Magic The Gathering: Battlegrounds - Strategy Guide (Page 01)
Below are the cheat codes, hints and help for Magic The Gathering: Battlegrounds - Strategy Guide (Page 01).
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** Magic The Gathering: Battlegrounds **
** by Ranilin **
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** E-mail: zidaneslayer@hotmail.com **
** Gamertag: Ranilin **
** **
** Last Updated: January 6th, 2004 **
** 13:40 CST **
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Game Info
Player(s): 1-2
Memory Unit: 25 Blocks
Dolby Digital 5.1 Surround Sound
HDTV 480p
Online Multiplayer (Live)
Voice Communication
Content Download
Live Scoreboards
Friends List
To find the part you need faster, simply press Ctrl+F to bring up the find
option, then enter the Index number and/or title of the part you want. Press
enter until the correct location is selected (usually twice). Also, if it is
a quest in particular you need help with, enter the title of the quest
instead. Also note that anytime you see "Author", that is referring to me and
what I have to say.
Index
1. Introduction & FAQ Changes
1.1 Introduction
1.2 Changes
1.3 Patch Changes, Fixes, and Explanations
2. Background
3. Playing the Game
3.1 Quest Mode
3.2 Arcade Duel
3.3 Vs Duel
3.4 Practice Duel
3.5 Xbox Live
4. Settings
4.1 Game Options
4.2 Audio Options
4.3 Edit Spellbook
4.4 Profiles
5. Duelists and Preconstructed Decks
5.1 Basic Duelists
5.2 Advanced Duelists
5.3 Legendary Duelists
6. Card Strategies, Combos, Tips
7. Decks with Strategies
8. Spell Listing
8.1 Black
8.2 Blue
8.3 Green
8.4 Red
8.5 White
9. Quest & Arcade Walkthroughs
9.1 Quest Walkthroughs
9.1.1 Chapter 1
9.1.2 Chapter 2
9.1.3 Chapter 3
9.1.4 Chapter 4
9.1.5 Chapter 5
9.1.6 Chapter 6
9.2 Arcade Walkthroughs
9.2.1 Red Walkthrough
9.2.1.1 Kuldan
9.2.1.2 Volita
9.2.1.3 Maraxus
9.2.2 Green Walkthrough
9.2.2.1 Tenera
9.2.2.2 Entorin
9.2.2.3 Multani
9.2.3 White Walkthrough
9.2.3.1 Alberon
9.2.3.2 Evalisa
9.2.3.3 Akroma
9.2.4 Black Walkthrough
9.2.4.1 Keroc
9.2.4.2 Midia
9.2.4.3 Ihsan's Shade
9.2.5 Blue Walkthrough
9.2.5.1 Ildavar
9.2.5.2 Zayel
9.2.5.3 Arcanis
9.2.6 Custom Deck Walkthrough
10. Credits
11. Legalities
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Index
1. INTRODUCTION & FAQ CHANGES
1.1 INTRODUCTION
Magic The Gathering: Battlegrounds is a real-time strategy combat game. Based
loosely on the CCG by Wizards of the Coast, the game play is fast, in depth,
and innovating. Two duelists face off against each other on an arena divided
in half; summoning creatures, casting enchantments, and various spells, until
only one remains.
1.2 CHANGES
V0.8 - Initial Release of this Guide/FAQ, Arcade Guide not done yet
V0.9 - First Update; Added Red, Green, & White Arcade sections, missing
strategy from my custom deck, Black Forest
V1.0 - Full release; Added the remaining sections of Arcade Duel Walkthrough
V1.1 - Removed Deck section and made it into a different guide; added a few
alternative strategies for several missions
1.3 PATCH CHANGES, FIXES, AND EXPLANATIONS
As of this release, there have been no patches or changes yet.
2. BACKGROUND
Quote from Manual:
"Take control of powerful duelists and engage in epic duels for magical
supremacy via Xbox Live. Whether cracking the earth with powerful spells or
summoning ferocious minions, you will have to use both brains and brawn to
defeat your enemies. Overwhelming challenges surround -- the time has come
to focus your energies and unleash the power within!"
