ࡱ> npm3 hjbjb^^ h<h<bl Lddddddddd!######,N nOdddddOdddddd!|d|d!rr!T!8,٥ u!dd\\! Magic The Gathering For the PC FAQ , Hints, Cheats, and Walk through Tutorial Plainswalker and Spell Of The Ancients Well, I played this game a long time ago in the hey day of Windows 95. Then they came out with the pak that had the expansion for both Spell Of the Ancients And Plainswalker together. Since I never completed it with the new cards, I decided To give it a whirl. Sure enough I ran into a few problems so I looked up on the internet to see if anyone has written an FAQ for this thing. Sure enough, nobody has. There were a few little cheats and stuff involving editing your opponents hands but t that would be no fun So here I am writing an FAQ and a bit of a strategy guide for this game. Ok, I start the game by playing the scenario at hard. I choose white since I remember playing white last time I played and I had a pretty easy time beating it. Since the AI wasnt all that smart back then I imagined they fixed that Well, one would hope, Getting Started Ok, running around with their deck the game gives you was really fucked. I had 7 blue cards and no islands. Oh wonderful. I decided to cut my deck size down a bit as to allow good distribution of mana with the remaining white (a few other) cards that I had. You dont have to have 60 or 40 cards, You can play with 35 or even 30 cards The maximum number of any one card will vary as your deck size increases I quickly built up a 45 card fairly fast white weenie beat down deck. I figure that would be pretty easy to do. Arabian Nights Expansion sure made white powerful with little guys like the Abu Jafar and flyers like the Thunder Spirit and you gotta love Jihad and Army of Allah. White got a good punch in offence. The play In the course of the game you are running around trying to get cards you need to build your deck better and at the same time try to save the towns from being attacked by the evil wizards. As I found, it is hard to be in two places at the same time TIPS about playing Shanadalar It is clearly hard to be doing your quests and saving the world at the same time. In hard mode, the wizards are attacking everywhere. So here are some tips that may help. Dont horde up your spells. Your magic bag will only hold 500 spells. So dont hoard up every single card that you win or find. Set your mind on the type of decks you wanna build and collect those cards. You dont have really that much time to build like 10 different decks. Use the money to buy food or buy the world cards. Spend the money to buy food! You need to move around quickly, so Dont run out of food as it will really impede you from getting anywhere on time. I made this mistake the first time I played. Stay on the road, you move much quicker there rather than trying to run across the mountains or through the swamps. You have to stop the cities from being attacked. The wizards are constantly attacking the cities. They are gathering mana links to cast their big spell.. They only need to attack and conquer the city to get the mana. If you go there and re-take the city, the wizards dont lose the mana link, which I think is stupid. They only need like 5 or 6 mana links to cast their stupid spell so you cant be going losing mana links here and there If you have time, try to do the quests that win you mana links!! If you lose a mana link due to the wizards, you will eventually lose life. So you wont be at 10 life points when you start, you will go down to 9 or 8. I would say 7 but I think the game will be over by then Take quests from cities that have stuff you are looking for. For example, do the ones from cities offering, any sorceries or any creatures, or any white card (since I was playing white). Pay attention to what kinda quest you get, Deliverying spells and kill the monster XXX that is attacking our town are the most easiest. Going out and finding a card can be much much tougher. Also, the quests change if you reload and ask for the quest again. I hate losing So every time I lost where it was a card I really wanted, then I would ctrl-alt-delete and reload the game from the last save game point. Of course, if you do this too many times, it can corrupt your save game file. I had a save game file so badly corrupted that my Ivory towers didnt give me life, spirit links didnt work, and deserts didnt work, abu jafar didnt work. Pretty messed up eh? So, my tip here, save your game, and