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Magic 2015: Garruk's Revenge was developed by Stainless Games and Wizards of the Coast and published by Microsoft Studios.
Listen and revise – Stainless Games and Wizards of the Coast made a horrible mistake upon release in trying to milk money out of an already working and relatively popular product.
Alara makes three – Having three color shards in Magic is just plain fun and can create intriguing variance in decks. Becoming Garruk – The expansion campaign puts us into the shoes of Garruk the Planeswalker and gives us some insight into his menacing ways. Vary much – While the 51 new cards are very neat, they do not have a high level of variance. Magic: Duels of the Planeswalkers 2015 was developed by Stainless Games and Wizards of the Coast and published by Microsoft Studios. Build-a-deck – For the first time in the Duels series players are able to fully craft a deck from their card collections. Store Bore – Spending time in an in-game store is boring, and ultimately very infuriating. Fix it until it's broken – Not only did the purchasing and deck building systems really fail to provide a pleasurable experience, the game has been stripped down to its bare bones. This is one of those unfortunate situations where a game that has been quite solid takes a nose dive into the pit that is micro-transactions. Starting September 1 through 15, last year's Magic 2013: Duels of the Planeswalkers will be available as a free download for Gold subscribers. Magic 2013: Duels of the Planeswalkers videogamifies the popular card game into a story-driven quest of encounters. Magic 2014: Duels of the Planeswalkers was developed by Stainless Games and Wizards of the Coast and published by Microsoft Studios. Magic 2014 features a smaller, more focussed challenge mode than previous years, although it is still fun and can get tricky later on!
As easy as you might expect it to be – simply move to the combat phase, swing with al three creatures, then (it doesn't matter if blockers are declared or not really) just cast Lightning Blast against the enemy and Unnaturel Predation on your Grave Titan. This is a simple mathematic challenge with a hint of strategy required to ensure you hit home. This challenge offers a valuable lesson in misdirection. Attack with all three creatures and wait for blockers to be declared. You'll notice things get a little tougher here, but actually things are not as bad as they seem – the thing to note is that you already have a Sliver on the field who provides haste to other Slivers.
There seem to be a few ways to win this one, so here is a pretty complicated one which definitely counts as a win and should allow you to unlock the 'heavy hitter' achievement. With the possible exception of the achievement-seeking way to defeat Go Berserk, this is far and away the most complex challenge in Magic 2014, if only because it actually provides ways to open up the whole deck for players to explore. We really hope you've enjoyed this challenge guide and if so, you should definitely check out our other Magic 2014 guides in the links below. The campaign mode is divided up into Planes, which the player will visit in turn as he helps Chandra to search the multiverse.
A quick note for glory hunters – if you lose this encounter you will gain an achievement!
In this encounter, you will actually face off against a complete deck with random elements, so predicting what will happen is more difficult. This encounter is based around the Kor, a race known for their love of weird and wonderful contraptions. This encounter is all about direct damage and burn spells like Earthquake and Roiling Terrain, although it is on the whole vulnerable to fast speed decks with lots of creatures – in particular those with haste. In Jailbreak, you'll face mostly annoying enchantments that prevent your creatures from attacking or blocking.
This certainly not the toughest encounter, but it uses a couple of different mechanics (all of which are based around landfall) to keep things interesting. Well, if you defeat this encounter then you will unlock the deck that so many people have been looking forward to! As you would expect, you'll face a goblin horde in this encounter, although thankfully the AI does not have access to the nastiest goblin cards. This is a tougher encounter which features an offensive line of red creatures which are mostly fairly tough and powerful. In this encounter, you'll face up against a Simic deck strategy which has a very tough win condition – if the AI controls four cards named Biovisionary then he wins the game. This boss encounter is a tough one because Masks of the Dimir is a decent and versatile deck which can cope with most strategies, whilst also implementing its own.
Acting as the final boss for the campaign mode, you will face Ramaz in a kind of archenemy style game in which Chandra will assist you. Magic 2014 is based upon the popular trading card game Magic: The Gathering (MTG) and features a variety of single and multiplayer modes in which players use their own deck of cards to defeat those of an opponent. MTG is a deeply strategic game and despite a clear set of basic rules, the battlefield action can become complicated in the blink of an eye as more and more powerful cards are introduced.