Author: The game doesn't have a major story to back it, but when you select
Quest for the first time, a movie begins to give you a start vaguely
explaining what you are doing. Apparently, the powerful Planeswalker Mishra
allied himself with the black spider, Tsabo Tavoc, betraying a third duelist.
As he took her powers, a gem for each of the five colors escapes, spread
throughout the land. You are to seek out these gems and rebuild a powerful
artifact.
3. PLAYING THE GAME
3.1 Quest Mode
Quote from Manual:
"Quest is a six-chapter adventure that will teach you basic and advanced
dueling techniques and tactics. Complete the entire adventure and defeat all
boss-level characters to unlock duelists that are hidden in the game."
Author: Quest mode is how you unlock cards. You begin with no spells, and
must do the first three 'Quests' to learn the basics before being given a
creature spell. From there on out, until Chapter 6 of the quests, you get
one card after every Quest. Each Chapter collects an entire set of one color,
before moving on to the next. You will be required to use the card you just
received in the next duel every time. It's basically a very, very extended
tutorial. At the end of Chapter 6, you will unlock Mishra if you beat him.
3.2 Arcade Duel
Quote from Manual:
"In the mood for a quick series of duels? Arcade Duel lets you duel against
computer-controlled opponents using a predetermined character."
Author: In Arcade Duel, you'll unlock new Duelists to choose to play as for
each deck you build. To unlock the next Duelist of a color, you must play the
Arcade Duel as the current available Duelist of that color. You cannot use
custom decks to unlock any color-aligned Duelists. Once you have unlocked all
Duelists of all five colors, as well as played through all three tiers of the
Arcade Duel with a custom deck, you will unlock the Legend Tsabo Tavoc.
3.3 Vs Duel
Quote from Manual:
"In this mode you can try out new spellbooks and strategies against your
friends. Just select duelists and spellbooks, choose an arena, set the duel
length and number of rounds, and go!"
Author: The manual pretty much says everything for this one. Standard Vs mode
for a game. Only the unlocked Duelists can be selected for prebuilt decks, but
you can choose Custom Decks (with whoever the duelist is) from any profile on
the Xbox HD (not the memory card).
3.4 Practice Duel
Quote from Manual:
"In Practice Duel you can test out your custom deck against any duelist you
have unlocked from Arcade Duel, or just indulge in quick games against a
single computer controlled opponent. Practice Duel lets your refine your
skills and develop your technique before you duel against a human opponent."
Author: Practice Duels are 3 rounds at 10 minutes each, on the Arena of your
choice. The advantage is the ability to select specific decks to play AGAINST
(excluding any custom ones), which is good for refining against certain things.
However, if you simply want to "test" your deck, play through the 3rd tier of
Arcade mode with it for a better trial.
3.5 Xbox Live
All of the following is from the Manual:
Ready for some real competition? Xbox Live lets you compete against other Xbox
Live players via the Internet, using your choice of duelists and spells. You
can also use Xbox Live to download exclusive spells and accessories, as well
as participate in on-line tournaments.
Xbox Live is a high-speed or broadband internet gaming community where you can
create a permanent gamer identity, set up a Friends list with other players,
see when they're online, invite them to play, and talk to them in real-time as
you play.
If you are an Xbox Live subscriber, you can download the very latest (such as
new levels, missions, weapons, vehicles, and more) to your Xbox console.
-Connecting-
Before you can play Magic: The Gathering - Battlegrounds online, you need to
connect your Xbox console to a high-speed or broadband Internet connection,
and sign up for Xbox Live service. To determine if Xbox Live is available in
your region and for information about connecting to Xbox Live, see
www.xbox.com/connect and select your country.
-Playing-
Use Quickstart to quickly find a game and get playing, choose your spellbook
and start dueling. Use Optimatch if you want to fight someone a little closer
to you in the standings, or perhaps join the dueling elite, choose the room,
choose the level of your competitor and earn your ranking.
Create a Match if you to duel in a specific arena or if you want to control the
number of rounds and the time limit of the duel.
Your Friends List allows you to invite friends for a duel. Use Statistics to
keep an eye on the most skilled duelists out there. Watch for new content and
download the latest spell and arena updates.
