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[XBLA]Magic the Gathering: Duels of the Planeswalkers. Now Available on Steam!!!

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Posts

  • PjstelfordPjstelford Registered User regular
    edited July 2009
    Sigtyr wrote: »
    Pjstelford wrote: »
    Sigtyr wrote: »
    Pjstelford wrote: »
    I wonder how they'll be priced.

    I expect each deck to cost the same as the original game ($10) and to be more powerful than the eight decks available.

    DLC announces 4 decks. Ravager Affinity, Astral Slide, Long.Dec, and Turbo-Stasis.

    Well. My interest is officially lost. How the hell are any of the other decks going to compete with a deck like Ravager Affinity?

    This is batshit retarded.

    ... Sorry, my post was sarcastic.

    Besides, Long.Dec was a 1st turn kill in T1 (Now Vintage, or Legacy. One of the ones I never played). It would wreck ravager affinity.

    Ah. Well.

    ...I wouldn't put it past Wizards of the Coast.

    I'll argue the difficulties programming the card interactions will keep these decks out of contention. Astral slide may not even work anymore.

    Pjstelford on
  • BrianBrian Registered User regular
    edited July 2009
    LewieP wrote: »
    This is what they had to say:
    Yes, there are definitely plans for expansion but the timing is still TBD. We'll be sure to keep you updated with DLC news as we get it!

    Such a troll.

    Brian on
  • LewiePLewieP Registered User regular
    edited July 2009
    Er..that is a quote from the Wizards of the Coast PR

    LewieP on
  • INeedNoSaltINeedNoSalt with blood on my teeth Registered User regular
    edited July 2009
    Pjstelford wrote: »
    Sigtyr wrote: »
    Pjstelford wrote: »
    Sigtyr wrote: »
    Pjstelford wrote: »
    I wonder how they'll be priced.

    I expect each deck to cost the same as the original game ($10) and to be more powerful than the eight decks available.

    DLC announces 4 decks. Ravager Affinity, Astral Slide, Long.Dec, and Turbo-Stasis.

    Well. My interest is officially lost. How the hell are any of the other decks going to compete with a deck like Ravager Affinity?

    This is batshit retarded.

    ... Sorry, my post was sarcastic.

    Besides, Long.Dec was a 1st turn kill in T1 (Now Vintage, or Legacy. One of the ones I never played). It would wreck ravager affinity.

    Ah. Well.

    ...I wouldn't put it past Wizards of the Coast.

    I'll argue the difficulties programming the card interactions will keep these decks out of contention. Astral slide may not even work anymore.

    I've never heard of any of those decks, what kind of card interactions are we talking about?

    INeedNoSalt on
  • PeenPeen Registered User regular
    edited July 2009
    I think I'd almost be happier with DLC that added the ability to create decks out of the cards that are available, as opposed to just adding more pre-made decks. I want to prove I'm smrt!

    Peen on
  • PjstelfordPjstelford Registered User regular
    edited July 2009
    Pjstelford wrote: »
    Sigtyr wrote: »
    Pjstelford wrote: »
    Sigtyr wrote: »
    Pjstelford wrote: »
    I wonder how they'll be priced.

    I expect each deck to cost the same as the original game ($10) and to be more powerful than the eight decks available.

    DLC announces 4 decks. Ravager Affinity, Astral Slide, Long.Dec, and Turbo-Stasis.

    Well. My interest is officially lost. How the hell are any of the other decks going to compete with a deck like Ravager Affinity?

    This is batshit retarded.

    ... Sorry, my post was sarcastic.

    Besides, Long.Dec was a 1st turn kill in T1 (Now Vintage, or Legacy. One of the ones I never played). It would wreck ravager affinity.

    Ah. Well.

    ...I wouldn't put it past Wizards of the Coast.

    I'll argue the difficulties programming the card interactions will keep these decks out of contention. Astral slide may not even work anymore.

    I've never heard of any of those decks, what kind of card interactions are we talking about?

    Alright, let's touch upon these.

    Ravager Affinity: Affinity might be easy to code in, might be hellishly difficult. Depends on how the engine is set up. Of the deck's listed, easiest one to setup.

    Astral Slide: Revolved around an appropriately named card called Astral Slide. Would involve implementing cycling, removed from game (with return from game), morphs, and a lot of Comes into Play abilities.