Although we don’t expect to turn a novice MTG player into a tournament pro, XBLA Fans have produced this guide to assist with some of the specifics of Magic 2014. Sealed play (which is perhaps the most exciting addition to this year’s Duels of the Planeswalkers title) is a real life Magic: The Gathering (MTG) staple that attracts casual, serious and professional players time and time again. In Magic 2014, your sealed pool consists of six semi randomised packs of fourteen cards, each of which will include three uncommon cards and one rare or mythic rare card. Although much of the advice in this guide will be subjective and could depend largely upon what cards are in the pool, there are some de-facto principles of sealed play which almost any MTG player will try and adhere to.
We’re going to discuss how to divide up your choice of lands soon, but whilst you’re still deciding what your actual mana base needs to look like, consider the fact that your forty card deck will need between sixteen and eighteen lands (depending upon how mana intensive it is, or if you can draw mana from other sources like creature cards or fixing spells). Chances are, your sealed pool is going to contain good or at least decent cards from all five colours. You’ll now be down to three colours – and three colour decks can work, but in sealed play, you’ll probably want to stick with just two plus perhaps a little splash. Assuming you have identified two solid colours to begin with, it’s OK to throw in maybe three or four awesome cards from a third colour. So, we’ve talked about how many lands to take and when to consider a splash, but mana fixing can also be useful – especially if you intend to take three or more colours. So, once you’ve had chance to assess the cards in your sealed pool and you know which colours might work, it’s time to figure out how you’re going to win.
In the MTG sealed format, one of the most effective ways of handling an enemy threat is to remove it with a well-timed, single use spell.
Assuming you’ve now got your bombs and removal cards sorted out, as well as anything else that you absolutely must take, it's time to think about the creatures who will make up the bulk of your deck. In sealed play, you don't need to worry too much about taking creatures at one mana unless you draw enough to build a decent agro deck.
The post Magic 2014 – Duels of the Planeswalkers to feature Sealed Play and Slivers appeared first on XBLAFans.
Slivers first appeared in 2008 as part of the Tempest set of cards and have since proven immensely popular because of their unique ability sharing mechanic.
Perhaps more than coincidentally, the addition of the Sealed Play format in this years MTG should work really well with the Sliver mechanic. The post PAX East: Magic the Gathering Duels of the Planeswalkers 2014 appeared first on XBLAFans. We recently had the opportunity to speak with Wizards of the Coast about the next iteration of the annualized Duels of the Planeswalkers franchise: Magic the Gathering Duels of the Planeswalkers 2014. This year, Duels will feature another new mode, along with the standard battles and challenges. The game’s menu interface looks to have seen a nice facelift but that’s about all we can comment on for now. Duels is perfect for the newcomer to the Magic Multiverse and especially perfect for someone who wants to try multiple types of decks without having to spend hundreds of dollars procuring the cards. In the meantime check out our Review of Duels of the Planeswalkers 2013 and our Challenges and Encounters Guides. The post Stuff your virtual stocking now with these great XBLA deals appeared first on XBLAFans.
As is tradition during the holidays, Xbox Live has some great sales on Xbox Live Arcade games going on now until November 26. Next Wednesday everyone can download Marvel Vs Capcom Origins for 1200 MSP if they want, but only those lucky peeps from the US can get their hands on Hell Yeah! Dragon’s Lair is currently half price for one week down to 400 MSP and Fable Heroes is also a mere 400 MSP (normally 800) right through til October 15.
With Summer of Arcade looming on the horizon, we dip back into some recent hits to tide us over. Disrupt your enemies' plans with spells, then summon stealthy mages and shadowy undead to deliver the killing blows. A pentacolor array of spells will help you keep the battlefield clear while you set the stage for towering, indomitable creatures! The vocal outcry from players and critics alike was enough to get the developers to take a second look and remove the micro-transaction nonsense. After completing certain challenges in the expansion's setting of the plane of Alara, players open boosters containing many key three-color cards.
The story elements before each fight and the text explaining each situation Garruk encounters are very well written.
This was the number one complaint from the community as many of us enjoy the brilliance that a 4-player match can create. Magic has always been a game of multiple strategies, and including counter magic or mill type decks was a very fun feature of past Duels games. However, this expansion changes the game drastically – almost to the point that it is a completely separate experience. Wizards of the Coast have revealed Garruk's Revenge, a new expansion for Magic 2015: Duels of the Planeswalkers. Once the DLC hits, every card released in the main game and its expansions can be earned in-game. Since 2011, Stainless Games has produced four substantially fun, challenging and balanced games.