4. SETTINGS
4.1 Game Options
Number of Rounds: 1, 3, 5, 7, or 9
Round Time Limit: 5, 10, 15, 20 minute, and no time limit
Spellbook: Icons and Text, Icons, or Text
Quest Difficulty: Normal or Easy - Easy starts you with 3 mana every quest
Quest Hints: On or Off
Player 1 Vibration: On or Off
Player 2 Vibration: On or Off
4.2 Audio Options
Effects Volume: 0-10, 0 is Off
Music Volume: 0-10, 0 is Off
Incantations: 0-10, 0 is Off
NOTE: You will generally want to turn Music volume down lower than Incantations
so you can hear what is being cast when you are first learning to play.
4.3 Edit Spellbook
Y - Create
X - Delete
A - Edit
B - Back
NOTE: You can edit spellbooks, make new ones, etc from here. You cannot,
however, edit the colors of a deck or the duelist to be used with it. You must
make a new deck for that.
4.4 Profiles
Y - Create
A - Load
B - Back
NOTE: You can change or create any profile on your Xbox from here without
restarting the game.
5. DUELISTS AND PRECONSTRUCTED DECKS
Unlocking Duelists:
Mishra - Unlocked by beating in Quest
Mirrora - You ARE Mirrora (her outfit changes when selecting her for a custom
deck based upon the color of the deck)
Tsabo Tavoc - Beat all three rows of Arcade mode for every color, including
the Custom decks
5.1 Basic Duelists
Kuldan - Red
Sorceries: Engulfing Flames, Reckless Charge
Creatures: Goblin Hero, Raging Goblin
Tenera - Green
Sorceries: Giant Growth, Run Wild
Creatures: Defiant Elf, Elvish Warrior
Alberon - White
Sorceries: Guided Strike, Warrior's Honor
Creatures: Youthful Knight, Suntail Hawk
Keroc - Black
Sorceries: Vicious Hunger, Infest
Creatures: Death's-Head Buzzard, Carnophage
Ildavar - Blue
Sorceries: Unsummon, Deluge
Creatures: Winged Drake, Horned Turtle
5.2 Advanced Duelists
Volita - Red
Sorceries: Engulfing Flames, Reckless Charge, Scorching Missile
Creatures: Goblin Hero, Raging Goblin, Goblin Sky Raider
Enchantments: Fervor
Entorin - Green
Sorceries: Giant Growth, Run Wild, Untamed Wilds
Creatures: Defiant Elf, Elvish Warrior, Llanowar Elf, Giant Spider
Evalisa - White
Sorceries: Guided Strike, Warrior's Honor, Demystify
Creatures: Youthful Knight, Suntailed Hawk, Venerable Monk
Enchantments: Test of Endurance
Midia - Black
Sorceries: Vicious Hunger, Infest, Dark Banishing
Creatures: Death's-Head Buzzard, Carnophage, Juzam Djinn
Enchantment: Liability
Zayel - Blue
Sorceries: Unsummon, Deluge, Mana Short
Creatures: Winged Drake, Horned Turtle, Fighting Drake
Enchantments: Pendrell Mists
5.3 Legendary Duelists
Maraxus - Red
Sorceries: Engulfing Flames, Reckless Charge, Scorching Missile, Inferno
Creatures: Goblin Hero, Raging Goblin, Goblin Sky Raider, Goblin King,
Volcanic Dragon
Enchantments: Fervor
Multani - Green
Sorceries: Giant Growth, Run Wild, Untamed Wilds, Overrun
Creatures: Defiant Elf, Elvish Warrior, Llanowar Elf, Giant Spider, Gorilla
Chieftain, Rushwood Elemental
Akroma - White
Sorceries: Guided Strike, Warrior's Honor, Demystify, Wrath of God
Creatures: Youthful Knight, Suntailed Hawk, Venerable Monk, Thunder Spirit,
Warrior Angel
Enchantments: Test of Endurance
Ihsan's Shade - Black
Sorceries: Vicious Hunger, Infest, Dark Banishing, Soul Feast
Creatures: Death's-Head Buzzard, Carnophage, Juzam Djinn, Sengir Vampire,
Harbinger of Night
Enchantment: Liability
Arcanis - Blue
Sorceries: Unsummon, Deluge, Mana Short, Counterspell, Mage's Guile
Creatures: Winged Drake, Horned Turtle, Fighting Drake, Air Elemental
Enchantments: Pendrell Mists
6. CARD STRATEGIES, COMBOS, TIPS
Card: Avatar of Might
This guy is huge. Here's a tip to really annoy your opponent. Summon him
at the VERY BOTTOM of the screen, as close to the line as possible. Then
go stand on the line at the bottom, running across it and back repeatedly.