    Turbo-Stasis: Don't know about the current build, but it's a lockdown deck, which while fun to wit and outwit, wouldn't be fun to play against normally.

    Long.dec: Every broken card in the game, all in a 61 card decklist. Used some really arcane sneaking around rules (declare a spell to get it out of your hand, sacrifice Lion's Eye Diamond for 3 mana [0cc artifact, "Sacrifice Lion's Eye Diamond and Discard your Hand: Add 3 mana of any type to your mana pool], finish casting spell with three mana (typically a discard your hand, draw x cards spell), keep doing this until you had cast 9 [or 10 if you were afraid of Force of Will] spells in your turn [this included moxes, black lotuses, and the aforementioned LED], then generate mana to cast Tendrils of Agony [2BB, Deal 2 damage to target player and you gain 2 life. Storm]).

    Long.dec could, on an average starting hand deal 20dmg turn 1 easily, and can clear an 8 player multiplayer table on a good opening hand, turn 1, while stripping out any force of wills from player's hands through duresses.

    That was a mouthful.

    Pjstelford on
  • EchoEcho ski-bap ba-dapModerator mod
    edited July 2009
    So, I unlock cards for the deck I'm currently playing in the single-player campaign. How do I unlock more cards for decks I haven't played that much with? More campaign replay?

    Echo on
  • ZerokkuZerokku Registered User regular
    edited July 2009
    Echo wrote: »
    So, I unlock cards for the deck I'm currently playing in the single-player campaign. How do I unlock more cards for decks I haven't played that much with? More campaign replay?

    The common practice is to go into custom matches, set your life to 40, opponents to 20, your hand size to 9, and theirs to 5. Makes things a lot easier, and you can still unlock cards that way.

    Zerokku on
  • PeenPeen Registered User regular
    edited July 2009
    I'm really digging the red-green-white deck in multiplayer. It's really sink or swim, either I kick ass or get killed, but I'm enjoying it more than the mono-color ones. I think it's probably also that I can't help being contrary and since a lot of people use black or black/green I don't want to.

    My favorite thing, although I've only gotten it once, was having the godsire and Brion Stoutarm out at the same time and using the token beasts as 8 free damage.

    Peen on
  • INeedNoSaltINeedNoSalt with blood on my teeth Registered User regular
    edited July 2009
    i... i used black decks before it was cool!

    INeedNoSalt on
  • ZerokkuZerokku Registered User regular
    edited July 2009
    i... i used black decks before it was cool!

    Same here :P

    Zerokku on
  • PeenPeen Registered User regular
    edited July 2009
    I take what I said back. It's not being contrary, it's not wanting to use the same deck as the person I'm playing; if you do that it's just a race to see who can get the good cards out first.

    Peen on
  • INeedNoSaltINeedNoSalt with blood on my teeth Registered User regular
    edited July 2009
    Pjstelford wrote: »
    Long.dec could, on an average starting hand deal 20dmg turn 1 easily, and can clear an 8 player multiplayer table on a good opening hand, turn 1, while stripping out any force of wills from player's hands through duresses.

    That was a mouthful.

    I remember looking at long.dec and just not understanding how it was supposed to function, since it seemed like everything listed under 'cards that win' just forced you to discard your entire hand, and then what do you do? I don't get it.

    INeedNoSalt on
  • RainbowDespairRainbowDespair Registered User regular
    edited July 2009
    Pjstelford wrote: »
    Long.dec could, on an average starting hand deal 20dmg turn 1 easily, and can clear an 8 player multiplayer table on a good opening hand, turn 1, while stripping out any force of wills from player's hands through duresses.

    That was a mouthful.

    I remember looking at long.dec and just not understanding how it was supposed to function, since it seemed like everything listed under 'cards that win' just forced you to discard your entire hand, and then what do you do? I don't get it.

    I've never played it myself, but looking at the decklist, it looks like the goal is to play 10 or more spells in a single turn and then play Tendrils of Agony for the win.

    RainbowDespair on
  • INeedNoSaltINeedNoSalt with blood on my teeth Registered User regular
    edited July 2009
    I don't understand how having tons and tons of discard-your-hand cards helps with that, I guess.