Previously, the only option was to play pre-constructed decks and alter them slightly throughout the game with more powerful cards. In Magic 2015 players will have the opportunity to experience building a collection if they are willing to spend money on it, which is what the real physical trading card game is all about. There are a substantial number of micro-transactions available, including cards that can only be purchased for real money and are not possible to obtain otherwise.
There are an infinite number of ways to spend more than 10 times the $9.99 purchase price in the store, and many challenges that require you to increase your power level by purchasing cards and packs.
Previous versions had amazing varieties of game types after the campaign, including Arch-enemy, Planechase and the extremely popular Two-Headed Giant (the only way for two players to play against two others). During the review process there were over six complete freezes experienced, two of which completely wiped wins that had granted achievements, forcing the replay of tedious challenges. It's unclear whether this is a case of intentional greed or rather a developer listening to certain requests while ignoring their already successful formula. For anybody curious about Magic: The Gathering, this is the perfect opportunity to get initiated at no charge.


The enemy will swing at you – use both of your untapped creatures to block one enemy each, which will give you sufficient life gain (from lifelink) to survive the turn. A Cudgel Troll is blocking your path; use Doom Blade to try and kill it, which will cause the opponent to regerate it, in turning force it to tap. First, play the Forest card, the Mossbridge Troll and the Quirion Ranger; then cast Instill Energy on the Mossbridge Troll. Use Stave Off on the Vushok Refugee and protect him from white – this will remove the Pacifism enchantment.
In this guide, we'll be walking you through the campaign mode to ensure that you can assist Chandra in catching her man.
Each Plane consists of three encounters (against opponents with limited decks of cards) followed by a 'boss' battle of sorts against a named opponent, who will be using a complete deck which can be unlocked following their defeat. In this encounter, the enemy will repeatedly drop one or two cards called Shadowborn Apostle. For the rest of us however (or when you're ready to win) you'll need to pay close attention to this encounter, which works similarily to Moorland Zombies. Essentially though, the deck features many identical cards to the previous Angry Mob encounter and works by using the synergies between human and angel cards.
The first card you'll see is the common Kitesail Apprentice, which will be closely followed by Adventuring Gear and probably, a Kor Duellist by turn four. Like Unruly Mob and Champion of the Parish before, destroy the Freeblade with burn early on before it grows and you won't go too far wrong. Chandra or Jace's deck are good options, because both have a number of flyers to spare and in Chandra's case, there are a few haste cards in there too. His deck is extremely slow, but is based around a small number of cards which provide near certain win conditions, should they hit the board. You'll face very few (if any) creature cards, but lots of annoying early enchantments and spells like Aether Storm, Time Ebb and Stabbing Pain.
First up, you'll see Vinelasher Kudzu and Lashing Creeper, which gain +1 tokens or get vigilance respectively each time a land enters the battlefield.
Slivers are a race of creatures which share a hive mind and are therefore able to influence each other with bonuses like haste, first or double strike, trample and attack of defensive bonuses. Expect to see Goblin Mountaineer (has mountainwalk) and Dragon Fodder (creates two goblin tokens) early on, then later a Goblin Chieftain will come out to buff his team before the process repeats again. Things will probably start off slowly, with Dragon Fodder or Tukatongue Thallid hitting the board as cheap blockers and devour options for later.
The encounter begins with a Goblin Fireslinger which will harm you every turn using its ability, then the AI will follow up with a creature with bloodthirst – which will result in one or more +1 tokens and possibly an ability being added to the creature. What makes the encounter interesting is that the AI pattern is very agressive – not only playing Biovisionary cards, but also cloning them and using an enchantment which clones whatever creature it is attached to at the start of each turn. You'll need to expect for your creatures to be bounced back to your hand often and for a lot of your cards to be milled (when the enemy causes you to discard them from your hand or library) so the best strategy is to avoid reliance on a single big card. Ramaz will begin the fight using whatever cards he can to generate and play more land – including drawing cards, enchantments which allow a second land to be played and so on. Dominant creatures can be destroyed in an instant by simple, efficient spells, whilst otherwise benign foes can immediately turn into towering behemoths by an unexpected enchantment.
