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		<id>http://redmine.mygui.info/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Angelatheist</id>
		<title>theFarWilds - User contributions [en]</title>
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		<link rel="alternate" type="text/html" href="http://redmine.mygui.info/wiki/index.php/Special:Contributions/Angelatheist"/>
		<updated>2026-05-20T21:11:02Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.21.1</generator>

	<entry>
		<id>http://redmine.mygui.info/wiki/index.php/Deck_and_Hand</id>
		<title>Deck and Hand</title>
		<link rel="alternate" type="text/html" href="http://redmine.mygui.info/wiki/index.php/Deck_and_Hand"/>
				<updated>2010-08-28T08:06:54Z</updated>
		
		<summary type="html">&lt;p&gt;Angelatheist: /* Deck */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Deck =&lt;br /&gt;
A deck or army is set of [[Cards]] used in battle. Each player chooses their deck for battle before it begins. The decks are shuffled at the beginning of the battle.&lt;br /&gt;
&lt;br /&gt;
=== Deck Limits ===&lt;br /&gt;
Each deck must have at least 40 cards in constructed formats or at least 25 cards in limited formats (see [[Ranking]] for format descriptions).&lt;br /&gt;
A deck can contain any card, but no more that three copies of each, except for [[:Category:Basic|Basic Buildings]], which can have up to five copies in deck.  Some scripted games, like Highlander, may limit you to one of each card or impose other limits.&lt;br /&gt;
&lt;br /&gt;
=== Hand ===&lt;br /&gt;
At start of battle each player draws seven cards from his deck to create their initial hand. At the start of every [[Round]] players draw one more card if they have less than seven cards in hand.&lt;br /&gt;
&lt;br /&gt;
Basically, players draw cards from top of their decks with one exception, [[Autodraw]]. Autodraw may draw domain cards or bases from elsewhere instead.&lt;br /&gt;
&lt;br /&gt;
=== Mulligan ===&lt;br /&gt;
At the start of a battle, before you do any actions, you may Mulligan your hand:&lt;br /&gt;
* all cards from your hand are shuffled into your deck;&lt;br /&gt;
* you draw a new hand with one less card than you had before (6 instead of 7, 5 instead of 6, etc.)&lt;br /&gt;
&lt;br /&gt;
This is useful if you don't like your initial hand or want to start with specific card(s) in hand.&lt;br /&gt;
&lt;br /&gt;
=== Cycle ===&lt;br /&gt;
Once every round a player may Cycle one card from his hand. Doing so moves that card to bottom the of their deck.&lt;br /&gt;
&lt;br /&gt;
This is useful when you have seven or more cards in hand and want to draw a new card at start of the next round.&lt;br /&gt;
&lt;br /&gt;
= Casting =&lt;br /&gt;
Players can play any card from his hand if he meet some requirements (see [[Cards]] page for cards properties description) :&lt;br /&gt;
* have enough [[Flux]]* to pay Flux Cost;&lt;br /&gt;
* have at least as much Domain Level* as the card; to get Domain level you need to play cards that give domain first;&lt;br /&gt;
* other requirements:&lt;br /&gt;
** Figure (Building or Creature) can be played only in unoccupied spaces;&lt;br /&gt;
** most Creatures must be played near Base;&lt;br /&gt;
** Spells and Enchantments (and also some Buildings or Creatures) have their target requirements in card description.&lt;br /&gt;
''*''You can see your flux amount and Domain Level in [[Player_Status]].&lt;br /&gt;
&lt;br /&gt;
=== Targets ===&lt;br /&gt;
By default you can target only spaces and [[Entity|Entities]] on spaces that you can see (by Creatures, Buildings or something else).&lt;br /&gt;
If card's text says '''Any''' space this mean that you don't need to see target space (for example [[Teleport]] can move Creature to unrevealed spaces).&lt;br /&gt;
&lt;br /&gt;
==== Creatures spawn points ====&lt;br /&gt;
By default Creatures can only be played adjacent to your Base on a land space if there's nothing in its text box that specifies otherwise (for example [[Treeherd]] says &amp;quot;Spawn in forest&amp;quot;):&lt;br /&gt;
* Creatures with [[Swims]] or [[Aloft]] may spawn on land or ocean&lt;br /&gt;
* Creatures that specify a spawn location can be placed away from your Base (for example [[Treeherd]] or [[Lightning Elemental]]). You can place creature in any revealed space that fits into valid spawn space described in card. You can't place creature in enemy controlled territory even if that space is valid target otherwise.&lt;br /&gt;
&lt;br /&gt;
=== Result of casting ===&lt;br /&gt;
If you play card and nothing prevents it (for example [[Null Stone]] or [[Dew Mogi]]) card is played.&lt;br /&gt;
* You lose flux amount equal to Flux Cost of card.&lt;br /&gt;
* You lose the played card from hand.&lt;br /&gt;
* Turn goes to your opponent.&lt;br /&gt;
*Other results depends on card type:&lt;br /&gt;
** Creature: Dimmed Creature is placed on map;&lt;br /&gt;
** Building: If placed in your area of control the Building is placed on map dimmed , otherwise a [[Construction Site]] of that building is placed on map;&lt;br /&gt;
** Enchantment: Dimmed enchantment is attached to Entity, placed on Space or placed on World (depends on Enchantment type);&lt;br /&gt;
** Spell: Spell effect is resolved.&lt;br /&gt;
&lt;br /&gt;
If something prevents you from playing the card, you will see message in the battle log and can do another action.&lt;br /&gt;
&lt;br /&gt;
If your card was canceled:&lt;br /&gt;
* You lose flux amount equal to Flux Cost of card.&lt;br /&gt;
* You lose played card from hand.&lt;br /&gt;
However it will still be your turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Angelatheist</name></author>	</entry>

	<entry>
		<id>http://redmine.mygui.info/wiki/index.php/Turn_System</id>
		<title>Turn System</title>
		<link rel="alternate" type="text/html" href="http://redmine.mygui.info/wiki/index.php/Turn_System"/>
				<updated>2010-08-28T06:11:03Z</updated>
		
		<summary type="html">&lt;p&gt;Angelatheist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Far Wilds turn system is a little different than most games.&lt;br /&gt;
&lt;br /&gt;
The game is divided into Rounds. During a Round each player takes turns performing Actions.&lt;br /&gt;
&lt;br /&gt;
An Action can be playing a card, moving a creature or a special ability of a building, creature or enchantment.&lt;br /&gt;
&lt;br /&gt;
If you don't want to do an action or you are done with all your Actions hit &amp;quot;Pass&amp;quot; on the player status. This will pass your action. If all players pass their actions sequentially it will end the current Round.&lt;br /&gt;
&lt;br /&gt;
When a Round is over, all the entities undim unless specified otherwise, end of round actions are taken starting with the the oldest entity going to the newest.  Start of round actions are taken from oldest to newest, [[Flux]] is produced and 2 Glory points are assigned to the player that controls the most Flux Points.  The player who was the first to pass in the previous round goes first in the new round.  &lt;br /&gt;
&lt;br /&gt;
The game continues until one player has at least 20 Glory at the start of the round and is not tied with another player.&lt;br /&gt;
&lt;br /&gt;
To speed up the game there is an option that allows you to prepare an action while it is the other players turn. This action doesn't happen immediately but waits until the other player acts before the action is sent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Autodraw]]: Whenever you draw a card you will get the top one from your army except for in certain situations. If you don't have a Base in play, or in your hand you will draw the first available one from your army. If you have a card in hand that you don't have the domain for or you don't have a card that gives you that domain in hand that you can play you will draw a card from your army that gives you that domain if you have one. &lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Angelatheist</name></author>	</entry>

	<entry>
		<id>http://redmine.mygui.info/wiki/index.php/Control</id>
		<title>Control</title>
		<link rel="alternate" type="text/html" href="http://redmine.mygui.info/wiki/index.php/Control"/>
				<updated>2010-08-28T05:19:40Z</updated>
		
		<summary type="html">&lt;p&gt;Angelatheist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Area of control ===&lt;br /&gt;
&lt;br /&gt;
Control is one of the most important parts of the Far Wilds. Each player has an area of control, usually determined by your Buildings. Buildings give you control over any space they can see. If two players control given space (for example both have Buildings that can see space) that space is uncontrolled.&lt;br /&gt;
&lt;br /&gt;
Control doesn't give you vision of spaces that you control, so it is possible that you control, but can't see some spaces.&lt;br /&gt;
&lt;br /&gt;
If you control a space that contains a [[Flux|Flux Well]] you gain control of that Flux Well.&lt;br /&gt;
&lt;br /&gt;
[[Image:TFWcontrol.jpg|frame|center|]]&lt;br /&gt;
You can see here that you control the blue area around your two buildings. Your [[Bone Fortress]] has vision 2 so has a larger radius of control then your [[Grove]]. Your Astridian Forum is also a building but it has vision of zero so doesn't expand your area of control..&lt;br /&gt;
&lt;br /&gt;
=== Contested areas ===&lt;br /&gt;
When two players have buildings that can see the same space. That space is considered contested and isn't under anyone's control.&lt;br /&gt;
&lt;br /&gt;
[[Image:TFWcontrol2.jpg|frame|center|]]&lt;br /&gt;
In this example the enemy just placed an [[Earthworks]] and so we lost control of the center Flux Well. Note that even though our [[Altar of Ix]] and Bone Fortress can both see the center point it only takes one enemy building to make the space contested.&lt;br /&gt;
&lt;br /&gt;
=== Uncontrolled areas ===&lt;br /&gt;
&lt;br /&gt;
Any uncontrolled building (i.e. buildings without a controller, marked with white color) also have area of &amp;quot;control&amp;quot; that prevents area from being controlled, also there are cards like [[Desolation Totem]] that prevent an area from being controlled. Such areas are always uncontrolled until any Entities that cause prevent control are removed.&lt;br /&gt;
&lt;br /&gt;
=== Control uncontrolled areas ===&lt;br /&gt;
&lt;br /&gt;
Some cards (i.e. [[Bronze Statue]]) says &amp;quot;control spaces that aren't controlled by anyone else&amp;quot;. That gives you control of spaces that have no controller but not contested area. If two players have card with such a property in play, any space that would be controlled by both players is considered contested and is uncontrolled.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Angelatheist</name></author>	</entry>

	<entry>
		<id>http://redmine.mygui.info/wiki/index.php/Autodraw</id>
		<title>Autodraw</title>
		<link rel="alternate" type="text/html" href="http://redmine.mygui.info/wiki/index.php/Autodraw"/>
				<updated>2010-08-28T05:14:26Z</updated>
		
		<summary type="html">&lt;p&gt;Angelatheist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Far Wilds tries to make sure you are always able to increase your domain level. It does this by sometimes changing the next card you would draw. Autodraw works any time you draw a card (start if game, start of round, card draw as effect from played card).&lt;br /&gt;
&lt;br /&gt;
1) When the game starts, any [[:Category:Basic|Basic building]] (any [[Grove]], [[Graveyard]], etc.) in your Army is added to a list of External Cards.&lt;br /&gt;
&lt;br /&gt;
2) If you don't have a Base in play or in your hand, you will draw the first one available (closest to top of your Deck) from your Army if you have the domain to play it.&lt;br /&gt;
&lt;br /&gt;
3) If you have a card in hand that you don't have the domain for and you don't have a card that gives you that domain in hand that you can play, you will draw the first available card from your Army that gives you that domain if you have one. If there isn't a card in your Army then you will draw one from your External Card list. &lt;br /&gt;
&lt;br /&gt;
4) If you don't have a domain providing card in hand that you have the domain to play, you will draw the first domain providing card in your deck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This means that if you start with one Grove in your Army and later it is destroyed. You will keep drawing Groves as long as you need them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Angelatheist</name></author>	</entry>

	<entry>
		<id>http://redmine.mygui.info/wiki/index.php/Player_Status</id>
		<title>Player Status</title>
		<link rel="alternate" type="text/html" href="http://redmine.mygui.info/wiki/index.php/Player_Status"/>
				<updated>2010-08-28T05:09:31Z</updated>
		