save often and save in different spots in the save game registry. I had beaten the black, white and was fighting the blue boss when I found that all this things didnt work. My previous save game file that had it working was all the way back when I just finished beating the green and red bosses. So I had a lost a lot of ground Dont hoard up too many jewels, as some of the random encounters, the thieves come and steal HALF of your jewels. So, when you get a chance use a couple of them up, Look at your city map as to where to buy certain types of cards with your jewels. Cheap cards are 1 jewel, uncommon cards are around 2 jewels, and the rare ones are 3. I havent come across anything that is worth more than 3. Wander around a bit if you can because you can get a lot of good free cards just by bumping into them. Then again, you can also bump into a lot of ugly guys too. If you need to get from point A to point B quickly, have a lot of money. You can pay off a lot of monsters. Though, I dont know if the monster encounters really add to the map travel time. The monsters have a set boundary they roam in. For example, the black wizard hangs around the swamps around the black castle. If you are being chased by him, start running for the edge of the swamps. If you can make to the border, he will stop right there and you will be safe. That world magic card the sword of resistance, is ever so useful. For the cost of one white jewel it will instantly take you to the town that is being attacked. It saves you so much walking and also saves you from losing a mana link. Pretty worth the price of the one white jewel. So try to keep a good stock of them D) Tips about the Deck Themes and Dungeon Themes When trying to rescue a city or take over a castle or go into a dungeon, many times the computer will start with something in play. That is why, it is good to calibrate your deck to deal with things first or second turn. Thus the focus on weenie decks and quick fast punch decks are probably better than something much slower like a statis lock deck. I recommend white or black, mainly due to one casting cost spells that will disable a creature. Green really doesnt have any; blue has unsummon; and red has lightning bolt and immolation; white has swords to plowshares, spirit link; black has paralyze, weakness, terror, and obilette. Green Castle One of the easier dungeons to go through. I dont recommend using green to take it due to all the forest walking and gaeas liege and living lands that the computer will use but maybe you can find some way to use this. Usually the computer will start with a first turn creature. If you are lucky it is something harmless like a lanwar Elf or a Birds of Paradise. Sometimes you might have to deal with an elephant or a fugusaur. Green has two really nasty multi colour decks. The Green-white elephant deck with the Elephants graveyard and the Army of Allah+Trample combo., There is is blue green Fungsaur pinger deck, with Fungsaur, Prodigol Sorceror and Psionic Etinity. There is also a nasty green-black upkeep deck with lots of wanderlust, warp artifact, paralyze, cursed land, and copper tablet The green boss is basically a really fast monster deck. LOTS of monsters I took this castle pretty easily with a white weenie deck with a bit of help of a green ward and 2 COP Greens. Red Castle Probably the second easiest castle to take. For red, they usually start with a spell something like Mana Flare. This bit of fun, makes it really easy to throw your stuff out on to the battlefield. Be sure to have stuff that is NOT artifacts that you can pump the extra mana into so you dont mana burn yourself. The most disgusting deck you will probably ever see is the boss. With the mana flare already in play, he is playing a pump deck, using the Mana Flare, Guantlets of Might, Shivan Dragon, Fire Drake, and Dragon Engine decks. In my game, he was tapping 1 mountain and was get 7 red mana out! That shivan was a 75/5 flying piece of shit!! Needless to say, the only way I beat this loser was with a white, COP red, first strike deck. The COP saved me from the 40 point fireballs and the first striking Thunder Spirits with some jihads and crusades are all you need to take down those shivans. Black Castle is probably the first of the harder to take castle. For red, they usually start with a creature. If you are lucky it will be a willowisp. If you are unlucky, you will get a Carrion ants