Magic: The Gathering - Duels of the Planeswalkers 2013 Walkthrou by
Magic: The Gathering - Duels of the Planeswalkers 2013 on SuperCheats.com

Magic: The Gathering
Duels of the Planeswalkers 2013

Walkthrough/Strategy Guide by CanadaGuy6 (Corbin Hartwick)

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

*NOTE: I've made little codes here so that you can quickly skip to the 
section you want by using the "Find" function (Ctrl + F) in your browser.


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

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

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

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

Decks, Decklists, and Strategies................................[DKSG]
	Born of Flame...........................................[BRNF]
	Pack Instinct...........................................[PCKN]
	Dream Puppets...........................................[DRMP]
	Goblin Gangland.........................................[GBGL]
	Obedient Dead...........................................[BNDD]
	Peacekeepers............................................[PCKP]
	Exalted Darkness........................................[XLDK]
	Ancient Wilds...........................................[NCWL]
	Crosswinds..............................................[CRSW]
	Celestial Light.........................................[CLLG]
	

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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


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

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


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

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


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

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

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

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

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

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

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

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

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

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

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


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

There are ten different playable decks in Duels of the Planeswalkers 2013, 
two for each different colour of magic (including one two-colour deck).  
To help you figure out how one deck stacks up against another, the nice 
folks at Wizards of the Coast added a new feature in this edition of 
Duels of the Planeswalkers: each deck is rated on a scale of one to five 
- with one being weak and five being strong - on four key deck 
characteristics.  They are as follows:

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

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

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

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


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

*NOTE: only the first two decks - "Born of Flame" and "Pack Instinct" - are 
available from the beginning of the game.  The other eight are unlocked by 
defeating the character that corresponds with that deck in the Main Campaign.


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

STATS


CREATURES:	* * * *

SPEED:		* *

FLEXIBILITY:	* * * *

SYNERGY:	*


STRATEGY

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



DEFAULT DECKLIST


LANDS (24)

24 Mountain


CREATURES (18)

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


OTHER (18)

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


UNLOCKABLE CARDS

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



RECOMMENDED DECKLIST


LANDS (24)

24 Mountain


CREATURES (18)

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


OTHER (18)

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


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

STATS


CREATURES:	* * * * *

SPEED:		* *

FLEXIBILITY:	* *

SYNERGY:	* * *



STRATEGY

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


DEFAULT DECKLIST


LANDS (24)

24 Forest


CREATURES (21)

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


OTHER (15)

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


UNLOCKABLE CARDS

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



RECOMMENDED DECKLIST


LANDS (24)

24 Forest


CREATURES (27)

1 Ulvenwald Tracker
4 Garruk's Companion
1 Primordial Hydra
3 Leatherback Baloth
1 Chameleon Colossus
1 Master of the Wild Hunt
2 Wildheart Invoker
3 Garruk's Packleader
3 Indrik Stomphowler
3 Sentinel Spider
2 Primalcrux
1 Primeval Titan
1 Rampaging Baloths
1 Terra Stomper


OTHER (9)

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


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

STATS


CREATURES:	*

SPEED:		*

FLEXIBILITY:	* * * *

SYNERGY:	* * * *


STRATEGY

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


DEFAULT DECKLIST


LANDS (25)

25 Island


CREATURES (12)

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


OTHER (23)

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


UNLOCKABLE CARDS

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



RECOMMENDED DECKLIST


LANDS (25)

25 Island


CREATURES (20)

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


OTHER (15)