Stay long enough to not take damage. This will cause the view to zoom in
on you and the enemy duelist, forcing the Avatar of Might to block the
majority of his/her view.
Card: Counterspell
This one is tricky to play with. Scorching Missile, for example, has a
variable resolving speed. The further the distance between you and the
enemy duelist, the longer it takes to finish. You can counter the spell as
long as the fireballs are still in the air.
Card: Spiritualize
This is a great card. You can cast it multiple times on the same creature.
If your 2/1 Youthful Knight has 4 Spiritualizes on it, you will get 8 life
when he hits something with at least 2 defense. Very useful on stronger
creatures. Best I've done was against Multani in Practice Duel. Warrior
Angel, Guided Strike, 6 Spiritualizes against his Giant Spider. I gained
28 life when my Angel splattered the Giant Spider with her first strike. :)
Card: Harbinger of Night
Try Warrior's Honor to counter the effects (until respawn) on all of your
own creatures. This will also keep Harbinger around an extra 5 seconds per
cast of Warrior's Honor. Or use Giant Growth to make Harbinger use his
ability three more times.
Card: Gratuitous Violence
One in play doubles all of your creatures damage, but two in play doubles
THAT (Quadruple damage).
Card: Pendrell Mists
Having two in play drains two mana per respawn instead of one. Much faster
and efficient for control decks (this should have been learned in Quest
mode though).
Card:
7. DECKS WITH STRATEGIES
NOTE: Section removed to turn into an entirely different guide. Coming soon
on CheatCC.com.
8. SPELL LISTING
8.1 Black
Sorceries:
Infest - 4B - Infest makes each creature temporarily receive -2/-2
until it respawns
Vicious Hunger - 4B - Vicious Hunger drains 2 life from the closest enemy
creature and gives it to the caster
Dark Banishing - 5B - Dark Banishing destroys the closest non-black enemy
creature
Hellfire - 6B - Hellfire destroys all non-black creatures and drains
3 life, plus 1 for each creature destroyed, from the
caster
Soul Feast - 7B - Soul Feast drains 4 life from the enemy duelist and
gives it to the caster
Creatures:
Carnophage
Cost: 2B Stats: 2/2 Attributes: None
- Carnophage drains 1 life from its controller each time it respawns
Harbinger of Night
Cost: 3B Stats: 2/3 Attributes: None
- Harbinger of Night causes all creatures, including itself, to receive -1/-1
permanently.