Both the campaign mode and the pre-constructed decks are covered, and we’ve also included a basic beginner’s guide to sealed play – which is perhaps the most exciting new addition to this edition of Duels of the Planeswalker’s. The format is challenging because it relies upon each player’s ability to produce the best possible deck from a fixed pool of cards, but at the same time it is extremely rewarding to watch that handmade deck pull off a big victory or combo. In addition, as you progress through the sealed deck campaign, you will be able to unlock new booster packs which further add cards to the pool.
The autobuild is based upon a basic algorithm which is focussed on hitting the three basic rules which we'll be discussing below – it will choose two solid colours, seventeen lands and forty cards overall.
Your sealed pool (without any additional boosters) will consist of eighty four cards, but the legal minimum for sealed play is forty cards, which is what you need to aim for. What this usually means, is that you will need to make a choice about which good cards to leave behind.
Splashing is a popular term for adding just a few cards which belong to a colour which is not core to your deck.
You’ll need a compelling reason to do so though, like board changing effects or bomb creatures, and it’s important to consider your ability to play such cards at the right time. A good card for three colour decks is Terramorphic Expanse, because you will usually hit at least one or two of these in any sealed pool. Almost every sealed pool will contain one or two huge cards that could win a game on their own – these cards are commonly known as bombs. Magic 2014 features a range of decent removal spells (those which target enemy creatures) and also a few which deal direct damage to the enemy player.
Including the bombs, you'll want approximately fifteen to eighteen creatures – although this rule is certainly not as rigid as those associated with mana or number of lands. If you are in white or playing a Sliver deck, consider taking Suntail Hawk or Striking Sliver.
The great thing about the sealed mode in Magic 2014 is that there is absolutely no consequence for testing and improving your deck in offline play, before taking to the multiplayer mode.
Each Sliver creature on the table introduces a new (or cumulative) effect which benefits all other Slivers, meaning that an army of initially weak and usually cheap creatures can quickly grow into a juggernaut of direct damage, often buffed by combat effects like First Strike or Flying. Sealed Play introduces a controlled way for Xbox gamers to choose their own deck to play with – a feature which the console version has been missing since its original release. It was pretty clear the bigger reveal will be happening later this year (likely at E3); however, Wizard did shed light on a few interesting tidbits.
Players will get a sneak peak at cards from the 2014 Core Set along with an assortment of cards from previous blocks.
Also included (but not shown here) are a handful of Games on Demand games, some avatar props and DLC that has also been discounted. This week we have two Wednesday releases, Sega’s HD remake of the Dreamcast favourite, Jet Set Radio for 800 MSP and dungeon crawler, Realms of Ancient War or RAW for short, for 1200 MSP. Finally, if you’re lucky enough to have the Sales and Specials App in your region, the Scratch and Match losing offers for this week are All Zombies Must Die! Some of our readers may remember my less-than-positive review of the base game from August.
The final expansion battle also grants some amazing three color lands that can be used to fix multiple color decks land base.
The lead developer has acknowledged that the mode needs to be put back in and actually promised its return at some point. This release does not seem to have nearly as much in terms of deck variance, and relies highly on creatures no matter the deck you plan to use. The expansion campaign is fun and provides interesting interactions while giving us new cards to build with. Players will receive the deck of Garruk Wildspeaker, using it to battle their way through four new campaign levels and a broadened explore level. A victory will increase the deck's power, and earn you new cards. Premium Boosters will be re-named Battle Boosters, and can be earned by winning multiplayer matches. Magic 2015 is quite a different experience, and there are some amazing new features that players have asked for since the first game was released. This is something that has been requested by players since the first game, and it would have been an amazing option if applied to any of the previous games.
Certain players want this kind of experience, but it certainly isn't what the Duels of the Planeswalkers series has offered previously. It feels like a cash grab, and it is a complete disaster compared to the structure of the previous games where the entire library was obtainable through game play. The pack opening process is not nearly as pleasing when you are shelling out money, especially when packs were part of the game in every previous title. Two-Headed Giant was one of the most popular modes, since players could sit together in the living room or play together from across the world. The previous versions also had options to speed up animations so the game didn't drag on, but in 2015 those options have been removed. In either case, this game is the worst Magic: Duels of the Planeswalkers release yet, and it ultimately feels like an incomplete experience.
Throw the Khalni Hydra out next (as it is cost neutral) and get ready to power up that Troll! The key to victory here is surviving the enemy attack with exactly 1 life, which will activate the autowin ability which the Near-Death Experience enchantment provides.