or even worse, the hypnotic spectre. Of course, you can see how fair (or unfair) this can get with a first turn hypno-man. This is a castle, you have to deal with that first turn threat as fast as you can or else you are gonna suffer bad! Again, I choose white with the white knight, and COP black. Since I was playing white, I had a few more extra artifacts to deal with the black knight. Big black nasty creatures like nightmares and lord of the pits and things like that are no problem with COP or with white nights or with spirit link on them. Black cant do much against the enchantments like crusade or jihad either so after you deal with the initial threat the rest should be easy. There is one swamp walking deck to watch out for but nothing that disenchants cant fix. The boss man is playing with Lich deck. Not too difficult to beat, if you got creatures warded against black to continually do damage to him. White Castle is really not THAT hard to take. They usually start with a creature. In my case it was a Elder Land Wurm. Which is nothing as long as you dont let it block. So the key to this dungeon is flyers. So a flying deck with banding and first striking was what I used. I had a few things like the icy manipulator to help me tap the serra angels and mega Pegasuses. The only really hard deck to deal with is the armeggeddon deck with dingus egg deck and the wrath of god with ressurection deck. The boss deck is really a defensive bodyguard deck. He has lots of the vetern bodyguards, Maytr of Korlis, Eye for an eye, reverse damage deck. Blue Castle was the most fustrating castles to beat. It was my last one but MAN was it hard. Ok, the computer starts with the 10/10 trampling leviathan tapped and something else. If you are lucky that something else is the zephyr falcon or a merfolk. If you are unlucky you get the fucking Serenib Efferit (3/4 flying). Yea, first turn! The fucking cheater! So you can see, if you cant deal with these two shit heads first 4 turns you could very well be dead. I have had a few second turn kills because the computer was able to cast twiddle, sack both islands and attack with the leviathan and I would be deader than dead So fucking cheap. Anyway, I will try again but this time I will arm myself with both white and black so I can deal with these fucks in the beginning turns, E) WorldMagics and how they really help Staff Of Thunder This is a sort of useful item. It basically sacrifices a red jewel to automatically kill the closest monster to you. This of course might be the wrong monster. I guess this is useful if you are too weak to kill it yourself. Sword of Resistance - This magical sword will allow you to teleport directly to a city that is being attacked by the weirdo monsters. This will save you walking across the entire map to get there, It will cost you one white jewel so you gotta stock up on them. This is definitely a good item to get a hold of early in the game!! Conjurers Will This is kinda of a useful spell. This magic adds the option of changing your ante card with the monster to a different one before you play against him. So if you up against Mr. Baddie and your ante is your precious MOX pearl, then you can cast this spell and have it select a different spell, hopefully something a little easier to replace As per my I hate to lose strategy, I would have long pressed reset thus the need to cast this spell and waste jewels is not necessary. Quickening Leap Of Fate Hagglers Coin - This magical coin will open up a new world for you. When I found mine, it was like 300 gold pieces, but what it does was it opens up a bigger choice of cards to pick and buy when you go to the towns and villages to buy cards. Hence you will be able to find those special cards to tune your deck just that much easier. Fruit Of Sustenance This sort of useful item is pretty cheap at 250 gold pieces, and it used to get you food while you are in the forests. That is assuming you are in the forests Amulet Of Swampwalk Dwarven Pick This magic item allows you to move faster when you are traveling through mountains. Sleight Of Hand Ring Of The Guardian This was sure the life saver spell. It basically resets the number of manalinks the wizards have to get to cast their stupid spell. This is very useful when you missed saving a couple of villages and you let them take the mana from them. This spell was cheap at 600 gold pieces and it made them start all over again, thus