Death's-Head Buzzard
Cost: 3B Stats: 2/1 Attributes: Flying
- When Death's-Head Buzzard is destroyed, each creature temporarily receives
-1/-1 until it respawns
Krovikan Vampire
Cost: 4B Stats: 3/3 Attributes: Blocking Change
- If Krovikan Vampire destroys a creature, that creature comes into play
under Krovikan Vampire's controller's control and attacks the enemy
duelist. If Krovikan Vampire's controller loses control of Krovikan
Vampire, all such controlled creatures are destroyed
Juzam Djinn
Cost: 4B Stats: 5/5 Attributes: None
- Juzam Djinn drains 1 life from its controller each time it respawns
Sengir Vampire
Cost: 5B Stats: 4/4 Attributes: Flying
- Sengir Vampire gets +1/+1 permanently each time it destroys an enemy
creature
Havoc Demon
Cost: 7B Stats: 5/5 Attributes: Flying
- When Havoc Demon is destroyed, each creature temporarily receives -5/-5
until it respawns
Enchantments:
Liability - 4B - Liability drains 1 life from a duelist each time one of
that duelist's creatures is destroyed
No Mercy - 5B - No Mercy destroys any creature that deals full damage to
No Mercy's Controller. If No Mercy's controller
successfully shields the damage, the creature is
unaffected
8.2 Blue
Sorceries:
Unsummon - 1U - Unsummon forces the closest enemy creature to respawn
Mage's Guile - 1U - Mage's Guile makes the caster's closest creature unable
to be target by spells until it respawns. Mage's Guile
does not work against spells that affect more than one
creature
Counterspell - 2U - Counterspell cancels any spell the enemy duelist is
currently casting
Deluge - 3U - Deluge freezes all ground creatures for five seconds
Spelljack - 4U - Spelljack steals any spell the enemy duelist is
currently casting
Mana Short - 5U - Mana Short drains all the enemy duelist's mana
Clone - 5U - Clone summons a new instance of the closest creature
Creatures:
Horned Turtle
Cost: 2U Stats: 1/4 Attributes: Blocking
- Nothing
Winged Drake
Cost: 3U Stats: 2/2 Attributes: Flying
- Nothing
Fighting Drake
Cost: 4U Stats: 2/4 Attributes: Flying
- Nothing
Air Elemental
Cost: 5U Stats: 4/4 Attributes: Flying
- Nothing
Mahamoti Djinn
Cost: 6U Stats: 5/6 Attributes: Flying
- Nothing
Enchantments:
Pendrell Mists - 4U - Pendrell Mists makes each creature drain 1 mana from
its controller every time it respawns. If the mana
doesn't exist, the creature is destroyed.
Cowardice - 5U - Cowardice makes any creature targeted by a spell
respawn instead of that spell resolving
8.3 Green
Sorceries:
Run Wild - 1G - Run Wild gives the caster's closest creature trample
and regeneration until it respawns
Giant Growth - 2G - Giant Growth gives the caster's closest creature a
+3/+3 bonus until it respawns
Untamed Wilds - 3G - Untamed Wilds causes one mana crystal to appear
immediately. It does not affect the generation of
other mana crystals
Tranquility - 4G - Tranquility destroys all enchantments
Overrun - 6G - Overrun gives each of the caster's creatures a +3/+3
bonus and trample until it respawns
Creatures:
Defiant Elf
Cost: 1G Stats: 1/1 Attributes: Trample
- Nothing
Llanowar Elves
Cost: 1G Stats: 1/1 Attributes: Ability
- Llanowar Elves generates 1 mana shard every 5 seconds
Elvish Warrior
Cost: 2G Stats: 2/3 Attributes: None
- Nothing
Priest of Titania
Cost: 3G Stats: 1/1 Attributes: Ability
- Priest of Titania generates 1 mana shard for each Elf in play every five
seconds
Giant Spider
Cost: 4G Stats: 2/4 Attributes: Blocking
- Giant Spider can blocks flying creatures as well as ground creatures
Gorilla Chieftain
Cost: 4G Stats: 3/3 Attributes: Regeneration
- Nothing
Rushwood Elemental
Cost: 5G Stats: 4/4 Attributes: Trample
- Rushwood Elemental gains +1/+1 permanently whenever it respawns
Ancient Silverback
Cost: 6G Stats: 6/5 Attributes: Regeneration
- Nothing
Avatar of Might
Cost: 7G Stats: 8/8 Attributes: Trample
- Avatar of Might costs 2G if the enemy duelist controls 4 or more creatures
than the caster
Enchantments:
None.