Once six come out, they will be sacrificed and replaced with a demon card called Shadowborn Demon.
This encounter works by throwing lots of small creatures at you, some of which will grow (Unruly Mob) whilst at the same time, using the enchantment Vigilante Justice to maximise the effect that each creature entering play has upon you. Early on, you will more than likely face a lot of Doomed Traveler, Eldar Cathar and Selfless Cathar and then cards which benefit from their deaths such as  Uruly Mob, or any other human really.
Most decks can work here, as the encounter relies heavily on a small number of cards which are buffed by equipment.
Again Chandra's deck works well, but so does Garruk's and the Avacyn's Glory deck that you unlocked when completing the previous plane. During the early stages of the game he will look to chump block with cards like Farhaven Elf (its usefulness being that it brings a land card with it) whilst also increasing his life total with Grazing Gladeheart, which provides two life each time a new land comes into play. The best strategy is to go with a deck full of small, evasive creatures which hit the board more or less every turn – Firewave, Mnd Maze or Avacyn's Glory are therefore quite good options. This is another encounter which calls for a lot of fast creatures to hit the deck as quickly as possible, but favours the Mind Maze deck least, because of the fact that most illusion creatures will be destroyed by becoming the target of a spell. A lot of slivers on the battlefield will only end in disaster, so the first tactic is to keep their numbers down.
It is a dissapointingly easy encounter which any deck can defeat if even the least impressive board presence can be established.
Almost any deck you have access to will be able to outgun these guys, especially if you can save a removal spell for the first chieftain to come out.
Trading away your own cards for these guys is probably a bad idea, but if you can swing against them with reasonable safety, then you should probably know that the AI will probably want to keep them in the game rather than use them as chumps. After that, all bets are off and you will start to see a card called Relentless Rats every single turn. Avacyn's Glory, Firewave, Mind Maze and Sliver Hive are all good decks to use here, whilst Chant of the Mul Daya is probably the worst. As soon as he can, he will then begin to play some of the biggest, nastiest spells you can imagine; including Dragonlair Spider, Blatant Thievery, Crush of Wurms, Master of the Wild Hunt, Earthquake, Prophetic Bolt and so on. An overview of these cards (with options for sorting them by rarity, colour and cost) can be seen in the sealed deck editor, and it is on this screen where you will spend most of your time building and refining your deck.
Even if you don't want to splash a third colour, you can usually work out a better two colour deck than the autobuild, so by all means play with it, but don't rely upon it to deliver a winning deck. Taking forty cards (and not say, forty five) means that you can play the really good cards more often, whilst at the other end of the scale, you’ll minimise lesser cards that you don’t want to see. We’ll focus more on how to pick one card over another later, but first of all just try to rule out two colours which do nothing for you – perhaps those which lack depth, or have little or no synergy. Others include Rampant Growth, which is great if you play a green core with one or more splashes in different colours.
Bombs are not always the biggest creatures, but they will almost always be cards which are big enough to be threatening, have one or more benefits which are hard to deal with (flying, vigilance, lifelink, annihilator) will hit the board consistently (five or six mana at most and only very rarely at seven or more) and which have strong additional effects. Some spells even do both, or allow you to choose which effect will take place, making them even more versatile.


As a general rule of thumb, what you need to do is choose creatures based on mana cost, power, and any ability which helps them deal damage (such as flying, or unblockable). The great thing about playing offline of course, is that you can unlock new cards to make your deck even stronger.
In this mode, each player will 'open' 6 sealed, randomly selected booster packs of 14 cards, from which they must then build a winning deck to challenge either AI or human opponents. At this time, there are still no plans to provide a full deck editor: a highly requested feature. Expect Duels of the Planeswalkers 2014 to launch sometime this summer prior to the 2014 Core Set. Be sure to sign in to Xbox Live on Black Friday and Cyber Monday for special deals as well. Since the initial review, the developers have made substantial changes to improve the quality of the game and have removed the pay wall.
The fix was needed to make the game playable, so we wont praise this action much beyond saying it was absolutely necessary. Every Magic player knows how important getting stuck without one of your colors can be to the outcome of a game, so this is a great addition.
We get to play it and use large creatures all while using black magic to maintain control of the board. It does seem that they are encouraging five color decks with the land base and those are admittedly less difficult to vary. The base game is now more playable on all fronts due to the pay wall being released and the expansion is free to anyone who spent money previously.