    INeedNoSalt on
  • PjstelfordPjstelford Registered User regular
    edited July 2009
    Pjstelford wrote: »
    Long.dec could, on an average starting hand deal 20dmg turn 1 easily, and can clear an 8 player multiplayer table on a good opening hand, turn 1, while stripping out any force of wills from player's hands through duresses.

    That was a mouthful.

    I remember looking at long.dec and just not understanding how it was supposed to function, since it seemed like everything listed under 'cards that win' just forced you to discard your entire hand, and then what do you do? I don't get it.

    I've never played it myself, but looking at the decklist, it looks like the goal is to play 10 or more spells in a single turn and then play Tendrils of Agony for the win.

    You used to be able to declare a spell, then use mana abilities (aka Lion's Eye Diamonds) to pay for it. You had every card that would let you draw cards on the cheap, because it a.) got you more cards meaning more spells, and b.) was a spell that built up towards the magic number of 9 (or 10 if worried about Force of Will) spells played in a turn.

    You ran all of the moxes (some builds ran 4), a lotus, 4 Lion's eye diamonds, lotus petal. Anything that counted as a spell, was free, and produced mana was run. Then there were the draw 7 spells, namely wheel of fortune, time twister, and whatever other ones there were. Then came cheap ass draw spells (was ponder around back then?) like Ancestral recall, brainstorm, and whatever other 1cc draw spells there are. Then you ran yawgmoth's will (pay 1 life, draw 1 card), and Yawgmoth's bargain (you can play spells from your graveyard oh gee this is getting dumb). Add 4 duresses, and 4 of the other 'look at player's hand, make them discard something' to have another 1cc spell that can strip out things like Force of Will (a concern), or Stifle (could kill storm if they went first and have an island open)

    And of course the aforementioned Tendrils of agony with a storm of 9-10 (dealing 20 or 22 damage). Running two all but guaranteed you'd hit one of them turn 1 with the ridiculous amount you'd be drawing. Sprinkle in some (very little) land and other 0cc artifacts (seriously, some people ran kobolds because it didn't matter), bake to 350 degrees, and watch Type 1 shit itself.

    The end result of long.dec was as follows.

    Lion's Eye Diamond became restricted. Prior to long.dec it was thought that the whole 'discard your hand' limitation was enough to rein in it's power. Strangely enough, LED has been steadily climbing in price, even though now each player needs only 1 of their old playset.

    Casting rules were changed. No longer could you announce a spell to the stack, then generate mana.

    Long.dec was silly.


    Edit: Example turn


    Cast Gemstone Mine
    Cast Lion's Eye Diamond (1 spell)
    Cast Mox Emerald (2 spells)
    Tap Gemstone Mine for Blue
    Cast Ancestral Recall (3 spells)
    Cast Black Lotus (4 spells)
    Announce Wheel of Fortune to the Stack
    Sacrifice Lion's Eye Diamond for RRR, discard your hand.
    resolve Wheel of Fortune (5 spells)
    Draw 7
    Cast LED (6 spells)
    Cast Mox Ruby (7 spells)
    Announce Yawgmoth's Bargain to the stack
    Sacrifice LED for BBB, Discard your hand.
    Sacrifice Black Lotus for UUU
    Tap Ruby for R
    Tab Emerald for G
    Cast BBUURG for Yawgmoth's Bargain (8 spells, floating UB)
    Pay X life, draw X cards (until you draw to the next LED and Tendrils)
    Cast LED (9 spells)
    Cast 1cc blue spell (10 spells)
    Announce Tendrils of Agony to the stack.
    Sacrifice LED for BBB, Discard your hand.
    Cast Tendrils of Agony
    Put 10 storm copies of Tendrils of Agony on the stack.
    Resolve Tendrils of Agony 1-11.
    Extend hand.

    Pjstelford on
  • INeedNoSaltINeedNoSalt with blood on my teeth Registered User regular
    edited July 2009
    Jesus.

    Announce Wheel of Fortune to the Stack
    Sacrifice Lion's Eye Diamond for RRR, discard your hand.

    So is this where I was getting mixed up? He plays Wheel of Fortune, then plays Lion's Eye Diamond as a mana source and resolves it (losing his hand) and then he draws a new hand?

    Okay, that makes sense. Christ.