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


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

STATS


CREATURES:	*

SPEED:		* * * * *

FLEXIBILITY:	* *

SYNERGY:	* * * *


STRATEGY

The theme of this deck is pretty simple: cast creatures quickly, attack 
whenever you aren't going to get blown out in combat, and win before your 
opponent has a chance to set up.  With lots of inexpensive creatures, 
along with spells that can generate creature tokens, you should be able 
to quickly muster a small army.  If you run into problems, use damage 
spells or the damage abilities of your creatures to clear the way.  While 
most of the cards in this deck are small statwise, there are a few 
all-stars.  "Goblin Chieftain" gives all of your other "goblin" creatures 
a small stat boost, while "Goblin Warchief" makes your "goblin" creatures 
cheaper to cast.  What's more, both of these creatures give your "goblin" 
creatures the "haste" ability, allowing them to attack immediately without 
waiting a turn!  "Ring of Valkas" also gives the creature it's equipped to 
the "haste" ability, as well as providing it with a permanent stat boost at 
the beginning of each of your turns.  "Rummaging Goblin" may be small
statwise, but its ability allows you to throw out cards that you don't need
and replace them with ones that you do.  Finally, "Siege-Gang Commander" 
creates 3 "goblin" creature tokens when it's summoned, and its other ability
allows you to sacrifice "goblin" creatures to damage almost anything you
want!  This is great for clearing out bigger opposing creatures, or damaging
your opponent in a stalemate.  As you unlock cards for this deck, try to 
take out the more expensive cards in your deck, or those with limited or no
special abilities (like "Raging Goblin" and "Goblin Piker") and replace them
with cards that help you get more creatures onto the battlefield or boost 
the ones that you already have (like "Goblin Bushwhacker", 
"Goblin Chieftain", and "Goblin Ringleader").


DEFAULT DECKLIST


LANDS (24)

24 Mountain


CREATURES (27)

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


OTHER (9)

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



UNLOCKABLE CARDS

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



RECOMMENDED DECKLIST


LANDS (24)

24 Mountain


CREATURES (31)

2 Goblin Arsonist
2 Goblin Balloon Brigade
2 Goblin Bushwhacker
1 Goblin Guide
2 Ember Hauler
2 Goblin Piledriver
1 Goblin Wardriver
1 Warren Instigator
1 Blisterstick Shaman
3 Gempalm Incinerator
2 Goblin Chieftain
1 Goblin Roughrider
1 Goblin Warchief
2 Rummaging Goblin
1 Battle-Rattle Shaman
1 Clickslither
1 Goblin Ringleader
1 Krenko, Mob Boss
2 Reckless One
1 Siege-Gang Commander
1 Voracious Dragon


OTHER (5)

2 Shock
3 Krenko's Command


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

STATS

CREATURES:	* * *

SPEED:		* *

FLEXIBILITY:	* * * * *

SYNERGY:	* * *


STRATEGY

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


DEFAULT DECKLIST


LANDS (25)

25 Swamp


CREATURES (17)

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


OTHER (18)

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


UNLOCKABLE CARDS

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



RECOMMENDED DECKLIST


LANDS (25)

25 Swamp


CREATURES (23)

2 Blister Beetle
1 Nantuko Shade
2 Dread Warlock
2 Liliana's Specter
1 Vampire Nighthawk
2 Warpath Ghoul
2 Bloodhunter Bat
4 Liliana's Shade
1 Nekrataal
2 Veilborn Ghoul
1 Halo Hunter
1 Nightmare
1 Rune-Scarred Demon
1 Reiver Demon


OTHER (12)

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


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

STATS


CREATURES:	* *

SPEED:		* * * *

FLEXIBILITY:	* * *

SYNERGY:	* * *


STRATEGY

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


DEFAULT DECKLIST


LANDS (25)

25 Plains


CREATURES (21)

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


OTHER (14)

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


UNLOCKABLE CARDS

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


RECOMMENDED DECKLIST


LANDS (25)

25 Plains


CREATURES (23)

2 Doomed Traveler
3 Elite Vanguard
2 Accorder Paladin
2 Squadron Hawk
2 Attended Knight
3 Crusader of Odric
2 Fiend Hunter
1 Flickerwisp
1 Dawn Elemental
1 Odric, Master Tactician
2 Archon of Justice
2 Captain of the Watch


OTHER (12)