		<summary type="html">&lt;p&gt;Angelatheist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:PlayerStatus.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
This is the Player status. Your status is on the left. In this example you are grug and your opponent is Altren.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Flux''': This is how much Flux each player has currently. In this example you have 4 and the other guy has 6.&lt;br /&gt;
&lt;br /&gt;
'''Domain Level''': This is how what domain levels each player has. Right now you have 2 Dark Legion and your enemy has 2 Sylvan.&lt;br /&gt;
&lt;br /&gt;
# Cards in Hand: In this example you have 6 and he has 7.&lt;br /&gt;
&lt;br /&gt;
'''Other Player's Last Action''': This is the last action performed by your opponent. In this example he used his Trunk Hermit to attack your Ghost Crypt. You can mouse over these icons to get details of what did the action and what it did it on.&lt;br /&gt;
&lt;br /&gt;
'''Glory''': This shows how much Glory each player has. The first player to get 20 glory wins the game. Whichever player controls the most flux points at the end of the turn gains a Glory. Above you have 0 Glory and your enemy has 4.&lt;br /&gt;
&lt;br /&gt;
'''Current Player Glow''': Whoever's turn it is will be highlighted with this glow. You can still build actions when it isn't your turn but they wont take effect until it is your turn. See [[Turn System]].&lt;br /&gt;
&lt;br /&gt;
'''Action you are Building''': This is the action you are currently building. It will show the icon of the thing you are causing to act and the action's targets. Here you are building a Bone Fortress in the plains.&lt;br /&gt;
&lt;br /&gt;
'''Pass Button''': You can use this button to Pass action. When all players have Passed sequentially the next round starts. See [[Turn System]].&lt;/div&gt;</summary>
		<author><name>Angelatheist</name></author>	</entry>

	<entry>
		<id>http://redmine.mygui.info/wiki/index.php/Deck_and_Hand</id>
		<title>Deck and Hand</title>
		<link rel="alternate" type="text/html" href="http://redmine.mygui.info/wiki/index.php/Deck_and_Hand"/>
				<updated>2010-08-28T05:05:38Z</updated>
		
		<summary type="html">&lt;p&gt;Angelatheist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Deck =&lt;br /&gt;
A deck is set of [[Cards]] that used in battle. Each player chooses their deck for battle before it starts. The decks are shuffled before start of battle.&lt;br /&gt;
&lt;br /&gt;
=== Deck Limits ===&lt;br /&gt;
Every deck must have at least 40 cards in constructed format or 25 cards in limited format (see [[Ranking]] for formats description).&lt;br /&gt;
Deck can contain any cards, but not more that three copies of each, except [[:Category:Basic|Basic Buildings]], which can have up to 5 copies in deck.&lt;br /&gt;
&lt;br /&gt;
=== Hand ===&lt;br /&gt;
At start of battle each player draws 7 cards from their deck forming their initial hand. At the start of every [[Round]] player draw one more card if he have less than 7 cards in hand.&lt;br /&gt;
&lt;br /&gt;
Basically player draw card from top of his deck, but there is one exception - [[Autodraw]], that may draw card not from top of your deck instead.&lt;br /&gt;
&lt;br /&gt;
=== Mulligan ===&lt;br /&gt;
After start of battle before you do any action you can Mulligan your hand:&lt;br /&gt;
* all cards from your hand is shuffled into your deck;&lt;br /&gt;
* you draw new hand with one less cards than you had before (6 instead of 7, 5 instead of 6,...)&lt;br /&gt;
&lt;br /&gt;
This is usually useful when you don't like your starting hand or want to start with some specific card(s).&lt;br /&gt;
&lt;br /&gt;
=== Cycle ===&lt;br /&gt;
Once every round player can Cycle one card from his hand. Doing so moves that card to bottom of your deck.&lt;br /&gt;
&lt;br /&gt;
This is usually useful when you have 7 or more cards in hand and want to draw new card at start of round.&lt;br /&gt;
&lt;br /&gt;
= Casting =&lt;br /&gt;
Players can play any card from his hand if he meet some requirements (see [[Cards]] page for cards properties description) :&lt;br /&gt;
* have enough [[Flux]]* to pay Flux Cost;&lt;br /&gt;
* have at least as much Domain Level* as the card; to get Domain level you need to play cards that give domain first;&lt;br /&gt;
* other requirements:&lt;br /&gt;
** Figure (Building or Creature) can be played only in unoccupied spaces;&lt;br /&gt;
** most Creatures must be played near Base;&lt;br /&gt;
** Spells and Enchantments (and also some Buildings or Creatures) have their target requirements in card description.&lt;br /&gt;
''*''You can see your flux amount and Domain Level in [[Player_Status]].&lt;br /&gt;
&lt;br /&gt;
=== Targets ===&lt;br /&gt;
By default you can target only spaces and [[Entity|Entities]] on spaces that you can see (by Creatures, Buildings or something else).&lt;br /&gt;
If card's text says '''Any''' space this mean that you don't need to see target space (for example [[Teleport]] can move Creature to unrevealed spaces).&lt;br /&gt;
&lt;br /&gt;
==== Creatures spawn points ====&lt;br /&gt;
By default Creatures can only be played adjacent to your Base on a land space if there's nothing in its text box that specifies otherwise (for example [[Treeherd]] says &amp;quot;Spawn in forest&amp;quot;):&lt;br /&gt;
* Creatures with [[Swims]] or [[Aloft]] may spawn on land or ocean&lt;br /&gt;
* Creatures that specify a spawn location can be placed away from your Base (for example [[Treeherd]] or [[Lightning Elemental]]). You can place creature in any revealed space that fits into valid spawn space described in card. You can't place creature in enemy controlled territory even if that space is valid target otherwise.&lt;br /&gt;
&lt;br /&gt;
=== Result of casting ===&lt;br /&gt;
If you play card and nothing prevents it (for example [[Null Stone]] or [[Dew Mogi]]) card is played.&lt;br /&gt;
* You lose flux amount equal to Flux Cost of card.&lt;br /&gt;
* You lose the played card from hand.&lt;br /&gt;
* Turn goes to your opponent.&lt;br /&gt;
*Other results depends on card type:&lt;br /&gt;
** Creature: Dimmed Creature is placed on map;&lt;br /&gt;
** Building: If placed in your area of control the Building is placed on map dimmed , otherwise a [[Construction Site]] of that building is placed on map;&lt;br /&gt;
** Enchantment: Dimmed enchantment is attached to Entity, placed on Space or placed on World (depends on Enchantment type);&lt;br /&gt;
** Spell: Spell effect is resolved.&lt;br /&gt;
&lt;br /&gt;
If something prevents you from playing the card, you will see message in the battle log and can do another action.&lt;br /&gt;
&lt;br /&gt;
If your card was canceled:&lt;br /&gt;
* You lose flux amount equal to Flux Cost of card.&lt;br /&gt;
* You lose played card from hand.&lt;br /&gt;
However it will still be your turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Angelatheist</name></author>	</entry>

	<entry>
		<id>http://redmine.mygui.info/wiki/index.php/Vortex</id>
		<title>Vortex</title>
		<link rel="alternate" type="text/html" href="http://redmine.mygui.info/wiki/index.php/Vortex"/>
				<updated>2010-08-16T09:10:06Z</updated>
		
		<summary type="html">&lt;p&gt;Angelatheist: New page: {{card|Vortex.jpg|Chaos|CCX5|Rare|Borderlands}} {{enchantment}} Enchant Space  At the start of the round, if there is a Figure on the Vortex it is destroyed. If there is not a Figure e...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{card|Vortex.jpg|Chaos|CCX5|Rare|Borderlands}}&lt;br /&gt;
{{enchantment}}&lt;br /&gt;
Enchant Space&lt;br /&gt;
&lt;br /&gt;
At the start of the round, if there is a [[Figure]] on the Vortex it is destroyed. If there is not a Figure every Figure moves one space closer to Vortex.&lt;br /&gt;
Controller of Figure destroyed by Vortex gains 1 glory.&lt;br /&gt;
&lt;br /&gt;
Spawns in the center of the map&lt;/div&gt;</summary>
		<author><name>Angelatheist</name></author>	</entry>

	<entry>
		<id>http://redmine.mygui.info/wiki/index.php/Psychotic_Break</id>
		<title>Psychotic Break</title>
		<link rel="alternate" type="text/html" href="http://redmine.mygui.info/wiki/index.php/Psychotic_Break"/>
				<updated>2010-08-16T09:08:14Z</updated>
		
		<summary type="html">&lt;p&gt;Angelatheist: New page: {{card|Psychotic Break.jpg|Chaos|CXX3|Common|Borderlands}} {{enchantment|Creature}}  Creature becomes uncontrolled and tries to attack the nearest Figure at the start of each round.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{card|Psychotic Break.jpg|Chaos|CXX3|Common|Borderlands}}&lt;br /&gt;
{{enchantment|Creature}}&lt;br /&gt;
&lt;br /&gt;
Creature becomes uncontrolled and tries to attack the nearest [[Figure]] at the start of each round.&lt;/div&gt;</summary>
		<author><name>Angelatheist</name></author>	</entry>

	<entry>
		<id>http://redmine.mygui.info/wiki/index.php/Reoccurring_Dreams</id>
		<title>Reoccurring Dreams</title>
		<link rel="alternate" type="text/html" href="http://redmine.mygui.info/wiki/index.php/Reoccurring_Dreams"/>
				<updated>2010-08-16T09:06:52Z</updated>
		
		<summary type="html">&lt;p&gt;Angelatheist: New page: {{card|Reoccurring Dreams.jpg|Chaos|CCX3|Uncommon|Borderlands}} {{enchantment|World}} At the start of the round all the cards in a player's hand are placed at the bottom of their Army. The...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{card|Reoccurring Dreams.jpg|Chaos|CCX3|Uncommon|Borderlands}}&lt;br /&gt;
{{enchantment|World}}&lt;br /&gt;
At the start of the round all the cards in a player's hand are placed at the bottom of their Army. They then draw this many cards.&lt;/div&gt;</summary>
		<author><name>Angelatheist</name></author>	</entry>

	<entry>
		<id>http://redmine.mygui.info/wiki/index.php/Spatial_Disjunction</id>
		<title>Spatial Disjunction</title>
		<link rel="alternate" type="text/html" href="http://redmine.mygui.info/wiki/index.php/Spatial_Disjunction"/>
				<updated>2010-08-16T09:05:08Z</updated>
		
		<summary type="html">&lt;p&gt;Angelatheist: New page: {{card|Spatial Disjunction.jpg|Chaos|CXX2|Uncommon|Borderlands}} {{enchantment|Figure}} Enchanted Figure moves to a random valid space at the start of the round.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{card|Spatial Disjunction.jpg|Chaos|CXX2|Uncommon|Borderlands}}&lt;br /&gt;
{{enchantment|Figure}}&lt;br /&gt;
Enchanted Figure moves to a random valid space at the start of the round.&lt;/div&gt;</summary>
		<author><name>Angelatheist</name></author>	</entry>

	<entry>
		<id>http://redmine.mygui.info/wiki/index.php/Unstable_Reality</id>
		<title>Unstable Reality</title>
		<link rel="alternate" type="text/html" href="http://redmine.mygui.info/wiki/index.php/Unstable_Reality"/>
				<updated>2010-08-16T09:03:26Z</updated>
		
		<summary type="html">&lt;p&gt;Angelatheist: New page: {{card|Unstable Reality.jpg|Chaos|CCX2|Rare|Borderlands}} {{enchantment|World}}  All entities without Lifespan except this one have Lifespan(4) while Unstable Reality is i...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{card|Unstable Reality.jpg|Chaos|CCX2|Rare|Borderlands}}&lt;br /&gt;
{{enchantment|World}}&lt;br /&gt;
&lt;br /&gt;
All entities without [[Lifespan]] except this one have [[Lifespan|Lifespan(4)]] while Unstable Reality is in play.&lt;br /&gt;
&lt;br /&gt;
{{Flux|3}}: Remove all age tokens from target Entity. Any player can use this ability.&lt;/div&gt;</summary>
		<author><name>Angelatheist</name></author>	</entry>

	<entry>
		<id>http://redmine.mygui.info/wiki/index.php/Piked_Heads</id>
		<title>Piked Heads</title>
		<link rel="alternate" type="text/html" href="http://redmine.mygui.info/wiki/index.php/Piked_Heads"/>
				<updated>2010-08-16T09:00:15Z</updated>
		
