Magic: The Gathering --The Strategy Guide Taken from the Net, original author Barry Brenesal Finely tuned strategy and time-sensitive tactics are the keys to success in Magic: The Gathering. MicroProse threw a whole role- playing environment into its detailed re-creation of Wizards of the Coast's best-selling trading-card game. Surviving the wilderness and delving into the depths of dungeons is a journey fraught with danger. More leisurely pursuits like trading are what can turn your random deck of assorted spells into a deck of unbridled power. So to ensure that your path to fame and fortune is as smooth as possible, we've delved into the depths of the Magic world to bring you vital information on deck-building and defeating powerful creatures. Towns If you're becoming the center of too much unfriendly attention from large attackers, head quickly into the nearest town. Some of the nearby monsters will have their locations reset when you leave. You'll also have an opportunity to edit your deck appropriately for the next encounter awaiting you. Remember, going to a town to collect a mana link isn't just for the reward. It's also a quest. You can actually fail to make it to your destination and claim the link in the available time, which not only denies it to you but also means the town that issued you the task will never give you another -- doubly bad. Stop into towns at every opportunity, and click on the center icon to access the village Wise Man's comments. He may give you +2 life in your next duel, or valuable hints about dungeon locations and inhabitants. Duels Save your game before every duel. The luck of the draw in battle can sometimes make a good deck fail and turn a mediocre deck into a winner. Observe closely the color of attackers in the field or in dungeons. These will give you valuable hints about deck color. A Necromancer, for instance, appears in blue and black, and a Lord of Fate on horseback in white and black--mirroring the decks they play. Try to take into account not only the color of the opponents bearing down on you but their size as well. Large, powerful opponents may be slower at getting out creatures and enchantments, but once they do, the effect can be nearly unstoppable. Conversely, smaller opponents offer limited threats, but because they can be played relatively quickly, they may achieve an early game advantage. When an opponent "gifts" you with a carryover of your current life points into the next duel (it's more of a curse, since the idea is to not regenerate lost life between duels), choose a small antagonist to get that penalty out of the way. As your successes mount against any particular kind of opponent, others of its ilk will avoid you and beg for mercy when cornered. At such times they might offer food, money, amulets, or even a card from their own hand. Don't turn them down and force a duel unless you're on a quest. Especially as the option of a card you choose from their deck outweighs by far the few random cards you get when you defeat an opponent. If you're familiar with the original M:TG card game, take plenty of time to learn the available cards through the computer game's Duel module before you venture into Shandalar. Otherwise, your expectations will be unrealistic, given that the computer game provides less than 20 percent of the M:TG cards available and in use. Deck Building 101 Lowering the number of cards in your deck increases the likelihood of multiple cards turning up sooner, but it also increases the chance of running out of cards in a duel. This doesn't usually happen, but there are instances (particularly when both sides are playing green, blue, and/or black) where a stalemate is reached. Some computer-driven opponents also pursue a strategy of casting multiple Howling Mines to force you through your deck all the sooner. Unlike regular M:TG play, you start the computerized game with low life points (number depends upon level of difficulty) and a scattering of basic cards. It's therefore essential to configure a simple weenie deck for quick, early wins, and not concentrate at that point on complex combos or slow theme decks. The color that gives you the best starting chance in MicroProse's M:TG is green. Should you prefer a formidable challenge, try blue with its absence of fast mana-producing cards and its generally high spell-casting cost. If you lower your initial deck count below 40, the game will automatically add other variously colored lands to make up the difference. You can't compensate for every type of deck, so don't even try. Instead, try to concentrate on developing two to three basic deck types to deal with a variety of circumstances, and within each deck type, prepare a number of cards that go "on the sideboard." Dungeons Most dungeons and castles carry over life-point losses from one battle to another, although your adversaries will always start fresh and invigorated. There are several strategies to counter this. You can stock up on Healing Salve, artifact cards that improve health, Stream of Life, and Drain Life. These aren't options; they're essential survival-strategy tools -- particularly in the case of castles. If PowerStruggle is in effect in a dungeon, and your computerized opponent plays artifacts, summon creatures instead. Your adversary won't be able to perform those perilous random swaps if