1 Honor of the Pure
2 Journey to Nowhere
2 Raise the Alarm
2 Glorious Anthem
2 Oblivion Ring
3 Captain's Call


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

STATS


CREATURES:	*

SPEED:		* * *

FLEXIBILITY:	* *

SYNERGY:	* * * * *


STRATEGY

The game's only playable two-colour deck is based around the "exalted" 
ability.  When you declare an attack with only one creature during a turn, 
it gets a stat boost equal to the number of cards you control with 
"exalted" (including itself, if it has "exalted").  Since you can only attack 
with one creature per turn in order for "exalted" to work, try to make it a 
creature that is difficult to block, like one that has the "flying" or 
"unblockable" abilities.  Meanwhile, use the rest of your creatures and other 
spells to defend yourself.  A few key cards in this deck will help you better 
implement this strategy.  "Duty-Bound Dead" may be one of the smallest 
creatures in your deck, but it has the "exalted" ability, as well as a 
"regeneration" ability that can keep it from being destroyed.  Use it to 
block a big opposing creature, then use the "regeneration" ability to keep it 
alive to fight again!  "Ring of Xathrid" achieves a similar effect for the 
creature it's equipped to, and gives that creature a permanent stat boost at 
the start of each of your turns if it's black.  "Silent Arbiter" forces each 
player to attack and block with only one creature each turn, creating a 
combat situation that is likely frustrating for your opponent, but perfect 
for you!  Finally, "Battlegrace Angel" not only has the "exalted" ability, 
but also gives the "lifelink" ability to any of your creatures that attacks 
alone during a turn.  Creatures with "lifelink" add the damage that they 
deal to their controller's life, which is a great way to recover if you took
damage while setting up your army.  



DEFAULT DECKLIST


LANDS (25)

11 Plains
9 Swamp
4 Evolving Wilds
1 Cathedral of War


CREATURES (24)

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

OTHER (11)

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


UNLOCKABLE CARDS

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



RECOMMENDED DECKLIST


LANDS (22)

12 Swamp
8 Plains
2 Cathedral of War


CREATURES (27)

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


OTHER (11)

3 Doom Blade
2 Pacifism
1 Sword of Vengeance
2 Unmake
1 Vindicate
2 Whispersilk Cloak


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

STATS


CREATURES:	* * *

SPEED:		* *

FLEXIBILITY:	* * * *

SYNERGY:	* * *


STRATEGY

This is a bit of an unusual green deck, in that it contains elements of 
combination and control decks.  Most of this stems from the fact that most 
creatures in the deck have abilities that trigger when they (or another 
creature) enter the battlefield, leave the battlefield, or both.  As such, 
the key card in this deck is "Roaring Primadox"; it's a big creature, but 
forces you to send one of your own creatures back to your hand every turn.  
Normally, this would be a bad thing, but think about what was just discussed: 
most creatures in the deck have abilities that activate upon entering or 
leaving the battlefield.  Therefore, if you have a creature on the 
battlefield with an ability you want or need to use again, just use the 
ability of "Roaring Primadox" to return it to your hand, and then just 
re-cast it!  Once you unlock cards for this deck, you can start adding cards 
that allow you to put creatures onto the battlefield during your opponent's 
turn!  Your opponent may think they are making a safe attack or block... but 
they may also be in for a nasty surprise!


DEFAULT DECKLIST


LANDS (25)

25 Forest


CREATURES (26)

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


OTHER (9)

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


UNLOCKABLE CARDS

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



RECOMMENDED DECKLIST


LANDS (25)

25 Forest


CREATURES (28)

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


OTHER (7)

2 Giant Growth
2 Beast Within
2 Erratic Portal
1 Overrun


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

STATS


CREATURES:	* *

SPEED:		* * *

FLEXIBILITY:	* * * *

SYNERGY:	* *


STRATEGY

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


DEFAULT DECKLIST


LANDS (25)

25 Island


CREATURES (13)

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


OTHER (22)

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


UNLOCKABLE CARDS

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



RECOMMENDED DECKLIST


LANDS (25)

25 Island


CREATURES (17)

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


OTHER (18)

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


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

STATS


CREATURES:	* *

SPEED:		* * *

FLEXIBILITY:	*

SYNERGY:	* * * *


STRATEGY

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


DEFAULT DECKLIST


LANDS (25)

25 Plains


CREATURES (21)

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


OTHER (14)

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


UNLOCKABLE CARDS

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



RECOMMENDED DECKLIST


LANDS (25)

25 Plains


CREATURES (26)

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


OTHER (9)