giving you breathing room again to collect more spells for your deck(s). I didnt find this item to be so useful until the third time playing the game. It sure got rid of the problems that I had in the first two games where the wizard losers kept getting the mana they needed to cast their stupid spell. Tome Of Enlightenment This magic item was probably the other really influential items for your decks. This thingie relaxes the maximum number of a single card that you can put in your deck. So in short, it allows you to put more of your nasty good cards into your deck. So, if you have your standard 60 card deck, the usual maximum number of any one card is 4. Now you can up that to 5! Ok,! This is something I can use!! Some Deck Themes to Help you out SPEED - Ok, it is obvious with the way the game is set up, quick initial speed is very very very important. There are many occasions where the computer starts off with creatures and you dont . So you must really be able to deal with creatures first couple of turns. So, I dont really care if you can use Swords, spiritlinks, paralyze, terror, obiliette, weakness, immolation, lightning bolt, and unsummon. Note, green doesnt have anything to deal with this. WALKERS - There are a quite a few walker decks in this mix. Lots of forestwalkers, using the gaias liege combo, there is a Cyclopean Tomb, Cursed land with zombies + Zombie master combo deck, there is a normal swampwalking deck, there is an island walking deck using merfolk + Lord of Atlantis and phantasmal terrain. So yea, you might want to be very careful when adding swamps and forests and islands to your deck when taking on the bosses in the castles. White does a good job with things like COPs and spiritlinks, since black has a hard time dealing with enchantments and blue has a bit of problem with them once they are in play. Green tends not to use tranquility and ops to use desert twister which is pretty high in casting cost so it takes him a while to use it. Red might also be good for this since they dont really have too many mountain walkers. ii) The Deck I was using OK, I liked playing white, and after trying a few things, white is the one thing that gets the job done in this game. Sure it has all the various weaknesses of course but I will just outline what I have built and what I have observed to work. Creatures: White knights x4 Thunder spirits x4 Mesa Pegasus x4 Witch hunter x2 Grapeshot catapult x1 Living wall x1 Spells: Spirit link x4 Swords to plowshares x4 Disenchants x4 Jihad x4 Crusade x4 Artifacts: Ivory Tower x1 Black vise x1 Rod of ruin x1 Icy manipulator x1 Lands: Plains x12 Mishra factory x4 Desert x4 This is a basic 60 card template for the deck I used. There were a few differences based on what kinda cards that you were able to find but this is ideally what I was hoping to get. So when you hit one of those cities that allows you to pick ANY spell, then this is your chance to get those missing cards you need. Ok, the creatures. I think you will not get too many people to disagree that, the white knight, is one of best cards out there. 2 mana for 2/2 is great, now you add first strike and protection vs black on for free, makes it a total steal. The thunder spirt is basically, a flying version of the white knight. Hey, 3 mana for a 2/2 with flying is fair, but to throw in first strike makes this thing the king of the skies. Just pump him up once with a Jihad and it can stop serras angels, sengirs vampires, Vampire bats, fire drakes, even shivan dragons (need crusade & a jihad). Mesa Pegasus is undoubtably the best priced banding guy there is. I would have normally picked the pikeman for the first striking thus this deck would be really disgusting with all the first strike damage but priced for feature, the mesa Pegasus has it beat just because it can fly. The remaining creatures can vary a bit depending on how you want to play but I want to make it sort of balanced for all the different kinda decks out there. So I opted to pick from the following: Witch hunters - alright, a little expensive at 4 mana BUT this is a trump card for those times I am in a bit of dead lock. Many of the decks in this expansion set are very very creature orientated. A lock down will occur and I just cant break through the defense because he has too much crap. This is usually the case with green, white an even black decks. Lots of little shit heads in my way and I cant get a good