		<summary type="html">&lt;p&gt;Angelatheist: New page: {{card|Piked Heads.jpg|Chaos|CX3|Uncommon|Borderlands}} {{enchantment}}  Fear(2)  ''The road to their keep was lined with skulls on pikes. I recognized several men from my old uni...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{card|Piked Heads.jpg|Chaos|CX3|Uncommon|Borderlands}}&lt;br /&gt;
{{enchantment}}&lt;br /&gt;
&lt;br /&gt;
[[Fear|Fear(2)]]&lt;br /&gt;
&lt;br /&gt;
''The road to their keep was lined with skulls on pikes. I recognized several men from my old unit.''&lt;/div&gt;</summary>
		<author><name>Angelatheist</name></author>	</entry>

	<entry>
		<id>http://redmine.mygui.info/wiki/index.php/Double_Agent</id>
		<title>Double Agent</title>
		<link rel="alternate" type="text/html" href="http://redmine.mygui.info/wiki/index.php/Double_Agent"/>
				<updated>2010-08-16T08:55:51Z</updated>
		
		<summary type="html">&lt;p&gt;Angelatheist: New page: {{card|Double Agent.jpg|Chaos|CX2|Common|Borderlands}} {{enchantment|Creature}} Enchant Enemy Creature  Whenever enchanted creature becomes dimmed, you draw a card.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{card|Double Agent.jpg|Chaos|CX2|Common|Borderlands}}&lt;br /&gt;
{{enchantment|Creature}}&lt;br /&gt;
Enchant Enemy Creature&lt;br /&gt;
&lt;br /&gt;
Whenever enchanted creature becomes dimmed, you draw a card.&lt;/div&gt;</summary>
		<author><name>Angelatheist</name></author>	</entry>

	<entry>
		<id>http://redmine.mygui.info/wiki/index.php/Astral_Confusion</id>
		<title>Astral Confusion</title>
		<link rel="alternate" type="text/html" href="http://redmine.mygui.info/wiki/index.php/Astral_Confusion"/>
				<updated>2010-08-16T08:51:38Z</updated>
		
		<summary type="html">&lt;p&gt;Angelatheist: New page: {{card|Astral Confusion.jpg|Chaos|CX3|Odd|Borderlands}} {{enchantment|World}} Unique  While Astral Confusion is in play a Luminessence is placed randomly for each World Enchantment...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{card|Astral Confusion.jpg|Chaos|CX3|Odd|Borderlands}}&lt;br /&gt;
{{enchantment|World}}&lt;br /&gt;
[[Unique]]&lt;br /&gt;
&lt;br /&gt;
While Astral Confusion is in play a [[Luminessence]] is placed randomly for each World Enchantment. It is controlled by the World Enchantment controller. If this Luminessence is removed so is its Enchantment. If the Enchantment is removed so is its Luminessence.&lt;/div&gt;</summary>
		<author><name>Angelatheist</name></author>	</entry>

	<entry>
		<id>http://redmine.mygui.info/wiki/index.php/Slime_Child</id>
		<title>Slime Child</title>
		<link rel="alternate" type="text/html" href="http://redmine.mygui.info/wiki/index.php/Slime_Child"/>
				<updated>2010-08-16T08:47:21Z</updated>
		
		<summary type="html">&lt;p&gt;Angelatheist: New page: {{card|Slime Child.jpg|Chaos|CX3|Rare|Borderlands}} {{enchantment|Creature}} All contiguous swamp is controlled by controller of Enchanted Creature. Enchanted Creature gains [[Swampstride]...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{card|Slime Child.jpg|Chaos|CX3|Rare|Borderlands}}&lt;br /&gt;
{{enchantment|Creature}}&lt;br /&gt;
All contiguous swamp is controlled by controller of Enchanted Creature. Enchanted Creature gains [[Swampstride]].&lt;/div&gt;</summary>
		<author><name>Angelatheist</name></author>	</entry>

	<entry>
		<id>http://redmine.mygui.info/wiki/index.php/Tentacles_of_Lycaron</id>
		<title>Tentacles of Lycaron</title>
		<link rel="alternate" type="text/html" href="http://redmine.mygui.info/wiki/index.php/Tentacles_of_Lycaron"/>
				<updated>2010-08-16T08:45:32Z</updated>
		
		<summary type="html">&lt;p&gt;Angelatheist: New page: {{card|Tentacles of Lycaron.jpg|Chaos|CX2|Common|Borderlands}} {{enchantment}} {{Flux|0}}: Attach to Creature within 3 spaces. ''Can only use this if a creature isn't already attached''  {...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{card|Tentacles of Lycaron.jpg|Chaos|CX2|Common|Borderlands}}&lt;br /&gt;
{{enchantment}}&lt;br /&gt;
{{Flux|0}}: Attach to Creature within 3 spaces. ''Can only use this if a creature isn't already attached'' &lt;br /&gt;
{{Flux|1}}: Move Attached Creature as close as possible to this space and ground it if [[Aloft]].&lt;/div&gt;</summary>
		<author><name>Angelatheist</name></author>	</entry>

	<entry>
		<id>http://redmine.mygui.info/wiki/index.php/Offending_Musk</id>
		<title>Offending Musk</title>
		<link rel="alternate" type="text/html" href="http://redmine.mygui.info/wiki/index.php/Offending_Musk"/>
				<updated>2010-08-16T08:43:32Z</updated>
		
		<summary type="html">&lt;p&gt;Angelatheist: New page: {{card|Offending Musk.jpg|Chaos|CX2|Common|Borderlands}} {{enchantment|Creature}} At the end of the round all adjacent Creatures take 1 damage.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{card|Offending Musk.jpg|Chaos|CX2|Common|Borderlands}}&lt;br /&gt;
{{enchantment|Creature}}&lt;br /&gt;
At the end of the round all adjacent Creatures take 1 damage.&lt;/div&gt;</summary>
		<author><name>Angelatheist</name></author>	</entry>

	<entry>
		<id>http://redmine.mygui.info/wiki/index.php/That_Spies</id>
		<title>That Spies</title>
		<link rel="alternate" type="text/html" href="http://redmine.mygui.info/wiki/index.php/That_Spies"/>
				<updated>2010-08-16T08:43:09Z</updated>
		
		<summary type="html">&lt;p&gt;Angelatheist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{card|That Spies.jpg|Chaos|C1|Common|Borderlands}}&lt;br /&gt;
{{enchantment}}&lt;br /&gt;
Enchant Space&lt;br /&gt;
&lt;br /&gt;
All adjacent spaces are revealed to you.&lt;br /&gt;
&lt;br /&gt;
{{dim}}: Move anywhere within 2 spaces.&lt;/div&gt;</summary>
		<author><name>Angelatheist</name></author>	</entry>

	<entry>
		<id>http://redmine.mygui.info/wiki/index.php/Direwood</id>
		<title>Direwood</title>
		<link rel="alternate" type="text/html" href="http://redmine.mygui.info/wiki/index.php/Direwood"/>
				<updated>2010-08-16T08:41:53Z</updated>
		
		<summary type="html">&lt;p&gt;Angelatheist: New page: {{card|Direwood.jpg|Chaos|CX2|Uncommon|Borderlands}} {{enchantment}} Enchant All Contiguous Forests  Non-Aloft Creatures in the Direwood can't be the target of ranged or Aloft attacks....&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{card|Direwood.jpg|Chaos|CX2|Uncommon|Borderlands}}&lt;br /&gt;
{{enchantment}}&lt;br /&gt;
Enchant All Contiguous Forests&lt;br /&gt;
&lt;br /&gt;
Non-Aloft Creatures in the Direwood can't be the target of ranged or [[Aloft]] attacks.&lt;br /&gt;
&lt;br /&gt;
A [[Goblin Soldier]] controlled by you is placed in a random Direwood space if an enemy creature [[Enters]] the Direwood.&lt;/div&gt;</summary>
		<author><name>Angelatheist</name></author>	</entry>

	<entry>
		<id>http://redmine.mygui.info/wiki/index.php/Turmoil</id>
		<title>Turmoil</title>
		<link rel="alternate" type="text/html" href="http://redmine.mygui.info/wiki/index.php/Turmoil"/>
				<updated>2010-08-16T08:38:27Z</updated>
		
		<summary type="html">&lt;p&gt;Angelatheist: New page: {{card|Turmoil.jpg|Chaos|CX1|Uncommon|Borderlands}} {{enchantment|World}}  No spaces are controlled. No buildings can be placed.  Remove Turmoil at the start of the round.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{card|Turmoil.jpg|Chaos|CX1|Uncommon|Borderlands}}&lt;br /&gt;
{{enchantment|World}}&lt;br /&gt;
&lt;br /&gt;
No spaces are controlled. No buildings can be placed.&lt;br /&gt;
&lt;br /&gt;
Remove Turmoil at the start of the round.&lt;/div&gt;</summary>
		<author><name>Angelatheist</name></author>	</entry>

	<entry>
		<id>http://redmine.mygui.info/wiki/index.php/Crush_of_the_Unknown</id>
		<title>Crush of the Unknown</title>
		<link rel="alternate" type="text/html" href="http://redmine.mygui.info/wiki/index.php/Crush_of_the_Unknown"/>
				<updated>2010-08-16T08:36:57Z</updated>
		
		<summary type="html">&lt;p&gt;Angelatheist: New page: {{card|Crush of the Unknown.jpg|Chaos|C4|Uncommon|Borderlands}} {{enchantment|World}} Edge of map acts as a base for you.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{card|Crush of the Unknown.jpg|Chaos|C4|Uncommon|Borderlands}}&lt;br /&gt;
{{enchantment|World}}&lt;br /&gt;
Edge of map acts as a base for you.&lt;/div&gt;</summary>
		<author><name>Angelatheist</name></author>	</entry>

	<entry>
		<id>http://redmine.mygui.info/wiki/index.php/Gaze_of_the_Tyrant</id>
		<title>Gaze of the Tyrant</title>
		<link rel="alternate" type="text/html" href="http://redmine.mygui.info/wiki/index.php/Gaze_of_the_Tyrant"/>
				<updated>2010-08-16T08:34:23Z</updated>
		
		<summary type="html">&lt;p&gt;Angelatheist: New page: {{card|Gaze of the Tyrant.jpg|Chaos|C3|Uncommon|Borderlands}} {{enchantment|Creature}} Creature controls all adjacent spaces. No buildings can be played adjacent to creature.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{card|Gaze of the Tyrant.jpg|Chaos|C3|Uncommon|Borderlands}}&lt;br /&gt;
{{enchantment|Creature}}&lt;br /&gt;
Creature controls all adjacent spaces. No buildings can be played adjacent to creature.&lt;/div&gt;</summary>
		<author><name>Angelatheist</name></author>	</entry>

	<entry>
		<id>http://redmine.mygui.info/wiki/index.php/Prophetic_Lunacy</id>
		<title>Prophetic Lunacy</title>
		<link rel="alternate" type="text/html" href="http://redmine.mygui.info/wiki/index.php/Prophetic_Lunacy"/>
				<updated>2010-08-16T08:32:35Z</updated>
		
		<summary type="html">&lt;p&gt;Angelatheist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{card|Prophetic Lunacy.jpg|Chaos|C2|Uncommon|Borderlands}}&lt;br /&gt;
{{enchantment|Creature}}&lt;br /&gt;
[[Isolation|Isolation(4)]]&lt;br /&gt;
&lt;br /&gt;
Enchant Your Creature&lt;br /&gt;
&lt;br /&gt;
{{dim}} Enchanted Creature: You draw a card.&lt;/div&gt;</summary>
		<author><name>Angelatheist</name></author>	</entry>

	<entry>
		<id>http://redmine.mygui.info/wiki/index.php/Prophetic_Lunacy</id>
		<title>Prophetic Lunacy</title>
		<link rel="alternate" type="text/html" href="http://redmine.mygui.info/wiki/index.php/Prophetic_Lunacy"/>
				<updated>2010-08-16T08:32:10Z</updated>
		