8.4 Red
Sorceries:
Engulfing Flames - 1R - Engulfing Flames deal 1 damage to the closest enemy
creature or duelist. If a creature takes damage from
this spell and is destroyed before it respawns, it
cannot regenerate
Reckless Charge - 1R - Reckless Charge gives the caster's closest creature
a +3/+0 bonus plus haste until it respawns
Scorching Missile - 4R - Scorching Missile deals 4 damage directly to the
enemy duelist
Threaten - 4R - Threaten gives the caster control over the closest
enemy creature, gives that creature haste, and makes
it attack the enemy duelist until it respawns
Inferno - 6R - Inferno deals 6 damage to all creatures and duelists
Creatures:
Raging Goblin
Cost: 1R Stats: 1/1 Attributes: Haste
- Nothing
Goblin Hero
Cost: 2R Stats: 2/2 Attributes: None
- Nothing
Goblin King
Cost: 3R Stats: 2/2 Attributes: None
- Goblin King gives each Goblin a +1/+1 bonus as long as it lives. This bonus
does not apply to Goblin King
Goblin Sky Raider
Cost: 3R Stats: 1/2 Attributes: Flying
- Nothing
Retromancer
Cost: 4R Stats: 3/3 Attributes: None
- Retromancer deals 3 damage to any duelist who targets it with a sorcery
Magma Giant
Cost: 5R Stats: 5/5 Attributes: None
- Magma Giant deals 2 damage to all creatures and duelists when it comes
into play
Volcanic Dragon
Cost: 5R Stats: 4/4 Attributes: Flying, haste
- Nothing
Enchantments:
Fervor - 4R - Fervor gives all of the controller's creatures haste
Gratuitous Violence - 5R - Gratuitous Violence doubles the damage dealt by
the controller's creatures
8.5 White
Sorceries:
Guided Strike - 1W - Guided Strike gives the caster's closest creature a
+1/+0 bonus and first strike until it respawns
Spiritualize - 2W - Spiritualize gives the caster's closest creature the
ability to give its controller life equal to the
damage it deals until it respawns
Warrior's Honor - 2W - Warrior's Honor gives each of the caster's creatures
a +1/+1 bonus until it respawns
Demystify - 3W - Demystify destroys the enemy duelist's last cast
enchantment
Wrath of God - 5W - Wrath of God destroys all creatures
Creatures:
Suntail Hawk
Cost: 1W Stats: 1/1 Attributes: Flying
- Nothing
Youthful Knight
Cost: 2W Stats: 2/1 Attributes: First Strike
- Nothing
Thunder Spirit
Cost: 3W Stats: 2/2 Attributes: Flying, First Strike
- Nothing
Blessed Orator
Cost: 4W Stats: 1/4 Attributes: Blocking
- Blessed Orator gives it controller's other creatures a +0/+1 bonus as long
as Blessed Orator lives
Venerable Monk
Cost: 4W Stats: 2/2 Attributes: None
- Venerable Monk gives its controller 2 life when it comes into play
Warrior Angel
Cost: 5W Stats: 3/4 Attributes: Flying
- Warrior Angel gives it controller life equal to the damage it deals
Angel of Retribution
Cost: 6W Stats: 5/5 Attributes: Flying, First Strike
- Nothing
Enchantments:
Test of Endurance - 4W - Test of Endurance enables either duelist to win by
achieving 50 or more life
Divine Presence - 5W - Divine Presence reduces all damage of 4 or more to 3
9. QUEST & ARCADE WALKTHROUGHS
9.1 QUEST WALKTHROUGH
9.1.1 CHAPTER 1
QUEST: MANA GLADE
Game Directions/Hints:
1. Collect three mana crystals that rise from the ground.
2. Stay away from the far side of the arena, it is deadly!
3. Beware of crossing the center line of the arena. You will take
damage and die if you linger on the enemy side of the arena.
Author's Directions:
Simply grab three crystals as they pop up. Before grabbing the third
crystal, walk across the center line and stay there for 3 seconds
until you take damage. This will bring up two messages that only occur once
per profile, but will go ahead and get them out of the way forever.
QUEST: ATTACK TRAINING
Game Directions/Hints:
1. You can deal damage to creatures and duelists by using your attack. By
pulling the R trigger, your duelist will attack the creature or duelist
closest to you for 1 damage. Run toward the target as you attack for the
best chance of hitting it before it hits you. Your attack also works on
flying creatures.
2. By pulling the R trigger your duelist will attack the creature or duelist
closest to you. Try attacking just before it attacks you.
3. You can also attack creatures just after they have attacked you. Pull the
R trigger to attack them.
Author's Directions:
When the messages are gone to begin with, press R trigger to swing. Then
another message will pop up, and the enemy will start to cast Defiant elves.
Move forward as they get closer and swing, timing it so you land the hit
squarely. You have 5 chances here to time your attacks properly.
QUEST: SHIELD TRAINING
Game Directions/Hints:
1. By pulling the R trigger, you activate a shield that reduces most damage
dealt to you by half, rounded down. Shielding costs mana, so use it
carefully.