    INeedNoSalt on
  • BlueBlueBlueBlue Registered User regular
    edited July 2009
    I take what I said back. It's not being contrary, it's not wanting to use the same deck as the person I'm playing; if you do that it's just a race to see who can get the good cards out first.

    Haha, more often than not, that's how it is even playing different decks.

    BlueBlue on
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  • PjstelfordPjstelford Registered User regular
    edited July 2009
    Jesus.

    Announce Wheel of Fortune to the Stack
    Sacrifice Lion's Eye Diamond for RRR, discard your hand.

    So is this where I was getting mixed up? He plays Wheel of Fortune, then plays Lion's Eye Diamond as a mana source and resolves it (losing his hand) and then he draws a new hand?

    Okay, that makes sense. Christ.

    Yeah, the old rules allowed you to set a card into a pre-stack, out of hand area. If you then couldn't pay the mana it would be returned to your hand, but if you paid the mana it was considered out of hand while the mana was being produced.

    It was a really silly rule that was a holdover from the days before the stack was implemented.

    Pjstelford on
  • Jam WarriorJam Warrior Registered User regular
    edited July 2009
    Echo wrote: »
    So, I unlock cards for the deck I'm currently playing in the single-player campaign. How do I unlock more cards for decks I haven't played that much with? More campaign replay?

    Any win unlocks a card for your deck, be it campaign, custom, online ranked, online non-ranked, etc etc.

    You won't get the 'You Have Unlocked X!' pop up online but the cards are being unlocked (as long as your opponent doesn't drop before he loses, sigh).

    Jam Warrior on
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  • AlejandroDaJAlejandroDaJ Registered User regular
    edited July 2009
    Okay, so, need help on the last challenge...
    This is off the top of my head, since I'm at work right now.

    I know you have to use an Incinerate to nail the Royal Assassin before he does anything.

    You use Brion Stoutarm's ability combined with whatever that redirect Enchantment is to direct damage at yourself and have it redirected to the Platinum Angel. Can't remember what I sacrifice... that RGB 5/4 creature in the hand, methinks.

    Can't remember where the other Incinerate goes.

    (Yes, my memory sucks).

    The kicker is, I thought I freaking WON this challenge. I buffed up that Elf card with the Enchantment that provides +3/+3 and double-strike. Maybe Incinerated the opposing Plainswalker too for 3 damage. My real question is, when I had my Elf finally smack through the 1/1 rat blocking it and do its second bout of damage to the Plainswalker, the damage animation played but damage was NOT taken from the player's health.

    Now, I know there's any number of combos for how you attack during this challenge, and some will leave the Plainswalker with 1 or 2 health if you don't do it correctly, but can anyone clarify why exactly a successful hit on a player will do 0 damage? Is it due to some combination of running Enchantments or that ugly tapped creature that kills all creatures that do damage to its player that turn? Is it a bug?

    SO confused.

    AlejandroDaJ on
  • chamberlainchamberlain Registered User regular
    edited July 2009
    I am so tired of people dropping, and it's even worse when they wait until the very last hit to do it.

    Trust me, I understand that playing against the mono-blue deck is not a lot of fun, especially when I have a hand full of counters, but at least finish the game!


    Jerks.

    chamberlain on
  • PeenPeen Registered User regular
    edited July 2009
    Can't speak to the whole thing, I don't remember it that well. BUT I can say, because it confused me too and still bugs the hell out of me, that if a creature with Double Strike gets blocked that even if the creature dies with the first round of damage it still blocks both attacks. Doesn't make any sense to me but it's the same thing as when someone blocks with the Elven Eulogist, then sacs it to get the life, but it's still somehow blocking the creature it was assigned from the grave.

    Peen on
  • AlejandroDaJAlejandroDaJ Registered User regular
    edited July 2009
    Can't speak to the whole thing, I don't remember it that well. BUT I can say, because it confused me too and still bugs the hell out of me, that if a creature with Double Strike gets blocked that even if the creature dies with the first round of damage it still blocks both attacks. Doesn't make any sense to me but it's the same thing as when someone blocks with the Elven Eulogist, then sacs it to get the life, but it's still somehow blocking the creature it was assigned from the grave.

    Okay, I can imagine that. The animation ingame is very misleading though. Thanks a bunch! Now that I know what I can't do, I'll try alternate routes.