		<summary type="html">&lt;p&gt;Angelatheist: New page: {{card|Insatiable Symbiote.jpg|Chaos|C2|Uncommon|Borderlands}} {{enchantment|Creature}} Isolation(4)  Enchant Your Creature  {{dim}} Enchanted Creature: You draw a card.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{card|Insatiable Symbiote.jpg|Chaos|C2|Uncommon|Borderlands}}&lt;br /&gt;
{{enchantment|Creature}}&lt;br /&gt;
[[Isolation|Isolation(4)]]&lt;br /&gt;
&lt;br /&gt;
Enchant Your Creature&lt;br /&gt;
&lt;br /&gt;
{{dim}} Enchanted Creature: You draw a card.&lt;/div&gt;</summary>
		<author><name>Angelatheist</name></author>	</entry>

	<entry>
		<id>http://redmine.mygui.info/wiki/index.php/Summoning_Circle</id>
		<title>Summoning Circle</title>
		<link rel="alternate" type="text/html" href="http://redmine.mygui.info/wiki/index.php/Summoning_Circle"/>
				<updated>2010-08-16T08:29:54Z</updated>
		
		<summary type="html">&lt;p&gt;Angelatheist: New page: {{card|Summoning Circle.jpg|Chaos|C2|Rare|Borderlands}} {{enchantment}} {{Flux|X}}: Bring a creature with Flux cost X from your hand into play undimmed. Remove creature at the end of the r...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{card|Summoning Circle.jpg|Chaos|C2|Rare|Borderlands}}&lt;br /&gt;
{{enchantment}}&lt;br /&gt;
{{Flux|X}}: Bring a creature with Flux cost X from your hand into play undimmed. Remove creature at the end of the round.&lt;/div&gt;</summary>
		<author><name>Angelatheist</name></author>	</entry>

	<entry>
		<id>http://redmine.mygui.info/wiki/index.php/Insatiable_Symbiote</id>
		<title>Insatiable Symbiote</title>
		<link rel="alternate" type="text/html" href="http://redmine.mygui.info/wiki/index.php/Insatiable_Symbiote"/>
				<updated>2010-08-16T08:28:16Z</updated>
		
		<summary type="html">&lt;p&gt;Angelatheist: New page: {{card|Insatiable Symbiote.jpg|Chaos|C2|Common|Borderlands}} {{enchantment|Creature}} Enchanted Creature gains 5 random stat tokens and becomes a Mutant.   Enchanted Creature gains a rando...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{card|Insatiable Symbiote.jpg|Chaos|C2|Common|Borderlands}}&lt;br /&gt;
{{enchantment|Creature}}&lt;br /&gt;
Enchanted Creature gains 5 random stat tokens and becomes a Mutant. &lt;br /&gt;
&lt;br /&gt;
Enchanted Creature gains a random negative stat token at the end of each round.&lt;/div&gt;</summary>
		<author><name>Angelatheist</name></author>	</entry>

	<entry>
		<id>http://redmine.mygui.info/wiki/index.php/That_Spies</id>
		<title>That Spies</title>
		<link rel="alternate" type="text/html" href="http://redmine.mygui.info/wiki/index.php/That_Spies"/>
				<updated>2010-08-16T08:27:07Z</updated>
		
		<summary type="html">&lt;p&gt;Angelatheist: New page: {{card|That Spies.jpg|Chaos|C1|Common|Borderlands}} {{enchantment}} All adjacent spaces are revealed to you.  {{dim}}: Move anywhere within 2 spaces.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{card|That Spies.jpg|Chaos|C1|Common|Borderlands}}&lt;br /&gt;
{{enchantment}}&lt;br /&gt;
All adjacent spaces are revealed to you.&lt;br /&gt;
&lt;br /&gt;
{{dim}}: Move anywhere within 2 spaces.&lt;/div&gt;</summary>
		<author><name>Angelatheist</name></author>	</entry>

	<entry>
		<id>http://redmine.mygui.info/wiki/index.php/Vessel_of_Cathil</id>
		<title>Vessel of Cathil</title>
		<link rel="alternate" type="text/html" href="http://redmine.mygui.info/wiki/index.php/Vessel_of_Cathil"/>
				<updated>2010-08-16T08:25:07Z</updated>
		
		<summary type="html">&lt;p&gt;Angelatheist: New page: {{card|Vessel of Cathil.jpg|Chaos|5|Uncommon|Borderlands}} {{enchantment|Creature}} Salvage Target Creature gains +1 Attack becomes a Mutant and gives its controller {{D|C}}.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{card|Vessel of Cathil.jpg|Chaos|5|Uncommon|Borderlands}}&lt;br /&gt;
{{enchantment|Creature}}&lt;br /&gt;
[[Salvage]]&lt;br /&gt;
Target Creature gains +1 Attack becomes a Mutant and gives its controller {{D|C}}.&lt;/div&gt;</summary>
		<author><name>Angelatheist</name></author>	</entry>

	<entry>
		<id>http://redmine.mygui.info/wiki/index.php/User:Angelatheist</id>
		<title>User:Angelatheist</title>
		<link rel="alternate" type="text/html" href="http://redmine.mygui.info/wiki/index.php/User:Angelatheist"/>
				<updated>2010-08-13T01:13:47Z</updated>
		
		<summary type="html">&lt;p&gt;Angelatheist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My name is read Angel Atheist.  &lt;br /&gt;
&lt;br /&gt;
Grand Clash 2nd Place Deck: (angelatheist)&lt;br /&gt;
&lt;br /&gt;
'''Buildings:'''&amp;lt;br&amp;gt; &lt;br /&gt;
1x [[Emerald Spring]]&amp;lt;br&amp;gt;&lt;br /&gt;
3x [[Beacon of Celador]]&amp;lt;br&amp;gt;&lt;br /&gt;
3x [[Grove]]&amp;lt;br&amp;gt;&lt;br /&gt;
2x [[Great Oak]]&amp;lt;br&amp;gt;&lt;br /&gt;
2x [[Bamboo Watch Tower]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Creatures:'''&amp;lt;br&amp;gt;&lt;br /&gt;
3x [[Goose Tamer]]&amp;lt;br&amp;gt;&lt;br /&gt;
1x [[The Coldstream Guard]]&amp;lt;br&amp;gt;&lt;br /&gt;
1x [[Alearwyn Barque]]&amp;lt;br&amp;gt;&lt;br /&gt;
3x [[Tenderfoot Archer]]&amp;lt;br&amp;gt;&lt;br /&gt;
2x [[Mosslight Slor]]&amp;lt;br&amp;gt;&lt;br /&gt;
1x [[Sapling]]&amp;lt;br&amp;gt;&lt;br /&gt;
3x [[Treeherd]]&amp;lt;br&amp;gt;&lt;br /&gt;
3x [[Thistle Falcon]]&amp;lt;br&amp;gt;&lt;br /&gt;
2x [[Spaf's Greatbow]]&amp;lt;br&amp;gt;&lt;br /&gt;
2x [[Elven Scout]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Enchantments:'''&amp;lt;br&amp;gt;&lt;br /&gt;
2x [[Entangle]]&amp;lt;br&amp;gt;&lt;br /&gt;
1x [[Bear Strength]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spells:'''&amp;lt;br&amp;gt;&lt;br /&gt;
2x [[Teleport]]&amp;lt;br&amp;gt;&lt;br /&gt;
3x [[Ascent]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Angelatheist</name></author>	</entry>

	<entry>
		<id>http://redmine.mygui.info/wiki/index.php/User:Angelatheist</id>
		<title>User:Angelatheist</title>
		<link rel="alternate" type="text/html" href="http://redmine.mygui.info/wiki/index.php/User:Angelatheist"/>
				<updated>2010-08-13T01:13:21Z</updated>
		
		<summary type="html">&lt;p&gt;Angelatheist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My name is read Angel Atheist.  &lt;br /&gt;
&lt;br /&gt;
Grand Clash 2nd Place Deck: (angelatheist)&lt;br /&gt;
&lt;br /&gt;
'''Buildings:'''&amp;lt;br&amp;gt; &lt;br /&gt;
1x [[Emerald Spring]]&amp;lt;br&amp;gt;&lt;br /&gt;
3x [[Beacon of Celador]]&amp;lt;br&amp;gt;&lt;br /&gt;
3x [[Grove]]&amp;lt;br&amp;gt;&lt;br /&gt;
2x [[Great Oak]]&amp;lt;br&amp;gt;&lt;br /&gt;
2x [[Bamboo Watch Tower]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Creatures:'''&amp;lt;br&amp;gt;&lt;br /&gt;
3x [[Goose Tamer]]&amp;lt;br&amp;gt;&lt;br /&gt;
1x [[The Coldstream Guard]]&amp;lt;br&amp;gt;&lt;br /&gt;
1x [[Alearwyn Barque]]&amp;lt;br&amp;gt;&lt;br /&gt;
3x [[Tenderfoot Archer]]&amp;lt;br&amp;gt;&lt;br /&gt;
2x [[Mosslight Slor]]&amp;lt;br&amp;gt;&lt;br /&gt;
1x [[Sapling]]&amp;lt;br&amp;gt;&lt;br /&gt;
3x [[Treeherd]]&amp;lt;br&amp;gt;&lt;br /&gt;
3x [[Thistle Falcon]]&amp;lt;br&amp;gt;&lt;br /&gt;
2x [[Spaf's Greatbow]]&amp;lt;br&amp;gt;&lt;br /&gt;
2x [[Elven Scout]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Enchantments:'''&amp;lt;br&amp;gt;&lt;br /&gt;
2x [[Entangle]]&amp;lt;br&amp;gt;&lt;br /&gt;
1x [[Bear Strength]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spells:'''&amp;lt;br&amp;gt;&lt;br /&gt;
2x [[Teleport]]&amp;lt;br&amp;gt;&lt;br /&gt;
3x [[Ascent]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bold text'''&lt;/div&gt;</summary>
		<author><name>Angelatheist</name></author>	</entry>

	<entry>
		<id>http://redmine.mygui.info/wiki/index.php/That_Hive</id>
		<title>That Hive</title>
		<link rel="alternate" type="text/html" href="http://redmine.mygui.info/wiki/index.php/That_Hive"/>
				<updated>2010-08-12T00:02:27Z</updated>
		
		<summary type="html">&lt;p&gt;Angelatheist: New page: {{card|That Hive.jpg|Chaos|CCX5|Rare|Borderlands}} {{building|0|2|0|0|0}} You control all spaces that the enemy doesn't see.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{card|That Hive.jpg|Chaos|CCX5|Rare|Borderlands}}&lt;br /&gt;
{{building|0|2|0|0|0}}&lt;br /&gt;
You control all spaces that the enemy doesn't see.&lt;/div&gt;</summary>
		<author><name>Angelatheist</name></author>	</entry>

	<entry>
		<id>http://redmine.mygui.info/wiki/index.php/Yarnaga%27s_Laboratory</id>
		<title>Yarnaga's Laboratory</title>
		<link rel="alternate" type="text/html" href="http://redmine.mygui.info/wiki/index.php/Yarnaga%27s_Laboratory"/>
				<updated>2010-08-12T00:00:39Z</updated>
		
		<summary type="html">&lt;p&gt;Angelatheist: New page: {{card|Goblin Slave Market.jpg|Chaos|CCX3|Uncommon|Borderlands}} {{building|0|6|0|2|0}} Sacrifice Creature:  Randomly add two of the following to Mutant within 2 spaces; +1 stat token or [...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{card|Goblin Slave Market.jpg|Chaos|CCX3|Uncommon|Borderlands}}&lt;br /&gt;
{{building|0|6|0|2|0}}&lt;br /&gt;
Sacrifice Creature:  Randomly add two of the following to Mutant within 2 spaces; +1 stat token or [[Aloft]],[[Swims]], [[Armor|Armor(1)]], [[Heal|Heal(1)]].&lt;/div&gt;</summary>
		<author><name>Angelatheist</name></author>	</entry>

	<entry>
		<id>http://redmine.mygui.info/wiki/index.php/Gruult_Caverns</id>
		<title>Gruult Caverns</title>
		<link rel="alternate" type="text/html" href="http://redmine.mygui.info/wiki/index.php/Gruult_Caverns"/>
				<updated>2010-08-11T23:57:46Z</updated>
		