you haven't got the same type of card to swap (e.g., creatures, global enchantments, artifacts, lands). Scope out all the clear areas in any dungeon before you decide on a path of advancement. Some monsters are placed in such a way that you can work around them via side corridors, and since your damage carries over from duel to duel there, you don't want to face more showdowns than you need to. Tailor your deck appropriately to the individual dungeon or castle. If you know that Oriflame will be in effect in a red dungeon, try playing a white/blue deck with several Disenchants, Conversions, Volcanic Eruptions, and so on. If you're going into a blue dungeon where PowerStruggle is in effect, consider playing white and blue so that switching lands with an opponent leaves you able to play their islands, while your plains wreck their mono-blue casting. Dice icons in the dungeon usually administer random bonuses to your character. If they're the kind that give you extra life, these bonuses are cumulative, so two sets of dice that supply 2 and 3 extra life, respectively, give you 5 extra life. But the kind that provide a creature during your next duel are not cumulative. Running over two of these sets of dice in succession only replaces one creature with another. World Magics The best World Magics at the start of the game are the Ring of the Guardian and the Sword of Lightning. Any of the major wizards need only three mana links to win (and defeat you); the Ring changes that to five. The Sword will instantly transport you to a city that is under attack by a major wizard who seeks a mana link. This is particularly useful, as wizard-occupied cities are controlled by their more powerful subordinates. Dueling before the wizard conquers gives you a greater chance of success. After Ring and Sword, Conjurer's Will is probably your best World Magic. It allows you to edit your deck -- tuning it to the weaknesses of the creature bearing down on you -- without entering a town. Know Your Enemy: A Choice Selection Among the Toughest The Mind Stealer: On occasion, this blue-black opponent will play you with a copy of your own deck. Even when he doesn't, his ability to steal your cards and kill your land makes every defeat at his hands that much more frustrating. Solution: Swarm him with little creatures. The Thought Invoker: She will sometimes swap decks with you, giving your own back after the duel. Her mono-blue deck works around the principle of Psychic Venom, poisoning your lands; then she brings out relatively expensive fliers. Solution: Swarm with low creatures. As with any mono-deck, the Thought-Invoker is also susceptible to cards that target her single color. The Shapeshifter: Can take on the "form" (meaning the deck) of any other creature during a duel. Adds non-land mana to a blue mono- deck base to bring out artifact creatures. Solution: Swarm with small creatures, and use anti-artifact cards. The Summoner: Another opponent who shifts form, like the Shapeshifter. A mostly green deck with a few whites, she likes casting Circle Of Protection: Green, then Hurricaning you to death. Solution: A fast deck. Don't use fliers. Destroy her lands, since she doesn't carry any green weenies. (In fact, she has a couple of Colossus of Sardias up her capacious sleeve.) If you're playing blue, use Control Magic to grab her Birds of Paradise. The Necromancer: The final member of the Shapeshifting Trilogy, which can assume the deck of other creatures during a duel. On his own, the Necromancer prefers using Evil Presence to change your lands into swamps; then he drops his unstoppable swampwalkers on you. Watch out for his nasty Drain Lifes, too. Solution: The Necromancer has a mono-black deck, so there's no protection against enchantments. White is particularly effective, with Karma providing a nearly unholy joy. The Ape Lord: A powerful green/red deck that employs fast mana to get out Killer Bees, Dragon Engines, and direct damage cards relatively quickly. Solution: A fast deck of your own. A white/blue combination will work wonders, offering Circles Of Protection in defense while Counterspells, Elemental Blasts, and Control Magics mess with his simian mind. The Arch Angel: A potent combination of flying creatures and life boosters, with a few mana enhancements courtesy of Mana Vaults. A deck like this may explain why Wizards Of The Coast removed the Serra Angel from its Fifth Edition. Solution: Land destruction works well against this deck, given the casting cost of its creatures. Hurricanes will revive the friendly skies. The Black Wizard: Fast mana and big fliers. Solution: A white/green deck will have no trouble with him. White/blue is also fun, since he's very susceptible to enchantments. The Blue Wizard: Stasis is her game. Her Twiddles tap your creatures, while her creatures that never tap (like Yotian Soldiers and Zephyr Falcons) boogie on through. Solution: A small creature deck won't be bothered by her strategy; neither will direct damage. Consider playing green/red. Dracur, The Red Dragon: With a black/green/red deck, Dracur likes Hypnotic Spectres and augments land destruction spells with a few Dingus Eggs. If you survive all this, he hits you with red direct damage. Solution: Like other dragons, Dracur's three-color deck is susceptible to land destruction of its own -- even more so, considering