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



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

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


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

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


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


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

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


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

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


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

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


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

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



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


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

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


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

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


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

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


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

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


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


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

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


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

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


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

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


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

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


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

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


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


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

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


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

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


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

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


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

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


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


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

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


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

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


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

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


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

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


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


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

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


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


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

Basically, the Revenge Campaign is a redux of the Main Campaign, with two 
major differences.  First of all, there are no "Encounter" levels (as far as 
I know); there are only "Duel" levels, where you will face the opponents from 
the Main Campaign in the same order.  The other difference is that your 
opponents will have better cards in their decks and employ better strategies.  
However, if you use similar strategies to those outlined in the Main Campaign 
walkthrough, you should have an easier time.  If you manage to complete the 
Revenge Campaign - especially on "Planeswalker" (Hard) difficulty - consider 
yourself a Magic: The Gathering pro.  Now go down to your local comic shop, 
buy a deck, and teach everyone there who's boss.  (But please, don't sue me 
if you lose.)  Or, if you don't feel like doing that, try playing some of
the multiplayer formats, or challenge people online from around the world.


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

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

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

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

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

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


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


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

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


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


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

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


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


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

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


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


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

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


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


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

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


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

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

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

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

4) Enter your Combat Phase. 

5) Attack with both of your creatures.

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


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

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

2) Cast another "Pacifism" targeting a different opposing creature.

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

4) Enter your Combat Phase.

5) Attack with all of your creatures.


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

1) Cast "Sage Owl".

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

3) Cast "Time Warp" targeting yourself.

4) Skip to your End Phase.

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

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

7) Skip to your End Phase.

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

9) Cast "Talrand's Evocation".

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

11) Skip to your End Phase.

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

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

14) Enter your Combat Phase.

15) Attack with all of your creatures.


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

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

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

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

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

5) Enter your Combat Phase.

6) Attack with "Garruk's Packleader".

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


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

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

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

3) Skip to your End Phase.

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

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

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

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

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

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

10) Attack with all of your creatures.


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


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

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

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

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

4) Cast "Spark Elemental".

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

6) Enter your Combat Phase.

7) Attack with "Spark Elemental".


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

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

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

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

4) Cast "Avatar of Might".

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

6) Cast "Burst of Speed".

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

8) Enter your Combat Phase.

9) Attack with "Avatar of Might".


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

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

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

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

4) Attack with "Baneslayer Angel".

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


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

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

2) Block "Urabrask, the Hidden" with "Baneslayer Angel", stop the timer, 
   and cast either "Giant Growth" or "Brute Force" targeting 
   "Baneslayer Angel".

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

4) Cast "Avatar of Hope".

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

6) Cast "Burst of Speed".

7) Enter your Combat Phase.

8) Attack with "Avatar of Hope".


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

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

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

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

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

5) Cast "Sizzle".


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

1) Cast "Phyrexian Processor".

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

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

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

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

6) Enter your Combat Phase.

7) Attack with both of your creatures.


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

1) Cast "Sculpting Steel". 

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

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

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

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

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

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

8) Cast "Phyrexian Metalmorph".

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

10) Cast "Sword of Feast and Famine".

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

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

13) Cast "Darksteel Axe".

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

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

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

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

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

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

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

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

22) Enter your Combat Phase.

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

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

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

26) Cast "Puresteel Paladin".

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

28) Cast "Sculpting Steel".

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

8) Enter your Combat Phase.

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


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

1) Cast "Goblin Ringleader".

2) Activate the ability of "Temple Bell".

3) Enter your Combat Phase.

4) Attack with all of your creatures.

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

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


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

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

- Richard Garfield, for creating Magic: The Gathering.

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

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

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

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

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

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

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

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

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


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

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


bionic_canuck@hotmail.com 
      
      ^
      |

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


Please help me out by putting a relevant description in the subject line of
your message (something like "RE: Your DOTP 2013 Guide") so I don't mistake
it as junk mail or a virus carrier and have it deleted.

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


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

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

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

- www.neoseeker.com

- www.supercheats.com

- www.cheatcc.com

- www.cheathappens.com

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

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

Thank you.