		<summary type="html">&lt;p&gt;Angelatheist: New page: {{card|Gruult Caverns.jpg|Chaos|CXX2|Uncommon|Borderlands}} {{building|0|8|0|1|0|Base}} All contiguous Mountains are revealed, controlled by you and act as a base.  Space where it or c...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{card|Gruult Caverns.jpg|Chaos|CXX2|Uncommon|Borderlands}}&lt;br /&gt;
{{building|0|8|0|1|0|[[Base]]}}&lt;br /&gt;
All contiguous Mountains are revealed, controlled by you and act as a base.&lt;br /&gt;
&lt;br /&gt;
Space where it or construction site is placed becomes Mountains.&lt;/div&gt;</summary>
		<author><name>Angelatheist</name></author>	</entry>

	<entry>
		<id>http://redmine.mygui.info/wiki/index.php/Shrine_of_Cathil</id>
		<title>Shrine of Cathil</title>
		<link rel="alternate" type="text/html" href="http://redmine.mygui.info/wiki/index.php/Shrine_of_Cathil"/>
				<updated>2010-08-11T23:55:38Z</updated>
		
		<summary type="html">&lt;p&gt;Angelatheist: New page: {{card|Shrine of Cathil.jpg|Chaos|CXX2|Common|Borderlands}} {{building|0|5|0|2|0}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{card|Shrine of Cathil.jpg|Chaos|CXX2|Common|Borderlands}}&lt;br /&gt;
{{building|0|5|0|2|0}}&lt;/div&gt;</summary>
		<author><name>Angelatheist</name></author>	</entry>

	<entry>
		<id>http://redmine.mygui.info/wiki/index.php/Banner_of_the_OO%27Tong_Clan</id>
		<title>Banner of the OO'Tong Clan</title>
		<link rel="alternate" type="text/html" href="http://redmine.mygui.info/wiki/index.php/Banner_of_the_OO%27Tong_Clan"/>
				<updated>2010-08-11T23:54:37Z</updated>
		
		<summary type="html">&lt;p&gt;Angelatheist: New page: {{card|Banner of the OO'Tong Clan.jpg|Chaos|CC4|Rare|Borderlands}} {{building|0|3|0|3|0}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{card|Banner of the OO'Tong Clan.jpg|Chaos|CC4|Rare|Borderlands}}&lt;br /&gt;
{{building|0|3|0|3|0}}&lt;/div&gt;</summary>
		<author><name>Angelatheist</name></author>	</entry>

	<entry>
		<id>http://redmine.mygui.info/wiki/index.php/Goblin_Sawmill</id>
		<title>Goblin Sawmill</title>
		<link rel="alternate" type="text/html" href="http://redmine.mygui.info/wiki/index.php/Goblin_Sawmill"/>
				<updated>2010-08-11T23:53:22Z</updated>
		
		<summary type="html">&lt;p&gt;Angelatheist: New page: {{card|Goblin Sawmill.jpg|Chaos|CX4|Common|Borderlands}} {{building|0|4|0|1|0}} {{dim}} and Dim Creature you control that can see Sawmill: Target Forest adjacent to creature becomes grass....&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{card|Goblin Sawmill.jpg|Chaos|CX4|Common|Borderlands}}&lt;br /&gt;
{{building|0|4|0|1|0}}&lt;br /&gt;
{{dim}} and Dim Creature you control that can see Sawmill: Target Forest adjacent to creature becomes grass. You gain {{Flux|2}}.&lt;/div&gt;</summary>
		<author><name>Angelatheist</name></author>	</entry>

	<entry>
		<id>http://redmine.mygui.info/wiki/index.php/Trance_Lantern</id>
		<title>Trance Lantern</title>
		<link rel="alternate" type="text/html" href="http://redmine.mygui.info/wiki/index.php/Trance_Lantern"/>
				<updated>2010-08-11T23:51:08Z</updated>
		
		<summary type="html">&lt;p&gt;Angelatheist: New page: {{card|Trance Lantern.jpg|Chaos|CX3|Rare|Borderlands}} {{building|0|6|0|0|0}} Any Creature adjacent to Lantern is dimmed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{card|Trance Lantern.jpg|Chaos|CX3|Rare|Borderlands}}&lt;br /&gt;
{{building|0|6|0|0|0}}&lt;br /&gt;
Any Creature adjacent to Lantern is dimmed.&lt;/div&gt;</summary>
		<author><name>Angelatheist</name></author>	</entry>

	<entry>
		<id>http://redmine.mygui.info/wiki/index.php/Goblin_Slave_Market</id>
		<title>Goblin Slave Market</title>
		<link rel="alternate" type="text/html" href="http://redmine.mygui.info/wiki/index.php/Goblin_Slave_Market"/>
				<updated>2010-08-11T23:49:47Z</updated>
		
		<summary type="html">&lt;p&gt;Angelatheist: New page: {{card|Goblin Slave Market.jpg|Chaos|CX2|Rare|Borderlands}} {{building|0|3|0|0|0}} At start of each round Enemy gains 1 Glory and you draw a card.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{card|Goblin Slave Market.jpg|Chaos|CX2|Rare|Borderlands}}&lt;br /&gt;
{{building|0|3|0|0|0}}&lt;br /&gt;
At start of each round Enemy gains 1 Glory and you draw a card.&lt;/div&gt;</summary>
		<author><name>Angelatheist</name></author>	</entry>

	<entry>
		<id>http://redmine.mygui.info/wiki/index.php/Hornet_Apiary</id>
		<title>Hornet Apiary</title>
		<link rel="alternate" type="text/html" href="http://redmine.mygui.info/wiki/index.php/Hornet_Apiary"/>
				<updated>2010-08-11T23:47:59Z</updated>
		
		<summary type="html">&lt;p&gt;Angelatheist: New page: {{card|Hornet Apiary.jpg|Chaos|C4|Common|Borderlands}} {{building|0|5|0|1|2}} {{dim}}: All Creatures in range take 1 damage.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{card|Hornet Apiary.jpg|Chaos|C4|Common|Borderlands}}&lt;br /&gt;
{{building|0|5|0|1|2}}&lt;br /&gt;
{{dim}}: All Creatures in range take 1 damage.&lt;/div&gt;</summary>
		<author><name>Angelatheist</name></author>	</entry>

	<entry>
		<id>http://redmine.mygui.info/wiki/index.php/Mud_Shelter</id>
		<title>Mud Shelter</title>
		<link rel="alternate" type="text/html" href="http://redmine.mygui.info/wiki/index.php/Mud_Shelter"/>
				<updated>2010-08-11T23:46:37Z</updated>
		
		<summary type="html">&lt;p&gt;Angelatheist: New page: {{card|Mud Shelter.jpg|Chaos|C4|Rare|Borderlands}} {{building|0|3|0|1|0}} If there are no friendly creatures adjacent to Mud Shelter at the end of the round it is destroyed.  Construction ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{card|Mud Shelter.jpg|Chaos|C4|Rare|Borderlands}}&lt;br /&gt;
{{building|0|3|0|1|0}}&lt;br /&gt;
If there are no friendly creatures adjacent to Mud Shelter at the end of the round it is destroyed.&lt;br /&gt;
&lt;br /&gt;
Construction Site only has 1 work token.&lt;/div&gt;</summary>
		<author><name>Angelatheist</name></author>	</entry>

	<entry>
		<id>http://redmine.mygui.info/wiki/index.php/Wasteland_Yurt</id>
		<title>Wasteland Yurt</title>
		<link rel="alternate" type="text/html" href="http://redmine.mygui.info/wiki/index.php/Wasteland_Yurt"/>
				<updated>2010-08-11T23:45:15Z</updated>
		
		<summary type="html">&lt;p&gt;Angelatheist: New page: {{card|Wasteland Yurt.jpg|Chaos|C3|Rare|Borderlands}} {{building|0|2|1|1|0}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{card|Wasteland Yurt.jpg|Chaos|C3|Rare|Borderlands}}&lt;br /&gt;
{{building|0|2|1|1|0}}&lt;/div&gt;</summary>
		<author><name>Angelatheist</name></author>	</entry>

	<entry>
		<id>http://redmine.mygui.info/wiki/index.php/Furnace_of_Gibil</id>
		<title>Furnace of Gibil</title>
		<link rel="alternate" type="text/html" href="http://redmine.mygui.info/wiki/index.php/Furnace_of_Gibil"/>
				<updated>2010-08-11T23:44:09Z</updated>
		
		<summary type="html">&lt;p&gt;Angelatheist: New page: {{card|Furnace of Gibil.jpg|Chaos|C3|Uncommon|Borderlands}} {{building|0|5|0|1|0}} Discard two cards: Gain {{D|C}} until end of round.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{card|Furnace of Gibil.jpg|Chaos|C3|Uncommon|Borderlands}}&lt;br /&gt;
{{building|0|5|0|1|0}}&lt;br /&gt;
Discard two cards: Gain {{D|C}} until end of round.&lt;/div&gt;</summary>
		<author><name>Angelatheist</name></author>	</entry>

	<entry>
		<id>http://redmine.mygui.info/wiki/index.php/Warren</id>
		<title>Warren</title>
		<link rel="alternate" type="text/html" href="http://redmine.mygui.info/wiki/index.php/Warren"/>
				<updated>2010-08-11T23:42:48Z</updated>
		
		<summary type="html">&lt;p&gt;Angelatheist: New page: {{card|Warren.jpg|Chaos|7|Basic|Borderlands}} {{building|0|5|0|1|0|Base,Salvage}} Gives {{D|C}} Domain.  Category:Base&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{card|Warren.jpg|Chaos|7|Basic|Borderlands}}&lt;br /&gt;
{{building|0|5|0|1|0|[[Base]],[[Salvage]]}}&lt;br /&gt;
Gives {{D|C}} Domain.&lt;br /&gt;
&lt;br /&gt;
[[Category:Base]]&lt;/div&gt;</summary>
		<author><name>Angelatheist</name></author>	</entry>

	<entry>
		<id>http://redmine.mygui.info/wiki/index.php/Quorum_Stone</id>
		<title>Quorum Stone</title>
		<link rel="alternate" type="text/html" href="http://redmine.mygui.info/wiki/index.php/Quorum_Stone"/>
				<updated>2010-08-11T23:41:42Z</updated>
		
		<summary type="html">&lt;p&gt;Angelatheist: New page: {{card|Quorum Stone.jpg|Chaos|C4|Common|Borderlands}} {{building|0|5|0|1|0}} If 2 or more creatures you control are adjacent to Quorum Stone gain {{D|C}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{card|Quorum Stone.jpg|Chaos|C4|Common|Borderlands}}&lt;br /&gt;
{{building|0|5|0|1|0}}&lt;br /&gt;
If 2 or more creatures you control are adjacent to Quorum Stone gain {{D|C}}&lt;/div&gt;</summary>
		<author><name>Angelatheist</name></author>	</entry>

	<entry>
		<id>http://redmine.mygui.info/wiki/index.php/Celestial_Imperium</id>
		<title>Celestial Imperium</title>
		<link rel="alternate" type="text/html" href="http://redmine.mygui.info/wiki/index.php/Celestial_Imperium"/>
				<updated>2010-08-10T23:20:51Z</updated>
		