his playing style. Consider a white/blue or white/green deck, and cast Conversion to stop his direct damage. Use non-mana land sources. The Green Wizard: An extremely powerful mono-green deck, built around lots of fast mana, Killer Bees, and Gaea's Liege. Verduran Enchantresses and Jayemdae Tomes help get his strategy moving, fast. Solution: Play David to his Goliath. Use Prodigal Sorcerers and Rods of Ruin to pick off his Birds of Paradise, Killer Bees, and Llanowar Elves as he plays them. Pestilence works very well if he casts Living Lands -- you wipe out not only his creatures, but the majority of his mana as well. The Lord of Fate: A fun white/black deck, with a nice assortment of cheap and powerful creatures augmented by black's fast mana and white's enchantments. Solution: A fast deck with anti-artifact and anti-enchantment spells. A green/blue or green/white deck will work especially well. Mandurang, The Black Dragon: A red/black/blue Arch Angel deck on steroids. Lots of cheap fliers, Moxes(!) to add fast mana, enchantments to boost power and toughness. Solution: Fast mana of your own, anti-creature cards. (Unsummon is particularly useful, because it's both cheap and wastes his enchantments.) A blue/green deck with some artifacts (Meekstone to stop his creature enhancements, The Rack to slow Mandurang's very fast development). Green/blue, green/white, or green/black should annoy him to death. The Nether Fiend: Cheap creatures and Mishra's Factories, augmented by Jununs. Watch out for his deadly combination of The Hive and The Lord of the Pit. Solution: As a mono-black deck, he's extremely vulnerable to enchantments. Give him the blues with Mind Control and Counterspell. A single white Karma spell can destroy him. If you're playing green and he's got The Lord of the Pit out there, Hurricane him. It's fun to watch The Lord of the Pit turn on its master. The Priestess: She plays defensively, using life enhancements and walls. She'll produce a few Elder Land Wurms when you've exhausted your resources, and a bunch of Animate Wall spells to really wreck your day. Solution: Hit her hard and early, before she can produce enough mana from her mono-white deck to build that defensive perimeter. She's a sucker for black: Use Evil Presence to pollute her lands and Hypnotic Spectres to chip away at her hand. Prismat, The Green Dragon: One of the most difficult opponents you'll face. His deck concentrates on spells that damage everything, including himself, and a variety of cards for life gain. Not surprisingly, his only creature is the Onulet. Solution: Beat Prismat with life-dealing spells of your own. A white/black deck can paralyze his personal attacks with Circles Of Protection while emptying his hand with Hypnotic Spectres. White/blue can cancel Prismat's spells, leaving room for your Serra Angels to kick a little draconian butt. Queltosh, The Red Djinn: Many of the djinns are relative pushovers, but Queltosh is an exception--his white/blue/red deck seems to have one card of nearly everything. Solution: Keep open and expect anything. Your only consolation is that once Queltosh has used a spell, he won't repeat it. The Red Wizard: He's seriously into dragons--Shivan Dragons, Dragon Whelps, Prismatic Dragons, Dragon Engines, Craw Wurms, Elder Land Wurms, and so on. To power it all, he has Mana Flares, and he's got several Lightning Bolts to get around any walls. Solution: As the Red Wizard reveals, it's dangerous to employ too narrow a strategy in this game. Anyone for Winter Blast or Hurricane? The earth will shake as the gross draconian tonnage hits the ground. And since all the Red Wizard's creatures are either dragons or wurms, an Aswan Jaguar will chortle with glee. Play green here, and have fun. The White Wizard: Lots of protection, as you might expect. He hides behind it while playing things like Armageddon Clock and Bottle of Suleiman. Several anti-artifact and anti-creature spells will deal with his defenses, and you can use fast, small creatures to destroy him. Eliminating the five major wizards brings you face-to-face with the ultimate test: Arzakon. He can be beaten, but it isn't easy. On the good side, Arzakon plays with all five magical colors and an oversized deck, making it extremely difficult for him to get started. On the bad side, he also has 400 life. He can afford to take as much damage as you want to throw at him, then dish out whatever little bit is required to splatter you over all Shandalar. Solution: The first thing to realize is that you've already won before you tackle Arzakon. The length of time he takes to defeat you affects the length of Arzakon's banishment: that's all. That said, it is actually possible to defeat this monster. You'll need to place him in an inescapable loop while employing other cards to slowly scratch him to death. Blue is essential for this, and some nice combinations involving Stasis, Time Elemental, etc., will work well. Then you can concentrate on emptying his deck or administering 400+ damage. (The latter can be done. Consider a huge Fireball powered with Mana Flares, Birds of Paradise, Forking, Timetwister, Demonic Tutor, Moxes, a Candelabra of Tawnos, and so on!) @~If any MtG players have any tips to add, or would like to write @~their own article, please send it in and help out your fellow @~SynTaxers! ... Sue - o -