The single-player campaign is played mainly on an isometric representation of the game world, consisting of a randomly generated landscape dotted with terrain features and places of interest. The player initially selects a difficulty level (determines starting gold, cards, amulets and the life totals of "boss" enemies) and a preferred magical "color", and subsequently is given a predetermined deck, according to difficulty level and color chosen. The character is then transported to the world map, initiating the game. Travel across the world map is in real-time. The player moves the character across the landscape using simple mouse clicks, evading or intercepting enemies who themselves are predominantly interested in intercepting the player-character. Upon a successful interception, the game transitions into "duel" mode, wherein either the player competes against the encountered enemy using the Magic: The Gathering card game system, or pays the enemy an amount of gold to not duel. When dueling an enemy, a card or set of cards is often wagered, with particularly powerful enemies sometimes offering additional rewards beyond the waged cards. Some enemies have unique abilities that allow them to gain a specific advantage for the duration of the battle, while some enemies can summon up a surprise substitution to play in their stead (e.g., a more powerful enemy). The landscape is composed of patches of different types of terrain, corresponding with the five colors of the game world. Different terrain might offer benefits or hindrance to movement, including roads through all terrain types which allow rapid movement. Terrain also dictates the boundaries across which enemies may travel, as they have to adhere to terrain matching their own color(s). More importantly, each type of terrain offers a chance for special encounters to appear, often unique to one terrain type or another. Such encounters yield anything from combat to instant rewards, and often include riddles that require some knowledge of the various game cards.[citation needed]

Shandalar is a rogue plane, drifting through the multiverse instead of retaining a steady position or course. It is a relatively small plane and incredibly rich in mana.[2][3] The magical energy is so prevalent that it all is sentient, and the common people use minor spells as an everyday convenience.


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The Guardian established five guilds of magic, each responsible for teaching and guarding the use of the five colors of mana. The Guildlord of each guild was determined in a great contest. A new Guildlord is selected with the passing of the previous Guildlord.

Azar proved to be too inexperienced and fell in his combat against Lim-Dl. Emerging from the secret burial place, the necromancer took up his campaign to rule Shandalar. This time, however, he found organized resistance in the form of five powerful wizard schools. War ensued. During the Wizard's War the Black Guildlord was killed before Lim-Dl was finally defeated. The Guardian removed Lim-Dl's soul from Azar's body and imprisoned it within a magical artifact, thereby keeping the Great Barrier intact.

The now-empty body of Azar, however, had been exposed to too much magic. Though it was without a soul, it rose on its own and took the name Lichlord Skavius Slan. Then it took command of the Black Guild and ruled for ages while other Guildlords came and went.

Arzakon, a powerful planeswalker, had taken notice of the powerful emanations of magic caused by the wars on Shandalar. Lured by the power of the plane, he came into contact with the Great Barrier. The Guardian became aware of Arzakon and repelled the other planeswalker's attempt at physically coming through. Arzakon found a different way.

Shandalar was a target in New Phyrexia's Invasion of the Multiverse.[7] Compleated Phyrexians on the plane found their metallic augmentations shredded by the pervasive wild magic of the plane's mana.[8]

In my research on this plane, I was looking for some sort of hint at the nature of planeswalking being fundamentally different here. I found no such thing, but there were a couple other traits that made me sit up and take notice. Shandalar, like Zendikar, is unusually rich in magical energy; your everyday citizen of the plane knows a handful of magical spells and is aware of the five colors of Magic. In addition, Shandalar is not fixed to a specific point in the Multiverse. Instead, it floats freely through the Blind Eternities, drifting here and there with no real path or purpose. As such, sometimes it comes precariously close to other planes, although it never goes as far as a full-scale Rathi Overlay.

My goal here was a sizable challenge: Beat the game to 100% with a perfect record. That means never losing a duel, and with 100% defined as collecting all dungeon treasures and all world magic spells. On the top difficulty level of course. This is both a general strategy guide for that and a writeup of my particular playthrough.

You'll also accumulate a number of the world-magic spells; important ones include Haggler's Coin (more cards on sale), Dwarven Pick and Amulet of Swampwalk (speed up movement), Staff of Thunder (spend a red amulet to destroy the nearest monster), and of course Tome of Enlightenment (lifts the restriction on duplicate card copies in your deck.) Other world spells besides those aren't important, and can wait if you don't have an ample supply of spare gold (2000+) at that moment.

And here are the final statistics. There's my goal, a perfect record, 204-0 against the creatures of Shandalar. Roughly half of that was in the dungeons with a grossly inflated life total, but the other half were standard games against Shandalar's various enemies. (This can't prove that I didn't reload after a loss, but I didn't.) It also shows the 40 dungeon treasures, which is the total from 10 dungeons with 3 each plus 5 castles with 2 each. (This also doesn't prove it; you can exit a dungeon and go back and collect a treasure again, but again I didn't.) And finally all the world-magic spells are here, completing what I considered to be 100%.

For the uninitiated (and have never played Master of Magic before), Magic: The Gathering the card game pits two players, as powerful wizards, against each other in a magical duel, where each wizard can cast spells, summon monsters, and invoke various enchantments or curses. The game is turn-based, with each turn comprising several phases. The rules are too intricate to go into detail here - suffice it to say that there are 5 colors, i.e. disciplines of magic, each with its own characteristic appropriate to that element. Blue, for example, is water, which prefers illusions and guile. Therefore, there are many blue illusion spells, and 99% of all blue monsters you can summon can swim. Green, on the other hand, represents Earth. You will therefore find many regeneration cards and forest creatures in this discipline. There are many types of cards: enchantment (which typically lasts infinitely, as long as it's maintained and not destroyed), creatures (which you summon), instant (spells that can be cast only once; the card must be discarded after use), land (gives our mana), artifacts, and more.

The game also introduces a new concept of gems: which are difficult to obtain, but can be used as currency to trade for powerful, permanent artifacts that enhance your wizard's power (for instance, magical boots that lets him walk quicker than normal). There are 5 powerful wizards, one for each color, whom you must defeat, each of whom reside in a heavily-guarded fortress.

Another nice touch is the fact that every time you defeat a monster, you will see its boss lose some magical power (they are all psionically connected, it seems). It is therefore possible to gauge your progress, and see when the wizard is weakened enough for you to summon the confidence to attack his or her stronghold.

You needed these cards in Shandalar because of what came next. You had to fight the five guild lords of Shandalar, one per flavor of magic, and a final boss who could only be taken on after the Guild Lords were defeated: Arzakon, a planeswalker with hundreds of life points. On the hardest difficulty, he has 400. This is a game where you start with 10.

Though Shandalar starts out with two actors in costumes teaching you the genteel art of magic, it ends by training you to become a loophole-exploiting rules lawyer of the worst kind, though in an environment where nobody gets hurt by it. It's OK to play like a total prick when you're up against someone with 400 life points and the fate of a whole plane is hanging in the balance. ff782bc1db

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