		<summary type="html">&lt;p&gt;Angelatheist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Under the banner of their god, these knights in shining armor ride forth to vanquish the hated enemies of the Celestial Imperium.&lt;br /&gt;
&lt;br /&gt;
After the cataclysm, most of humanity migrated to a single kingdom called Cor Mollion, now called the Celestial Imperium, to escape the deleterious effects of the flux. They built an enormous wall around themselves and have remained cloistered there ever since, until a recent shift in the political winds made it part of the Empire’s agenda to not only defend itself but to seek out, to conquer and even to colonize the Wilds. Under the banner of their god, Xosa, knights errant have begun to ride the trails of the unknown world once more.&lt;br /&gt;
&lt;br /&gt;
With uniquely human efficiency, the Celestial Imperium fields large numbers of well-trained soldiers, and the siege weapons that have repelled intruders to their walled kingdom for so long now serve them in an offensive capacity as well. The Imperium has a little of every strategy available to it; infantry, cavalry and archers are backed by healers, priests and psychics. For all its forthrightness, the Imperium employs a fair few tricks as well, and with divine magic on their side, they are quite formidable, even far from the fortress that they call home.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Celestial Imperium is designed to unleash it's power at high domains, but it also relies on the powerful synchronization of the Psions, which are almost completely unique to them.  Clever CI players will even find other strategies to utilize, which are based around the ability to buff creatures through tokens and the unusual methods of gaining glory.  [[Trade Routes]] is a powerful card that can get players to the third domain in 1 or 2 turns.  [[Royal Guard]] is a creature that gets stronger with every domain played, making a potential danger late game but also a good opening creature to play.  [[Verdic Messenger]] can swap out for a Psion that needs to be saved, while [[Battle Linkr]] can simply stay put and power up it's fellow allies.  [[Tilting Grounds]], [[Verdic Benevolent]], [[Lost Oasis]] and [[Elderly Swordsmaster]] are all based around the tokens strategy, allowing even the weakest [[Pilgrim]] to augment themselves into a colossal champion given enough time.  [[Rune of Speed]] and [[Properly Scribed Circle]] can keep an assault going by continuously sending creatures over to the site of battle.  [[Mos'k Psychic]] and [[Observatory]] can provide some much-needed vision and combo with cards like [[Avenging Angel]] and [[Brimstone Powder]] to damage &amp;quot;unreachable areas&amp;quot;.  [[Guardian Seraph]] can act as a shield, and basically makes all creatures invincible with proper backup.  Cards like [[Peasant Army]], [[Arcen Moatworks]], [[Trebuchet Emplacement]], and [[Consecrated Land]] may seem defense oriented, but with quick border expansion, you can put these cards to offensive use.  [[Transcendence]], [[Exalted One]], [[Xosan Crusader]], and [[Resurrection]] are only some of the few cards that can save a creature from death.  [[Vow of Peace]], [[Cathedral of Xosa]], and [[Benefits of a Clear Mind]] all focus on the Glory-gaining strategy.  One last thing that you may note while using CI is that while most of the weenies are VERY cheap (often costing 0-1 flux), they also start very weak, meaning that you will need more expensive creatures to back them up or buff them with tokens.&lt;br /&gt;
&lt;br /&gt;
Early Game, if you have Trade Routes in your hand, skip right to Mid Game whenever you play it.  Otherwise, keep reading.  As stated above, CI has many cheap weenies, and this is very good for a rush, although you might find yourself lacking in the speed department a bit.  Use Tilting Ground's token gaining ability to compensate for slowness with strength, and Rune of Speed to make a truly efficient rush.&lt;br /&gt;
&lt;br /&gt;
Mid Game is best used as a launching pad to Late Game.  You do have access to Psion cards like Verdic Messenger and Battle Linkr, as well as the extremely powerful [[Renevant Bishop]], but other than that, you basically have many more cheap weenies and your opponent will most likely have an extra domain if you got here using Trade Routes.  [[Anti-Magic Shell]] is good, but it's a waste at this point considering what you can play late game.  [[Homestead]] is good for snagging a flux well though, and  a CI player stuck in mid game should be able to put up a decent fight considering the amount of creatures on the board.  [[Shield Generator]] is another good choice here, as it protects your buildings.  If you have the skills, use the mid game to build up and prepare for what's coming out in the late game, but otherwise, try to get to the late game quickly unless you're rushing.&lt;br /&gt;
&lt;br /&gt;
Late game is where CI rules.  Powerful cards like [[Paladin of Xosa]], Trebuchet Emplacement, and Guardian Seraph come out here and can turn the battle into a slaughter, especially with Anti-Magic Shell cast on them.  [[Battlefield Preacher]] is extremely dangerous, because it can stop an opponent from attacking while you own creatures beat the &amp;quot;Preaching&amp;quot; creature into submission.  [[Exalted One]] and [[Mindherd]] are where Psions truly shine, the former turning it's target Psion into a raging powerhouse and the latter able to provide HUGE amounts of control areas if you can keep the land safe.  Cathedral of Xosa can put you one step closer to victory each turn providing Glory even if you're tied with your opponent in flux wells.  [[Shield of Faith]] is a &amp;quot;quick shield&amp;quot; that can be used to protect vital creatures from dying while Resurrection can bring back any such creatures that died.  Overall, strike fast and strike VERY HARD, or aim to chug glory very quickly at this stage and finish the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Counters ==&lt;br /&gt;
Disenchant those Trade Routes!  Unless it is a CI vs. CI match, those darned things are better off replaced with your own domain levels.  You can try to use cards like [[Possession]], [[Charm]], and [[Mind Transplant]] to steal vital creatures from CI and turn them in your favor instead.  [[Snooping Goblin]] is  another good counter to Trade Routes, as you can actually use opponent's cards against them. Get rid of token giving cards like Elderly Swordsmaster.  Be wary when placing Enchantments: Anti-Magic Shell and Renevant Bishop might mean you've wasted flux on that Enchantment. Don't assume something that died or is at zero health is &amp;quot;dead&amp;quot; until every sign of it has been removed from the board, because CI players have many revival, transformation, and healing cards at their disposal. At three domain, don't let CI players stay there too long or you'll be overwhelmed by Holy Juggernauts that could make the other three domain creatures wet their pants.  And beware if your opponent plays a card that benefits you in some way as well : chances are the card he played outweighs the benefits you got.&lt;/div&gt;</summary>
		<author><name>Angelatheist</name></author>	</entry>

	<entry>
		<id>http://redmine.mygui.info/wiki/index.php/Chaos</id>
		<title>Chaos</title>
		<link rel="alternate" type="text/html" href="http://redmine.mygui.info/wiki/index.php/Chaos"/>
				<updated>2010-08-09T20:06:01Z</updated>
		
		<summary type="html">&lt;p&gt;Angelatheist: /* Counters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The forces of Chaos are somewhere between good and evil, flesh and spirit, science and magic; they are madness incarnate.&lt;br /&gt;
&lt;br /&gt;
The Cataclysm of the ancient times gave rise to a horror from the depths of the void, which poisoned the flux that flowed forth from the Fallen Star that had brought it to this world. The region where it fell has been reduced to barren wastes, populated by mutants, goblins, and madmen. In some places, there is a loose sense of civilization; the tribal Orcs, Goblins and Kobolds have made something of a life in the wastes, but none of these could be called truly sane. All sorts have suffered the effects of exposure to the energies of the wastes; among the armies that frequently arise there one might find what was once a nimble Elf fighting alongside what little remains of a once-proud Dwarven hero, with shattered spirits, fire in the brain, and bodies disfigured beyond recognition.&lt;br /&gt;
&lt;br /&gt;
The forces of Chaos are unpredictable- indeed, not even those who would seek to control them can be sure of what they are dealing with. Many of the corrupted beings available to a would-be general of a Chaos army are unstable mutants with rapidly changing physiology, and indeed psychology. Mad science has added its part to the weird brew that is the domain of Chaos, creating even more horrific monstrosities; and not even the lower planes are immune to the effects, for the Chaos has been known to claim even hell-spawned demons. In the wastes, nothing is spared; knowledge is a stimulant, blood is money and the very fabric of life and logic are given over to mayhem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Chaos has many luck-based and unpredictable cards around it, but a closer examination will reveal that this domain eventually reveals that it generally relies on the player's hand, while another part of it focuses on terrain alteration, mainly swamp.  [[Faceless Lord]] is one of the two creatures that gives domain, allowing it to do some damage to the opponent and able to retreat if the player needs to preserve their domain.  [[Crush of the Unknown]], [[Rebellious Serfs]], [[Twisted Nomad]], and [[Summoning Circle]] are all meant to catch an opponent off guard or simply back up an assault.  [[Reoccurring Dreams]], [[Unstable Reality]], and [[Gleb's Scavenger Hunt]] can easily disrupt a well planned strategy, forcing players to rethink their moves.  Cards like [[Abyssal Bloodhound]], [[Kobold Squatters]], and [[Scavenge]] are useful, but only if there are ruins are present. &lt;br /&gt;
&lt;br /&gt;
Early Game, you'll find that you have the biggest variety of start options.  You can deploy a [[Drunken Mortar Team]] and hope that it can easily demolish whatever it finds, pull out a [[Seething Archosaur]] and watch your opponent try to get creative without it dealing 2 extra damage upon death, or send out a [[Glub Bird]] that's hard to hit.  [[Defection]] is a tempting offer, but it's not always worth it, so treat it like getting an extra weenie if you need to rather than risking flux for a big creature.  [[Furnace of Gibil]], [[Mud Shelter]] and [[Quorum Stone]] make good quick building drops if you can maintain them properly until you get better methods of controlling your target location.  Or if you're a bit more daring, use [[Gaze of the Tyrant]] and grab a flux well with that instead.  Use [[Interference]] to take care of any pesky enchants at this point.&lt;br /&gt;
&lt;br /&gt;
Mid Game just makes Chaos even crazier. You can now strike at the opponent's base with just Crush of the Unknown, but it's worth risking a Twisted Nomad if it's just for deploying a Rebellious Serfs.  The Serfs are powerful enough to limit a straggling enemy player with a weenie to help.  [[Noggel'n Bobbel'n]] makes a good card for a retreat.  [[Kobold Warparty]] can do much damage if it has a proper supply of health-gaining cards and Kobolds from Early Game.  [[Errant Enchantment]] can steal an enchant for you, and it's a decent creature on it's own as well.  [[Redpeak Bandit]] can compromise the opponent's benefit he has from flux wells, and 1 flux can mean the difference between getting a domain this turn or next turn in some situations.  [[Rat Rifle]] is great for dealing damage that opponents can't counterattack against, and [[Piked Heads]] and [[Direwood]] make strong defenses if used correctly.&lt;br /&gt;
&lt;br /&gt;
Late Game gives Chaos access to powerful cards like [[Lower Plane Aberration]] and [[Prince of Desolation]], but it can also disrupt strategies at this point with cards like Reoccurring Dreams, [[Vortex]], and Gleb's Scavenger Hunt.  [[Psychotic Break]] is a good way to deal with a big enemy creature that just spawned at the opponent's base.  [[Scum Shambler]] is a cheap but powerful creature that can easily rip apart borders with [[Slime Child]] enchanted on it.  Overall, try to mind game with your opponent a bit and deploy the Big Guns like crazy: Chaos has a good selection of cheap 3 Domain cards.&lt;br /&gt;
&lt;br /&gt;
== Counters ==&lt;br /&gt;
Keep an anti-enchant ready whenever you can; Chaos is crazy about enchantments.  Keep a few creatures back at base to knock away the pesky cards that spawn through Summoning Circle, Crush of the Unknown, and be wary of thief cards that will want to steal from your deck, creatures, and flux like [[Snooping Goblin]] and [[Mind Transplant]].  Explore aggressively, as Chaos players will often drop a building at some point in early game.  Don't despair if your opponent reaches 3 domain, as it's normally pretty easy to destroy at least one of the domain sources in some way, although smarter players will try to defend the weaker source.  Keep an eye out for unorthodox control attempts like [[Gruult Caverns]] and [[That Hive]]. And don't let too many ruins appear on the field, or Abyssal Bloodhounds and Kobold Squatters could be running your way.&lt;/div&gt;</summary>
		<author><name>Angelatheist</name></author>	</entry>

	<entry>
		<id>http://redmine.mygui.info/wiki/index.php/Chaos</id>
		<title>Chaos</title>
		<link rel="alternate" type="text/html" href="http://redmine.mygui.info/wiki/index.php/Chaos"/>
				<updated>2010-08-09T20:04:44Z</updated>
		