    AlejandroDaJ on
  • PjstelfordPjstelford Registered User regular
    edited July 2009
    Can't speak to the whole thing, I don't remember it that well. BUT I can say, because it confused me too and still bugs the hell out of me, that if a creature with Double Strike gets blocked that even if the creature dies with the first round of damage it still blocks both attacks. Doesn't make any sense to me but it's the same thing as when someone blocks with the Elven Eulogist, then sacs it to get the life, but it's still somehow blocking the creature it was assigned from the grave.

    Easiest way to do it is to think of the creatures as being balls that have inertia but minimal mass. When you attack, you basically give them a little push and they go and do their thang. If something gets in their way, they stop rolling, regardless of whether or not that thing is then removed.

    Pjstelford on
  • PeenPeen Registered User regular
    edited July 2009
    I guess that makes sense, sorta kinda, but it still hurts my head. I thought when I played with real cards that the whole point of double strike was to remove a blocker and then still deliver damage. I guess I never really knew how it worked.

    Peen on
  • PjstelfordPjstelford Registered User regular
    edited July 2009
    I guess that makes sense, sorta kinda, but it still hurts my head. I thought when I played with real cards that the whole point of double strike was to remove a blocker and then still deliver damage. I guess I never really knew how it worked.

    Trample is the ability you're looking for.

    Double strike makes a creature with it have 2x their power when dealing damage. Anything that gives them +x/+y gives them +2x/+y. In combat situations, they have the benefit of dealing first strike damage, and if that still isn't enough then they proceed to deal their damage again to the blocking/blocked creature.

    The only double striker with a printed +x/+0 ability was balanced by having a base power of -1. It is an incredibly powerful ability.

    Pjstelford on
  • PeenPeen Registered User regular
    edited July 2009
    I know how trample works, that's been around for ages; what my friends and I thought was that with double strike, if the first strike damage would destroy the blocker, that the second set of damage done was done to the player because the blocker was gone. It made sense in our heads that way and we weren't playing in tournaments or anything so nobody cared.

    I'm sure a lot of people had that kind of "house rule" spin on stuff among friends.

    Peen on
  • theantipoptheantipop Registered User regular
    edited July 2009
    Now, I'm not a Magic rules master, but one thing that I think is wonky in this version is that it lets you use activated abilities while a creature is tapped. This comes up most often if a creature is regenerated, takes lethal damage, gets tapped, then is allowed to be regenerated again.

    theantipop on
  • BrianBrian Registered User regular
    edited July 2009
    theantipop wrote: »
    Now, I'm not a Magic rules master, but one thing that I think is wonky in this version is that it lets you use activated abilities while a creature is tapped. This comes up most often if a creature is regenerated, takes lethal damage, gets tapped, then is allowed to be regenerated again.

    Unless the ability requires you to tap the creature you can do it whenever you want as long as you got the mana to do so.

    Brian on
  • theantipoptheantipop Registered User regular
    edited July 2009
    I see. This does bring up something else I'd like to see addressed. Dredge skeletons regenerated for no reason 12 times a turn just to burn time and try to get me to quit out a game. Also, the white timer running out actually ending a turn and not just bugging out doing nothing but letting the game sit on whatever phase the person went comatose on.

    theantipop on
  • INeedNoSaltINeedNoSalt with blood on my teeth Registered User regular
    edited July 2009
    even the computers do that shit, just spamming regenerate on their drudge skeletons until they have no mana left

    INeedNoSalt on
  • JaysonFourJaysonFour Classy Monster Kitteh Registered User regular
    edited July 2009
    Okay, so, need help on the last challenge...
    This is off the top of my head, since I'm at work right now.

    I know you have to use an Incinerate to nail the Royal Assassin before he does anything.

    You use Brion Stoutarm's ability combined with whatever that redirect Enchantment is to direct damage at yourself and have it redirected to the Platinum Angel. Can't remember what I sacrifice... that RGB 5/4 creature in the hand, methinks.

    Can't remember where the other Incinerate goes.

    (Yes, my memory sucks).