clean shot in. So I have added a few of these guys to start turning the tables. This guy allows me to unsummon some of the annoying guys off the board. So, things like bosses that are powering everyone up ie Zombie Masters, Lords of Atlantis, etc ; big shits that have lots of tokens on them like Sengire vampires, Kabul ghouls; even losers with tones of enchantments on them like veduran enchantress decks. Good things to do is to unsummon the creature back into his hand just before his discard phase, or just before his upkeep and he has a black vise on him! The other good thing you can do is unsummon cards back into your hand. Bad spells on your creatures like control magic, spiritlink, paralyze and wanderlust are annoying. So instead of wasting disenchants on them, I can unsummon them and drop off the bad enchantments and start fresh again. Oh and the other one good thing about this guy is, if I still cant break the strangle hold on the board, I can just use this guy to ping him to death Artifact blockers - Ok, this is primarily for my concern when fighting against black. Actually, the black knight to be specific. Playing a pure white deck, you cant beat that guy. Normally if I am going against black directly, I will have spiked my deck with COP black and cleanse but I need a little more than just that. Because of this, I have added a few creatures to help the blocking. I have chosen the grapeshot catapult because for 3 mana a 3/3 would have been awesome but 2/3 I can live with, and one more for the ability to ping flyers is well worth it. Living wall is another good blocker because it is big and it regenerates. You can also use wall of spears, Yotian soldiers and primal clay since they are about the same casting cost and they will stop a normal black knight. I have left a blank spot for 4 more cards. So if wanted more speed I can always throw in 4 Timber wolves for quick 1/1 first strike speed. If want all out defense, maybe the abu jafar. I can also use this slot to put color hoser cards like Northern paladins, miracle workers, and repentant blacksmiths or ivory guardians. If I need a bit more power, I can add Serra Angels or wall of swords. Spells: Ok, in this kinda magic it is very important to be able to deal with your opponents creatures. I mean when the opponent puts down a big ugly monster, you have to be able to counter act that monster with one of your monsters or be able to take it out with some spells. White has a few good low casting cost spells just for this, spiritlink and swords to plowshares. Just to solve that problem guy at the beginning few rounds of the game, it is important that the spell is low casting cost, and that it can deal with any kind of creature. Black is also pretty good with this, green doesnt really have anything, blue has unsummon and things to deal with flyers, and red as a few things that weaken the opponent and a lightning bolt which is only effective for creatures with a power of 3 or less. So for this reason, black and white decks are really excel in this category. The next cards are the power house for this deck, the crusades and jihads. Although, you may argue why put so many. You might also argue that it doesnt work against another white deck. Number one, yes, this deck is already got some pretty bad creatures in it, but if I can juice it up a bit with make them really big and ugly and fast, then it will be just pure hell. With 8 cards in 60, you should have a 13.3% chance to draw one or about a 1 in 7 chance to draw one, thus when you draw your first 7 cards, there is a good chance one of those cards is the jihad or the crusade. Secondly, even if my opponent is white, I have chosen the best creatures in white. So who cares if he has serra angels or savannah lions or morrish cavalry or elephants, because they are they nothing against first strikers. The only threat and weakness I have with this white deck is that the flying banding can only be done with the mesa Pegasus. So if you kill all them, then you can fly in huge packs and just run over anything that flys. The only other problem I have encountered is that Jihad is hard to play at the beginning of the game when the opponent has no cards in play. Then again, if the guy has no cards, in play and you are walking in for free pounding him, then that isnt really a bad thing, The only other real weakness is that walking decks that change your lands to forests or swamps can make it