A set of fan-favorite cards from the Alara block are included in the pack, for use in customizing your personal deck. Garruk's Revenge will launch first on PC November 4, and will hit Xbox 360 and Xbox One a shortly thereafter for $4.99. Here there are limiting factors, and players are essentially restricted to a set of two colors for the first half or more of the game. Despite thousands of comments, tweets and forum posts petitioning to include the mode, it was still left out intentionally and was called a "niche" format.
There are a couple of ways to win this one, but the easiest is to keep it simple and use all three of your defending creatures to block the enemies Primordial Hydra. You'll note that the Vushok Refugee has protection from red already, so although the giants will survive the Pyroclasm, they are all red and so will be unable to prevent your upcoming attack and subsequent victory.
Now use the Quicksilver Amulet to cast the Protean Hulk, then sacrifice it immediately to the Culling Dais which will activate the Hulk's ability for you to search for a six mana creature – choose the Predator Dragon, then either bring in all the zero mana creatures or just skip that bit with the Y button.
A lot of the zombie cards are buffed by the number of other zombies in play – so don't sit back, attack often, trade away cards if need be and use your direct damage spells to hurt the enemy and his cards.
The best (and most sensible) way to defeat this deck is to prevent the demon from appearing, because once it does, it's trouble! If you happen to have been duelling Planeswalkers as well as tackling the campaign, then Garruk's deck is good here because the creatures are so huge that they can roll over the mob. The deck also has features Path to Exile and Oblivion Ring, which will take care of your big threats. Chandra's deck is perfect, because every time the enemy equips and looks likely to swing for damage, you can burn the creature away and keep having the opponent waste mana. In your opening hand, you will want to see at least two 2-3 mana creatures, enough land to support them and ideally some removal.
If you have a creature card to play, always take the four damage to sacrifice Aether Storm and get it out there – after the first few turns, this encounter has relatively limited means of removing creatures in play and even less ways of blocking them. Later on, you'll see some Sporemound cards, which produce saproling tokens when a land enters – nothing too much to worry about.
The tactic to use against this is easy to imagine, but often hard to implement – kill the fireslnger, for starters. The only sure fire way to win this encounter is with decent removal or combat tricks which involve drawing the Biovisionary's (which will attack) onto a weaker blocker, then using an instant to buff your creature for the kill.
To win this encounter, you need ways to deal with the big hitters when they land, but for the most part you will be able to chump block them whilst dealing consistent damage yourself, due to the speed of Ramaz's deck.
By the time you have opened two or three more booster packs and if you really hit good cards, increase this to an absolute maximum of forty five cards from your whole pool – and remember to adjust mana accordingly at a rate of around 40% of the deck size. If you’re wondering how mana fixing should affect the number of lands you take, then there is no hard and fast rule – stick to around seventeen lands (but never less than fifteen or more than nineteen) and see how often you hit the right mana at the right time. After choosing which bombs you will take into battle, it’s always a good idea to pick out some removal spells – shock, searing spear, path to exile, cancel, assassinate, plummet – there are loads to choose from in every colour, although red and black certainly excel in this area. For three mana, you will want to consider strong creatures with a decent chance of dealing repeated damage. Don't worry if you lose three or four games and need to go back to the drawing board, that's part of the fun and something which even veteran MTG players do during sealed play tournaments. The Duels franchise is intended to give players an interesting cross section of the Magic the Gathering Multiverse.
Wizard wasn’t willing to divulge any secrets as to new card mechanics we could expect to see with the game.
We know to expect it with a full new roster, some nice cosmetic tweaks, and a highly rabid fan base each year. We haven't heard official word on those sales, but if tradition stands a few XBLA games will be anywhere from 66—80% off.
If a player purchased any packs or the complete pack when the game first released, this expansion was given to them free of charge as an apology of sorts.