		<summary type="html">&lt;p&gt;Angelatheist: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The forces of Chaos are somewhere between good and evil, flesh and spirit, science and magic; they are madness incarnate.&lt;br /&gt;
&lt;br /&gt;
The Cataclysm of the ancient times gave rise to a horror from the depths of the void, which poisoned the flux that flowed forth from the Fallen Star that had brought it to this world. The region where it fell has been reduced to barren wastes, populated by mutants, goblins, and madmen. In some places, there is a loose sense of civilization; the tribal Orcs, Goblins and Kobolds have made something of a life in the wastes, but none of these could be called truly sane. All sorts have suffered the effects of exposure to the energies of the wastes; among the armies that frequently arise there one might find what was once a nimble Elf fighting alongside what little remains of a once-proud Dwarven hero, with shattered spirits, fire in the brain, and bodies disfigured beyond recognition.&lt;br /&gt;
&lt;br /&gt;
The forces of Chaos are unpredictable- indeed, not even those who would seek to control them can be sure of what they are dealing with. Many of the corrupted beings available to a would-be general of a Chaos army are unstable mutants with rapidly changing physiology, and indeed psychology. Mad science has added its part to the weird brew that is the domain of Chaos, creating even more horrific monstrosities; and not even the lower planes are immune to the effects, for the Chaos has been known to claim even hell-spawned demons. In the wastes, nothing is spared; knowledge is a stimulant, blood is money and the very fabric of life and logic are given over to mayhem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Chaos has many luck-based and unpredictable cards around it, but a closer examination will reveal that this domain eventually reveals that it generally relies on the player's hand, while another part of it focuses on terrain alteration, mainly swamp.  [[Faceless Lord]] is one of the two creatures that gives domain, allowing it to do some damage to the opponent and able to retreat if the player needs to preserve their domain.  [[Crush of the Unknown]], [[Rebellious Serfs]], [[Twisted Nomad]], and [[Summoning Circle]] are all meant to catch an opponent off guard or simply back up an assault.  [[Reoccurring Dreams]], [[Unstable Reality]], and [[Gleb's Scavenger Hunt]] can easily disrupt a well planned strategy, forcing players to rethink their moves.  Cards like [[Abyssal Bloodhound]], [[Kobold Squatters]], and [[Scavenge]] are useful, but only if there are ruins are present. &lt;br /&gt;
&lt;br /&gt;
Early Game, you'll find that you have the biggest variety of start options.  You can deploy a [[Drunken Mortar Team]] and hope that it can easily demolish whatever it finds, pull out a [[Seething Archosaur]] and watch your opponent try to get creative without it dealing 2 extra damage upon death, or send out a [[Glub Bird]] that's hard to hit.  [[Defection]] is a tempting offer, but it's not always worth it, so treat it like getting an extra weenie if you need to rather than risking flux for a big creature.  [[Furnace of Gibil]], [[Mud Shelter]] and [[Quorum Stone]] make good quick building drops if you can maintain them properly until you get better methods of controlling your target location.  Or if you're a bit more daring, use [[Gaze of the Tyrant]] and grab a flux well with that instead.  Use [[Interference]] to take care of any pesky enchants at this point.&lt;br /&gt;
&lt;br /&gt;
Mid Game just makes Chaos even crazier. You can now strike at the opponent's base with just Crush of the Unknown, but it's worth risking a Twisted Nomad if it's just for deploying a Rebellious Serfs.  The Serfs are powerful enough to limit a straggling enemy player with a weenie to help.  [[Noggel'n Bobbel'n]] makes a good card for a retreat.  [[Kobold Warparty]] can do much damage if it has a proper supply of health-gaining cards and Kobolds from Early Game.  [[Errant Enchantment]] can steal an enchant for you, and it's a decent creature on it's own as well.  [[Redpeak Bandit]] can compromise the opponent's benefit he has from flux wells, and 1 flux can mean the difference between getting a domain this turn or next turn in some situations.  [[Rat Rifle]] is great for dealing damage that opponents can't counterattack against, and [[Piked Heads]] and [[Direwood]] make strong defenses if used correctly.&lt;br /&gt;
&lt;br /&gt;
Late Game gives Chaos access to powerful cards like [[Lower Plane Aberration]] and [[Prince of Desolation]], but it can also disrupt strategies at this point with cards like Reoccurring Dreams, [[Vortex]], and Gleb's Scavenger Hunt.  [[Psychotic Break]] is a good way to deal with a big enemy creature that just spawned at the opponent's base.  [[Scum Shambler]] is a cheap but powerful creature that can easily rip apart borders with [[Slime Child]] enchanted on it.  Overall, try to mind game with your opponent a bit and deploy the Big Guns like crazy: Chaos has a good selection of cheap 3 Domain cards.&lt;br /&gt;
&lt;br /&gt;
== Counters ==&lt;br /&gt;
Keep an anti-enchant ready whevener you can; Chaos is crazy about enchants.  Keep a few creatures back at base to knock away the pesky cards that spawn through Summoning Circle, Crush of the Unknown, and be wary of thief cards that will want to steal from your deck, creautres, and flux like Snooping Goblin and Mind Transplant.  Explore agressively, as Chaos players will often drop a building at some point in early game.  Don't despair if your opponent reaches 3 domain, as it's normally pretty easy to destroy at least one of the domain sources in some way, although smarter players will try to defend the weaker source.  Keep an eye out for unorthodox control attempts like Grult Caverns and That Hive. And don't let too many ruins appear on the field, or Abyssal Bloodhounds and Kobold Squatters could be running your way.&lt;/div&gt;</summary>
		<author><name>Angelatheist</name></author>	</entry>

	<entry>
		<id>http://redmine.mygui.info/wiki/index.php/Sylvan</id>
		<title>Sylvan</title>
		<link rel="alternate" type="text/html" href="http://redmine.mygui.info/wiki/index.php/Sylvan"/>
				<updated>2010-08-08T21:06:20Z</updated>
		
		<summary type="html">&lt;p&gt;Angelatheist: /* Counters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Ent.jpg|300px|left]]In ancient times, the Elf-queen Seirowyn planted the first seeds that would become the Mother Forest Kithil’aa, from which the Sylvan peoples hail. The Sylvans live in harmony with nature; their cities are akin to great gardens and groves of venerable trees, their lives are spent cultivating and culling as needed by the primal balance of life. Overall, the forest of Kithil’aa is kept at peace by this devoted service, as no ill-willed intruder has ever survived a night among her trees.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Barkskin_Dragon.jpg|200px|right]]Most strongly represented by the swift and stealthy Elves but comprising a host of woodland creatures, spirits and strange beings, it could be said that a Sylvan army acts as a spearhead of the natural world. Their warriors are quick, keen and sure, striking at distance or closing with foes at great speed; and their healers and mystics draw upon the inexhaustible power of Kithil’aa to bolster their own ranks, overwhelming and confounding their foes. They move in stealth and appear without warning; any tree could be a soldier, any innocent songbird a spy, and any whistling breeze an arrow through the heart.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Sylvan starter deck army is [[Roots_have_Arisen|Roots Have Arisen]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Stated often as the &amp;quot;beginner&amp;quot; domain, Sylvan is a domain that's main focus is rush: spawning weenies and overwhelming the opponent by sheer numbers.  However, there are other strategies that can be utilized to take advantage of the Elves and their Treant friends.&lt;br /&gt;
&lt;br /&gt;
Many &amp;quot;Tree&amp;quot; decks are based of the Treant's ability to spawn from forests, allowing creatures to pop out of nowhere since Treant's become [[Seedling]]s upon death and spawn in Forest.&lt;br /&gt;
&lt;br /&gt;
Another clever strategy to take advantage of is Sylvan's powerful range: [[Alearwyn Barque]] can become a mobile turret provided their is enough water, and [[The Coldstream Guard]]s and [[Tenderfoot Archer]]s are a good response to cards that are dangerous if attacked close range like [[Leprous Shambles]].  [[Spaf's Greatbow]] is especially good proof of this, but keep in mind that you must see the enemies before you can rain arrows on them.&lt;br /&gt;
&lt;br /&gt;
Sylvan also has some good &amp;quot;flying&amp;quot; creatures: [[Thistle Falcon]] makes an excellent earlier game harasser, [[Goose Tamer]] is a ground creature that &amp;quot;breaks the rules&amp;quot; and bypasses terrain easily, and [[Barkskin Dragon]] and [[Pixie Queen]] are at the top with powerhouse and stopping creature dead in their tracks respectively.  Keep in mind that Pixie Queen cannot enter water though and Goose Tamer still takes damage if it ends its turn in water.&lt;br /&gt;
&lt;br /&gt;
[[Ascent]] is a good way to get rid of opponent's creatures and [[Entangle]] can serve a similar purpose as long as your opponent doesn't run Ocean or Desert-based decks.  [[Mis-Scribed Circle]] is a &amp;quot;Swiss Knife&amp;quot; that has many uses: protecting your creatures, damaging opponent's and aggressively exploring the map.  [[Teleport]] is the best of the four against creatures, dealing an easy 2 damage by sending a creature to water or relocating a it to a different area.&lt;br /&gt;
&lt;br /&gt;
Other useful cards are [[Loyal Wilds]], a way to disrupt control, [[Restore Nature's Balance]], a useful disenchant, [[Beacon of Celador]], a building that can shift Sylvan units around the board, [[Ivory Spire]], a Building that has a huge vision, [[Treetop Dominion]], a powerful source of domain, and [[Bamboo Watch Tower]], providing 2 vision for a cheap 3 flux.&lt;br /&gt;
&lt;br /&gt;
Overall, Sylvan is very speed oriented and a good player should take advantage of this.  Bamboo Watch Tower can be used to grab your other flux well quickly, while you rush weenies and buildings toward the center well to try and protect it from your opponent.  Once you've gotten enough domain, bring the Big Guns out in form of Spaf's Greatbow, Pixie Queen, Loyal Wilds, and other cards to make a formidable late-game offensive.&lt;br /&gt;
&lt;br /&gt;
== Counters ==&lt;br /&gt;
Domain isn't really a problem to Sylvan as they have many weenies and an easy way of getting domain through forest, which works well with their Treants.  Plan on using cards that can cancel out enchants like [[Disenchant]] and cards that change the terrain like [[Cartographic Error]].  Creature wise, try to bring out stronger creatures that can withstand their range and quick ones that can stop weenies from randomly showing up in spots you weren't thinking about.  Maintaining defensive range isn't a bad choice either: Sylvan has some good access to flying creatures.&lt;/div&gt;</summary>
		<author><name>Angelatheist</name></author>	</entry>

	<entry>
		<id>http://redmine.mygui.info/wiki/index.php/Sylvan</id>
		<title>Sylvan</title>
		<link rel="alternate" type="text/html" href="http://redmine.mygui.info/wiki/index.php/Sylvan"/>
				<updated>2010-08-08T21:05:14Z</updated>
		
		<summary type="html">&lt;p&gt;Angelatheist: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Ent.jpg|300px|left]]In ancient times, the Elf-queen Seirowyn planted the first seeds that would become the Mother Forest Kithil’aa, from which the Sylvan peoples hail. The Sylvans live in harmony with nature; their cities are akin to great gardens and groves of venerable trees, their lives are spent cultivating and culling as needed by the primal balance of life. Overall, the forest of Kithil’aa is kept at peace by this devoted service, as no ill-willed intruder has ever survived a night among her trees.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Barkskin_Dragon.jpg|200px|right]]Most strongly represented by the swift and stealthy Elves but comprising a host of woodland creatures, spirits and strange beings, it could be said that a Sylvan army acts as a spearhead of the natural world. Their warriors are quick, keen and sure, striking at distance or closing with foes at great speed; and their healers and mystics draw upon the inexhaustible power of Kithil’aa to bolster their own ranks, overwhelming and confounding their foes. They move in stealth and appear without warning; any tree could be a soldier, any innocent songbird a spy, and any whistling breeze an arrow through the heart.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Sylvan starter deck army is [[Roots_have_Arisen|Roots Have Arisen]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Stated often as the &amp;quot;beginner&amp;quot; domain, Sylvan is a domain that's main focus is rush: spawning weenies and overwhelming the opponent by sheer numbers.  However, there are other strategies that can be utilized to take advantage of the Elves and their Treant friends.&lt;br /&gt;
&lt;br /&gt;
Many &amp;quot;Tree&amp;quot; decks are based of the Treant's ability to spawn from forests, allowing creatures to pop out of nowhere since Treant's become [[Seedling]]s upon death and spawn in Forest.&lt;br /&gt;
&lt;br /&gt;
Another clever strategy to take advantage of is Sylvan's powerful range: [[Alearwyn Barque]] can become a mobile turret provided their is enough water, and [[The Coldstream Guard]]s and [[Tenderfoot Archer]]s are a good response to cards that are dangerous if attacked close range like [[Leprous Shambles]].  [[Spaf's Greatbow]] is especially good proof of this, but keep in mind that you must see the enemies before you can rain arrows on them.&lt;br /&gt;
&lt;br /&gt;
Sylvan also has some good &amp;quot;flying&amp;quot; creatures: [[Thistle Falcon]] makes an excellent earlier game harasser, [[Goose Tamer]] is a ground creature that &amp;quot;breaks the rules&amp;quot; and bypasses terrain easily, and [[Barkskin Dragon]] and [[Pixie Queen]] are at the top with powerhouse and stopping creature dead in their tracks respectively.  Keep in mind that Pixie Queen cannot enter water though and Goose Tamer still takes damage if it ends its turn in water.&lt;br /&gt;
&lt;br /&gt;
[[Ascent]] is a good way to get rid of opponent's creatures and [[Entangle]] can serve a similar purpose as long as your opponent doesn't run Ocean or Desert-based decks.  [[Mis-Scribed Circle]] is a &amp;quot;Swiss Knife&amp;quot; that has many uses: protecting your creatures, damaging opponent's and aggressively exploring the map.  [[Teleport]] is the best of the four against creatures, dealing an easy 2 damage by sending a creature to water or relocating a it to a different area.&lt;br /&gt;
&lt;br /&gt;
Other useful cards are [[Loyal Wilds]], a way to disrupt control, [[Restore Nature's Balance]], a useful disenchant, [[Beacon of Celador]], a building that can shift Sylvan units around the board, [[Ivory Spire]], a Building that has a huge vision, [[Treetop Dominion]], a powerful source of domain, and [[Bamboo Watch Tower]], providing 2 vision for a cheap 3 flux.&lt;br /&gt;
&lt;br /&gt;
Overall, Sylvan is very speed oriented and a good player should take advantage of this.  Bamboo Watch Tower can be used to grab your other flux well quickly, while you rush weenies and buildings toward the center well to try and protect it from your opponent.  Once you've gotten enough domain, bring the Big Guns out in form of Spaf's Greatbow, Pixie Queen, Loyal Wilds, and other cards to make a formidable late-game offensive.&lt;br /&gt;
&lt;br /&gt;
== Counters ==&lt;br /&gt;
Domain isn't really a problem to Sylvan as they have many weenies and an easy way of getting domain through forest, which works well with their Treants.  Plan on using cards that can cancel out enchants like Disenchant and cards that change the terrain like Cartographical error.  Creaturewise, try to bring out stronger creatures that can withstand their range and quick ones that can stop weenies from randomly showing up in spots you weren't thinking about.  Maintaining defensive range isn't a bad choice either: Sylvan has some good access to flying creatures.&lt;/div&gt;</summary>
		<author><name>Angelatheist</name></author>	</entry>