hard to cast jihad. In that case you have to wait to sword the gaeas Leige or to disenchant the cyclopean tomb first before casting the jihad out. At least with these two deck types, they once you get the jihad in play, they most likely will not disenchant it any time soon. Disenchants are a staple of white decks. One might argue why put 4. I agree. Sometimes I feel 4 is too many especially if I am playing guys that dont have that nasty of enchantments. But then again, there are some really nasty artifact combos with all that antiquities stuff so, I picked 4. If I feel I need more, I can always add some divine offerings, either that, I could bump up the number of witch doctors to lighten the need of using disenchants on localized enchantments and artifacts. Artifacts: The artifacts in this deck are not essential parts of the deck but if I get them at the right time, then they can change how I play things. Ivory tower, great, if I get it early in the game, then I can afford to play a slower paced build up my life and build up my forces game as opposed to the throw everything down first couple of turns and smack him down strategy. Black vise, is always a good card again, early in the game just to knock off a few hit points without too much effort. There are a few good decks it works wonders on like the green enchantress deck and the white howling mine deck. The rod of ruin and icy manipulator are good later on in the game to help me break through. Just like the Witch Hunter, these are here to help me get rid of those losers that are holding up my attack. So for example, he is got some mesa Pegasus that is causing me to hold off my flying attack, well, ping them or tap them. If I get the witch hunter out, I can unsummon them. Side board: These are cards that depending the situation you can swap them in or out as you need them. There are many times where you take on a quest to take out the FOREST DRAGON. Well, duh, you are going against a green deck, may as well switch in the COP green and the green wards if you have them. This isnt about fairness, this is about survival and winning. You dont have time to dick around because that stupid spell will get casted if you dont hurry up. ! !% %((4-@-//3+34%4_5r5Y7788~999: :#:<<P>R>v>{>V@]@CCCCC h hh5CJ$CJ55CJ *QRyz{o" w n QRyz{o" w n 56}            1 23    DEn  1 5634 & F34Z[\!%(4-/2222334|pda^[XUL  opq   O(      _F   H           T  U       4Z[\!%(4-/2222334_5 & Fp^p` p & Fp>^p`> p^ & F` & F4_5Y7d7q78999 :<Q>R>S>T>U>v>V@CCCCCĸ|yvspd^VNKH:            IP   x    [  o  '  O}               _5Y7d7q78999 :<Q>R>S>T>U>v>V@CCCCCCD ^` & Fp^p^ & F & Fp>^p`> pCCDDDDD EE*E@EOEPEXEgEEEEEEEEEEEEEFFFFF\G]GKK;Q?Khhhhh/ =!"#$% i4@4NormalCJOJPJQJmH <`< Heading 1$@&`5CJ(<`< Heading 2$@&`5CJ <`< Heading 3$ & F@&5CJ(N`N Heading 4!$ & F@&` \ 5CJ$<A@<Default Paragraph Font.B`. Body Text5CJb  z z z z z z z z z z z zn&#09?=KWabbZ6   h> 4_5DF%bghh?ACEGHIJL4Chh@BDFKR^)[`Z _   W [ - 1 J N  QTUZ} syYfz|4 8 K O !!!|!!!!""H#Q#####e$j$''((((((").)~))))))))*****+,,//z//3333j4s455q6u6 7788889999::::::/;;;j;q;U<Z<_<j<@@@@AA!B#B]BbBBB=CCCLCSC~CCCCDDNESEEE@FDFGG HHjHqHHHHHIIIIWJ_JM MMMOOO!OKOPOOOPPOQYQwRR3V8VUV\VWWGYMYNYSY__aab%3bfogq & Z _ : ? 9 ?   f l  #*NTfm399D\d qxlnv!!!!2":"""B#G#u##e$j$$$&&:'D'''''(())**0***K+P+,,..o/v/00001154?4l7q777/818i8m8|889 9[9c999#:+:^:f:::;;>$>.@5@@@AAAABBCCNESEEE)G3G3H8HHHIIIJNJRJJJOKTKKKLL?MEMMMPPPQLQYQQQGROR;SCSSSBTHTUU3V8VWWXXGYKYZZZZ]]^_`_e___ ``x`{```MaVab Dan Cougar6Data02:web stuff:aniki_page_mirror:FAQs:magic:magic_pcJ94oS n3v:{:v^`o()^`o()pLp^p`L.@ @ ^@ `.^`.L^`L.^`.^`.PLP^P`L.0^`0o()p0p^p`0o() L ^ `L.\ \ ^\ `o()xx^x`.HLH^H`L.^`.^`.L^`L.0^`0o()^`. L ^ `L.  ^ `.xx^x`.HLH^H`L.^`.^`.L^`L.^`o(.^`.pLp^p`L.@ @ ^@ `.^`.L^`L.^`.^`.PLP^P`L.:{oSJ93v3ܟmB       S,>X< p     Ά                 @aaTOaa%b @GTimes New Roman5Symbol3 Arial3Times qhJ낄$P ) $>0ddb=[@NMagic The Gathering For the PC FAQ , Hints, Cheats, and Walk through Tutorial Dan Cougar Dan Cougar Oh+'0$ 8D ` l x'OMagic The Gathering For the PC FAQ , Hints, Cheats, and Walk through Tutorial,agi Dan Cougaraan Normalg Dan Cougara15 Microsoft Word 9.0 @@zs]@W# P ՜.+,0< hp  'Winners)db OMagic The Gathering For the PC FAQ , Hints, Cheats, and Walk through Tutorial Title  !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMOPQRSTUVWXYZ[\^_`abcdfghijkloRoot Entry F#q1TableN\WordDocumentSummaryInformation(]DocumentSummaryInformation8eCompObjX FMicrosoft Word DocumentNB6WWord.Document.8