The deck has a very handy ability to "ramp" itself up and gain massive amounts of land, which are of course followed by monstrous creatures. I'd call that a substantial amount of redeeming qualities, and in the same breath ask that Magic never, ever, ever, go down that dark micro-transaction road again. These digital cards can't be traded or sold like physical cards or Magic Online (Magic's PC-based full cost online service) cards. Next, press Y to move the game forwards and watch as the console uses his traps to tap the Troll plus three other creatures – as soon as the fourth one is targetted, hit X to pause the game. Use burn spells like Shock to kill the little guys and keep swinging whenever you can – a creature trade in this encounter is ALWAYS better for you! If however you are sticking with Chandra's deck, save your burn cards for key enemies like Unruly Mob or Thraben Doomsayer, then try not to worry too much about the weenies. The best bet here is use a deck which places little value on any one or two cards (such as Chandra's Firewave deck).
Chandra's deck is useful because of the high damage of her low cost creatures, whilst Jace's is not bad either, because cards like Unsummon, Cancel and if the worst comes to the worst , Claustrophobia will help to handle the big boys. Every time you throw a creature out, the AI may move the Prison Term enchantment onto it (or another) of your creatures, so don't base your strategy around any one dude. Big removal spells (four damage or exile etc) is a big winner here, so you can use any of the red or blue core decks really. To achieve this, you'll need to play a deck with cheap removal – preferrably a turn one Path to Exile. What this boils down to is that you need a deck which can ramp up to speed within about three to four turns, hitting the board consistently on each turn.
Yes, sadly Ramaz is not the ultra-tough Draco-genius that we saw in Magic 2013, and you should be able to beat him fairly easily with Chandra beside you. Options include Phantom Warrior, Chandra's Phoenix, Trained Condor, Master of Distraction and lots of white flyers, or red creatures with high damage and low toughness. As such, decks are prebuilt and can be customized within that context with unlockable cards. As usual, the cards will all be labeled D14 to avoid confusion among new players, instead of different icons highlighting the blocks they come from in the Magic Multiverse.
Check out Major Nelson's blog for more information on other deals related to this promotion. Remember and save some points for Friday though, as the long awaited Fire Pro Wrestling is unleashed on to XBLA for 800 MSP September 21.
With these changes and an expansion comes a rare chance for a second look into a game initially deemed unplayable.
It's a very well themed mini-campaign, and for those who enjoy Magic lore it is a true gem. The game is also plagued with bugs and crashes, and our experience included many of these issues. Once all combat is resolved, the lifelink ability which is attached to her and one of the Glory Seekers will return you just enough life to win at the beginning of the next turn. Now use Crib Swap on the enemy Darksteel Gargoyle and voila, swing with your two creatures to win! With such a deck in play, you can throw your creatures into attack or defence as needed, burn the big threats and forget about the creatures which get exiled – usually because you can still recall the occasional one from your graveyard or whatever.
Be careful with this tactic though, because unsummoning a Pelakka Wurm will mean that Girudar gains 7 life not once, but twice! Also remember to check the Gargoyle who starts out on your side out, because he can lose defender and gain flying for 3 mana, once that enchantment moves on! If you use a deck like Avacyn's Glory, trade your creatures (especially tokens or when Unruly Mob is out) away often and try to avoid letting the AI have the run of its mana by using Path to Exile too much.
Sliver Hive also has a chance here, as it has decent removal and such good card synergy that by turn four, you may also have some creatures dealing packing good stats.
Don't neccessarily hold back your Path to Exile or Counter for just such an occasion, because some of the other big cards can be just as nasty.
An ideal deck to use here is the Masks of the Dimir deck that you just unlocked, which has a decent mix of creatures, damage, removal and combat tricks. Three and four mana creatures will do most of the work for you, so take at least five or six in total, maybe more if you can.
Duels is the gateway drug that moves players to Wizards other Magic the Gathering Properties when they want a more in-depth experience. If an enemy creature comes in – use your removal, or if you get the bad guy down to a couple of health, don't be afraid to deal direct damage.
Firewave or Mind Maze both work well here, as does Avacyn's Glory, but neither of the core green decks is as useful due to speed. Mind Maze is a good deck because of the cheap removal and counter spells, assisted by a good number of low cost flyers. Sliver Hive has an outside chance as it has some removal, as does Enter the Dracomancer, although it will usually work out being too slow.
If you want to have some fun whilst Chandra soaks up early pressure, use Chant of the Mul Daya! The size of a creature like this will mean it casts late in the game anyway, giving you more turns to draw out that splash land. Chant of the Mul Daya works against this deck as it has a similar pace, whilst Mind Maze is also an option.
Firewave and Avaycn's Glory don't have the late game pace to match this deck, so if you don't get an early win then you are likely to lose later on.



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