2. Pull the L trigger to shield yourself from the elf's attack.
3. Pull the L trigger to shield. You must be on your side of the arena and
have mana to shield yourself successfully.
Author's Directions: Just start the match by tapping the L trigger. Then the
computer will summon an Elvish Warrior. Shield it 5 times.
REWARD: Goblin Hero
QUEST: HERO
Game Directions/Hints:
1. Summon your newly earned Goblin Hero to defeat the enemy.
2. Summon as many Goblin Heroes as possible.
3. As soon as you have two mana, summon a Goblin Hero. Keep summoning them
until the enemy is defeated.
Author's Directions:
Simply grab mana, and cast Goblin Hero over and over again.
REWARD: Engulfing Flames
QUEST: DEFIANT ONES
Game Directions/Hints:
1. Cast Engulfing Flames and Goblin Hero to defeat the enemy duelist.
2. Defiant Elves are fairly weak creatures. Both of your spells are capable
of destroying them. Collect mana crystals to increase your maximum mana.
3. You can use your attack by pulling the R trigger to destroy the Defiant
Elves, or keep summoning Goblin Heroes.
Author's Directions:
Just grab the crystal and cast Engulfing Flames. Then summon two Goblin
Heroes and repeatedly cast Engulfing Flames until the quest is finished.
REWARD: Fervor
QUEST: TIME RUNS OUT
Game Directions/Hints:
1. Cast Fervor to defeat the enemy in the allotted time. You have a full
mana bar, so cast quickly!
2. Note that creatures either have haste or do not. So casting two Fervor
enchantments is useless.
3. Summon your creatures close to the center line so they don't have to move
as far to attack the enemy. Fervor will speed up all of your Goblin
Heroes.
4. As soon as you summon 4 Goblin Heroes, cast Fervor to increase their
speed.
Author's Directions:
Just do like the directions say. Stand on the line and cast 4 Goblin Heroes,
then Fervor. You'll have time for 1 Engulfing Flames before you beat him.
REWARD: Raging Goblin
QUEST: ATTACK OF THE ELVES
Game Directions/Hints:
1. Defeat the enemy duelist with all the spells at your command.
2. Use your attack by pulling the R trigger to deal damage to a creature.
Concentrate on using your attack against creatures with one toughness to
conserve mana.
3. Summon Raging Goblin to block the attack of an Elvish Warrior and buy
time to replenish more mana. Also pick up as many mana shards as
possible.
4. To get the upper hand, concentrate only on defense while building mana,
then summon several Raging Goblins at once.
5. A strong defense means summoning creatures only when you have to block
the attackers, and perfecting the timing of your attack.
Author's Directions:
Start by simply gathering crystals. Anytime a defiant elf comes near you,
hit it with your attack. Summon a Raging Goblin every time an Elvish Warrior
comes at you. Use Engulfing Flames to hit the Warrior once, then when it
respawns and comes at you again, it'll have 1 toughness left. Kill it like
you do the Defiants. When you have 7 mana or so, cast Fervor then regen
again. When you pick up the 8th crystal, cast 4 Goblin Heroes on the middle
line. Then just throw a Raging Goblin when you have 1 mana again, and the
quest will finish as they kill the green duelist.
REWARD: Reckless Charge
QUEST: RECKLESS LIFE
Game Directions/Hints:
1. Do whatever it takes to defeat the enemy before time runs out. You have
a full mana bar, so cast quickly! This enemy will shield all oncoming
attacks.
2. Reckless Charge can be cast more than once on a creature to increase its
power even more.
3. Summon one creature, and then cast Reckless Charge on it as many times
as possible. The further back you summon the creature, the more times
you can cast Reckless Charge on it.
Author's Directions:
Start by summoning a Raging Goblin. Then repeatedly give it Reckless Charge.
You can back up at the start of the round to cast the Goblin, and turn it
into a massive 34/1 attacker before it gets to the enemy. However, if you
cast Engulfing Flames right before the Goblin hits the duelist, he won't
shield, making the damage needed to kill him quite a bit less.
REWARD: Goblin Sky Raider
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