. Planeswalker
     difficulty switches out Resounding Thunder for Tribal Flames, a Domain-based
     damage source for CMC 2. Its damage caps at 5, but it's much easier to use.
    
     This is far and away the hardest Alara opponent, thanks to Cascade playing
     cards for free, quickly, at random and regardless of current cards (i.e. lands
     to pay for it normally). Hard to believe just seven cards could cause such
     trouble! However, the deck has very few creatures, so if one can survive the
     vagaries of Cascade, that just leaves the two beatsticks: Fusion Elemental
     (8/8) and Maelstrom Archangel (5/5). Both have a converted mana cost of five
     -- 1 mana of each type -- and the latter lets one play a free nonland card
     from the hand when it combat-damages a player. I'd suggest an easy-to-use
     damage card (like Ground Assault) or something to take advantage of the
     enemy's burgeoning toughness (Tribute to Hunger is great). No matter how one
     tackles this foe, bring a bit of life gain for when those surprise Resounding
     Thunders and Exploding Borders come!
    
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    V. FREQUENTLY ASKED QUESTIONS                                            [FAQZ]
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     [Q] - Is the game worth getting? The review weren't too kind to it...
     [A] - I'd say yes. Several of the things that annoyed people (like glitchy
           AI, random crashes, purchase-only boosters) are now fixed. As someone
           who's played several DOTP games, this easily has the most longevity,
           thanks to custom decks. There's still no Two-Headed Giant mode though,
           which will rub some potential customers the wrong way.
    
     [Q] - Do I have to buy from the store to get all cards?
     [A] - This used to be the case, but a patch renamed premium cards to "battle
           boosters," and allowed them to be earned from multiplayer wins. Note
           that packs won through multiplayer are randomly selected from planes
           not 100%'d. To increase the chances of getting battle boosters, finish
           progress on Innistrad through Zendikar first.
    
     [Q] - Can I use the opponent's decks?
     [A] - No, those are always unavailable, both for usage and card acquisition.
    
     [Q] - Does this game have a Draft Mode?
     [A] - No, Magic 2014 is currently the only one that has it.
    
     [Q] - You can play as Garruk in the expansion. Any custom decks w/ his cards?
     [A] - Nope. He's only available to play during the expansion campaign, nowhere
           else. His deck does change slightly depending on what difficulty's in
           play, though, for those wanting some of his campaign-ending hijinx.
    
     [Q] - Are there going to be more expansions?
     [A] - My spidey senses say...no. It won't be long 'til next year's DOTP game
           arrives, I reckon, and if WOTC hasn't capitalized on it thus far, the
           chances are slim. Shame, though, what with the deck-building aspect and
           all.
    
     [Q] - What's a good site to look up cards on?
     [A] - I've been using [http://magiccards.info/sitemap.html] and found it to
           be ridiculously thorough. It's great for those playing this game or just
           curious about the current state of MTG expansions.
    
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    VI. UPDATES & CONTRIBUTORS                                               [UPDT]
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     11-27-14 -------------------------+ Started guide
     01-11-15 -------------------------+ Finished guide
    
    THANKS TO...
    ¯¯¯¯¯¯¯¯¯¯¯¯
     • Sailor/Ceej, for hostin' my stuff
     • Inferno Titan: Gentleman. Scholar. Arsonist.
     • A topic in the WOTC forums for posting the tutorial decklists -- gracias!
       http://community.wizards.com/forum/mtg-duels-planeswalkers/threads/4107676
    
    NOTES TO SELF/THINGS I NEED
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     • Polis Crusher planeswalker difficulty changes: what 7 lands are removed?
    
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    VII. LEGALITY                                                            [LGLT]
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    This document is intended for private home use ONLY, and may not be reproduced
    through electronic or commercial means without the expressed consent of the
    author (P. Summers). It cannot be hosted, edited, or distributed for profit,
    and may not be given away as an add-in/gift to bought items. All rights are
    reserved to respective parties, even those not explicitly stated herein. Those
    who find this document on sites not listed below should e-mail the author (me).
    Thanks for reading this, and thanks for respectin' FAQ authors.
    
     Allowed Sites:                       Disallowed Sites:
    
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      • Honestgamers.com
      • Chaptercheats.com                           E-mail me for permissions ~
      • Cavesofnarshe.com                        shotgunnova (a+) gmail (d0t) com.
    _______________________________________________________________________________
    I'VE BEEN PUTTING             Document © Shotgunnova, 1997-2015 (and countin'!)
    MYSELF THROUGH HELL            Magic the Gathering namesake © respective owners
    WAITING FOR HELL TO BEGIN                         E N D   O F   D O C U M E N T

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