	<entry>
		<id>http://redmine.mygui.info/wiki/index.php/Mountain_Folk</id>
		<title>Mountain Folk</title>
		<link rel="alternate" type="text/html" href="http://redmine.mygui.info/wiki/index.php/Mountain_Folk"/>
				<updated>2010-08-08T21:00:59Z</updated>
		
		<summary type="html">&lt;p&gt;Angelatheist: /* Counters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:MFHeart.jpg|250px|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Dwarves, Gnomes and other rarer mountain races, known collectively as the Mountain Folk, have been allied with one another as long as modern history has been recorded. Led by the hero-king Hadarck of the Dwarves and the genius Bilgrin the Brilliant of the Gnomes, these two peoples conquered the mineral-rich hills and mountains of the world, founding the twin capitals of Glorn and Karkzor. Still they fight on to protect their mountain strongholds and conquer their enemies as they arise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:EpicVeteran.jpg|200px|right]]Most prominent among the ranks of the Mountain Folk are their warriors, legendary for their might and prowess in battle, but behind these storied heroes, often with pencil and tablet in hand, stand the keys to their success: brilliant minds! Tacticians, engineers, artillerists and the finest architects in the land provide the technical support that makes the Mountain Folk so powerful on the field; and the strange Gnomish fluxmasters add a generous helping of magic to the mix, altering time and space in characteristically useful little ways to guarantee an advantage over any foe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Mountain Folk starter deck army is [[Defenders_of_Karkzor|Defenders of Karkzor]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The Mountain Folk emphasize a power strategy that involves strong defense, buildings, and teching toward powerful creatures.  However, they can fulfill many other roles as well.  [[Galom's Prospectors]] is arguably the most powerful card due to the fact it can easily control hexes that would normally require a construction site, allowing for fast building.  [[Draknor's Chain]] is great for pulling struggling enemies right into your fortresses, who will normally have a ranged attack and therefore can turn the said creature into dead meat and prepare for the next one.  [[Tamed Frost Wyrm]] serves as the aloft support and is best used where the ranged [[Gully Slingers]] and [[Blunderbuss Squad]]s fail.  [[Hadarck's Throne]] is the &amp;quot;quick domain source&amp;quot; for Mountain Folk, and they possess many terrain altering cards that often combine with manipulation and damage, like [[Geomantic Trickster]], [[Volcano]], and [[Uplifted Earth]].&lt;br /&gt;
&lt;br /&gt;
In the early game, Mountain Folk aren't as fast as Sylvan and Dark Legion, but they compensate with high health and powerful strikes.  [[Manipulation]] can defeat the annoying scouts that try to run away, and [[Dwarven Warrior]] can be left as a sight beacon with infinitely gaining health.  [[Home Guard]] is pretty much useless in many situations, so don't bother unless you really need defense.  Galom's Prospectors and [[Brawn Ox]]en should explore the map, and when they find a good spot to build, drop a building there.  Try to play an [[Ord Stone]] or two: it pays for itself quickly.&lt;br /&gt;
&lt;br /&gt;
Mid Game is where you can step up on both offense and defense.  With 2 domains, powerful buildings like [[Hadarck's Fort]], [[Walled Outpost]], and [[Steam Charge]] become available.  On top of that, Geomantic Trickster can played to alter terrain and Blunderbuss Squad and Tamed Frost Wyrm can deal with ranged/flying opponents, or can be just used to bulldoze.  [[Shield Warrior]] can provide an unbreakable defense provided your creatures stick together, and [[Dire Cave Cricket]] can wreck an unprepared opponent.  Don't forget about one domain cards like [[Heart of the Mountain]] that might end up being much more useful here.  Volcano makes a good splash of damage as well.&lt;br /&gt;
&lt;br /&gt;
Late Game is where the Mountain Folk become truly dangerous. 3 domains allows Mountain Blessing to be played, which pretty much makes a healthy creature invincible.  Many powerhouses like [[Bilgrin's First Prototype]] and [[Epic Veteran]] can be easily deployed to wreck enemies, especially if that little Ord Stone you played early on is still chugging up extra flux.  Overall, keep on covering the map, and try to shut your opponent off to prevent a counterattack.&lt;br /&gt;
&lt;br /&gt;
== Counters ==&lt;br /&gt;
Try to overwhelm early game MF players.  With more expert players, who will often spend only 1 turn in this stage and get to Mid game with Hardarck's Throne (or [[Vapor Mahal]] in a hybrid deck), this is ineffective.  But against a less experienced player, limiting the domain they have can be quite annoying to them.  Stay on your toes against a player who uses Prospectors and Brawn Oxen, he'll probably try to make a run for the other well on his side or turbo to the center to get an early advantage.  Getting rid of the Ord Stone is a good idea as well.  If the [[Earthworks]] and Hardarck's Forts manage to come out, try to stay out of their range while hitting them with cards like [[Tremor]] and [[The Coldstream Guard]].  Against faster MF players (who will most likely be running a faster domain to cover the slow side of MF), try to limit how much of the second domain can be played and force your opponent to concentrate on attacking you/defending himself rather than building up domain.&lt;/div&gt;</summary>
		<author><name>Angelatheist</name></author>	</entry>

	<entry>
		<id>http://redmine.mygui.info/wiki/index.php/Mountain_Folk</id>
		<title>Mountain Folk</title>
		<link rel="alternate" type="text/html" href="http://redmine.mygui.info/wiki/index.php/Mountain_Folk"/>
				<updated>2010-08-08T20:59:04Z</updated>
		
		<summary type="html">&lt;p&gt;Angelatheist: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:MFHeart.jpg|250px|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Dwarves, Gnomes and other rarer mountain races, known collectively as the Mountain Folk, have been allied with one another as long as modern history has been recorded. Led by the hero-king Hadarck of the Dwarves and the genius Bilgrin the Brilliant of the Gnomes, these two peoples conquered the mineral-rich hills and mountains of the world, founding the twin capitals of Glorn and Karkzor. Still they fight on to protect their mountain strongholds and conquer their enemies as they arise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:EpicVeteran.jpg|200px|right]]Most prominent among the ranks of the Mountain Folk are their warriors, legendary for their might and prowess in battle, but behind these storied heroes, often with pencil and tablet in hand, stand the keys to their success: brilliant minds! Tacticians, engineers, artillerists and the finest architects in the land provide the technical support that makes the Mountain Folk so powerful on the field; and the strange Gnomish fluxmasters add a generous helping of magic to the mix, altering time and space in characteristically useful little ways to guarantee an advantage over any foe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Mountain Folk starter deck army is [[Defenders_of_Karkzor|Defenders of Karkzor]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The Mountain Folk emphasize a power strategy that involves strong defense, buildings, and teching toward powerful creatures.  However, they can fulfill many other roles as well.  [[Galom's Prospectors]] is arguably the most powerful card due to the fact it can easily control hexes that would normally require a construction site, allowing for fast building.  [[Draknor's Chain]] is great for pulling struggling enemies right into your fortresses, who will normally have a ranged attack and therefore can turn the said creature into dead meat and prepare for the next one.  [[Tamed Frost Wyrm]] serves as the aloft support and is best used where the ranged [[Gully Slingers]] and [[Blunderbuss Squad]]s fail.  [[Hadarck's Throne]] is the &amp;quot;quick domain source&amp;quot; for Mountain Folk, and they possess many terrain altering cards that often combine with manipulation and damage, like [[Geomantic Trickster]], [[Volcano]], and [[Uplifted Earth]].&lt;br /&gt;
&lt;br /&gt;
In the early game, Mountain Folk aren't as fast as Sylvan and Dark Legion, but they compensate with high health and powerful strikes.  [[Manipulation]] can defeat the annoying scouts that try to run away, and [[Dwarven Warrior]] can be left as a sight beacon with infinitely gaining health.  [[Home Guard]] is pretty much useless in many situations, so don't bother unless you really need defense.  Galom's Prospectors and [[Brawn Ox]]en should explore the map, and when they find a good spot to build, drop a building there.  Try to play an [[Ord Stone]] or two: it pays for itself quickly.&lt;br /&gt;
&lt;br /&gt;
Mid Game is where you can step up on both offense and defense.  With 2 domains, powerful buildings like [[Hadarck's Fort]], [[Walled Outpost]], and [[Steam Charge]] become available.  On top of that, Geomantic Trickster can played to alter terrain and Blunderbuss Squad and Tamed Frost Wyrm can deal with ranged/flying opponents, or can be just used to bulldoze.  [[Shield Warrior]] can provide an unbreakable defense provided your creatures stick together, and [[Dire Cave Cricket]] can wreck an unprepared opponent.  Don't forget about one domain cards like [[Heart of the Mountain]] that might end up being much more useful here.  Volcano makes a good splash of damage as well.&lt;br /&gt;
&lt;br /&gt;
Late Game is where the Mountain Folk become truly dangerous. 3 domains allows Mountain Blessing to be played, which pretty much makes a healthy creature invincible.  Many powerhouses like [[Bilgrin's First Prototype]] and [[Epic Veteran]] can be easily deployed to wreck enemies, especially if that little Ord Stone you played early on is still chugging up extra flux.  Overall, keep on covering the map, and try to shut your opponent off to prevent a counterattack.&lt;br /&gt;
&lt;br /&gt;
== Counters ==&lt;br /&gt;
Try to overwhelm early game MF players.  With more expert players, who will often spend only 1 turn in this stage and get to Mid game with Hardarck's Throne (or Vapor Mahal in a hybrid deck), this is ineffective.  But against a less expierienced player, limiting the domain they have can be quite annoying to them.  Stay on your toes against a player who uses Prospectors and Oxes, he'll probably try to make a run for the other well on his side or turbo to the center to get an early advantage.  Getting rid of the Ord Stone is a good idea as well.  If the Earthworks and Hardarck's Forts manage to come out, try to stay out of their range while hitting them with cards like Tremor and Coldstream Guard.  Against faster MF players (who will most likely be running a faster domain to cover the slow side of MF), try to limit how much of the second domain can be played and force your opponent to concentrate on attacking you/defending himself rather than building up domain.&lt;/div&gt;</summary>
		<author><name>Angelatheist</name></author>	</entry>

	</feed>