    The kicker is, I thought I freaking WON this challenge. I buffed up that Elf card with the Enchantment that provides +3/+3 and double-strike. Maybe Incinerated the opposing Plainswalker too for 3 damage. My real question is, when I had my Elf finally smack through the 1/1 rat blocking it and do its second bout of damage to the Plainswalker, the damage animation played but damage was NOT taken from the player's health.

    Now, I know there's any number of combos for how you attack during this challenge, and some will leave the Plainswalker with 1 or 2 health if you don't do it correctly, but can anyone clarify why exactly a successful hit on a player will do 0 damage? Is it due to some combination of running Enchantments or that ugly tapped creature that kills all creatures that do damage to its player that turn? Is it a bug?

    SO confused.

    You didn't kill the Platinum Angel, did you? If you don't destroy it somehow, the opponent can't lose the game.

    JaysonFour on
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  • TomantaTomanta Registered User regular
    edited July 2009
    even the computers do that shit, just spamming regenerate on their drudge skeletons until they have no mana left

    Funny enough I was in a game where the AI was doing that. Then when they actually chump blocked with the skeletons and had free lands it FAILED to regenerate and lost the Drudge Skeletons.

    Tomanta on
  • EchoEcho ski-bap ba-dapModerator mod
    edited July 2009
    I don't quite get Regenerate. When do I use it?

    The way I understand it, as soon as combat is over it goes into effect? So I can block with something that regenerates, have it go down to zero and then regenerate at the end of combat?

    I haven't played much with decks that have cards with Regenerate.

    Echo on
  • SkyGheNeSkyGheNe Registered User regular
    edited July 2009
    Quick question - how many players can locally play on this? I was thinking of picking it up. The OP sort of confused me.

    SkyGheNe on
  • theantipoptheantipop Registered User regular
    edited July 2009
    In this game you have to activate regenerate before your creature takes lethal damage (in my tabletop games you can do it as damage is assigned, before it goes to the graveyard). Once activated lethal damage and "destroy this creature" effects will not kill the regenerated creature. Other things like having it's toughness reduced to 0 or below can't be regenerated from.

    I almost always play mono black in online play so I see a fair number of regenerate abilities. So far I'm 12-0 and don't think my health has gone below 7-8. But I have had some really well timed Plague Winds, and have had my ass saved by Ascendant Evincar and that card that can give all creatures -0/-2. I've popped the green deck for all it's creatures a few times with these cards.

    theantipop on
  • OctobotOctobot Registered User regular
    edited July 2009
    Echo wrote: »
    I don't quite get Regenerate. When do I use it?

    The way I understand it, as soon as combat is over it goes into effect? So I can block with something that regenerates, have it go down to zero and then regenerate at the end of combat?

    I haven't played much with decks that have cards with Regenerate.

    the timing can be confusing. how i do it is as soon as the creture with regen is blocked or blocks hit 'x' to pause and then activate regen, you have to do it before the damage stage or else it wont work.

    Octobot on
  • PjstelfordPjstelford Registered User regular
    edited July 2009
    Echo wrote: »
    I don't quite get Regenerate. When do I use it?

    The way I understand it, as soon as combat is over it goes into effect? So I can block with something that regenerates, have it go down to zero and then regenerate at the end of combat?

    I haven't played much with decks that have cards with Regenerate.

    The ability regenerate puts a shield on your creature. That shield will absorb:

    a.) A kill effect (terror)
    b.) Damage from a lethal source

    It then proceeds to tap the creature, cleans all damage from the creature, and remove it from combat (if applicable)

    b can be a bit tricky. Say I attack with a 1/1 into a 2/2 with regenerate. He blocks, I deal one damage to his 2/2, his 2/2 deals 2 damage to my 1/1, killing it. Until end of turn, the 2/2 has 1 damage on it. I then cast lightning bolt for 3 damage, targeting the 2/2. If they regenerate in response, my damage is assigned (putting 4 damage on the 2/2), then regenerate's shield triggers, removing all damage (including the 1 damage from earlier), and taps the creature.

    Pjstelford on
  • cncaudatacncaudata Registered User regular
    edited July 2009
    Echo wrote: »
    So, I unlock cards for the deck I'm currently playing in the single-player campaign. How do I unlock more cards for decks I haven't played that much with? More campaign replay?

    That or play online, or play through Two Headed Giant.

    cncaudata on
    PSN: Broodax- battle.net: broodax#1163
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