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Magic 2014: Duels Of The Planeswalkers Deck Builds and Strategy Guide

Magic 2014
Players have the choice between ten different kinds of card decks in Duels of the Planeswalkers 2014, of with five are mono colors (associated with the respective Planeswalker) and the others belong to a different aspect of the DotP multiverse.

Magic 2014: Duels of the Planeswalkers Deck Builds

Some of the decks are available to you as you start, and the others must be unlocked by defeating their respective walker. In this guide I will be listing each of the decklists, as well as their strengths, weaknesses and general playstyles.

Firewave

Lands: 25 Mountains

Creatures: 23

  • 3 Goblin Arsonist
  • 2 Crimson Mage
  • 3 Torch Fiend
  • 2 Chandra’s Phoenix
  • 4 Pilgrim’s Eye
  • 2 Regathan Firecat
  • 1 Firewing Phoenix
  • 2 Bloodpyre Elemental
  • 2 Fire Elemental
  • 1 Magma Phoenix
  • 1 Skarrgan Firebird

Others: 12

  • 1 Disintegrate
  • 2 Pillar of Flame
  • 1 Searing Spear
  • 1 Flames of the Firebrand
  • 2 Staff of the Flame Magus
  • 2 Chandra’s Outrage
  • 1 Cone of Flame
  • 2 Lava Axe

Unlockables

  • Inferno
  • Lava Axe
  • Staff of the Flame Magus
  • Kiln Fiend
  • Fire Servant
  • Flamebreak
  • Grim Lavamancer
  • Fireshrieker
  • Furnace of Rath
  • Inferno Titan
  • Wild Guess
  • Seismic Assault
  • Kiln Fiend
  • Grim Lavamancer
  • Sulfuric Vortex
  • Fireshrieker
  • Flames of the Firebrand
  • Browbeat
  • Flame Slash
  • Chandra’s Spitfire
  • Disintegrate
  • Final Fortune
  • Kiln Fiend
  • Fire Servant
  • Reverberate
  • Final Fortune
  • Sulfuric Vortex
  • Stalking Vengeance
  • Fireshrieker
  • Hostility

Chandra’s deck has only one theme; all out aggression. Designed to always keep the enemy on the back foot and keep them devoid of units. Spells like “Searing Spear”, “Flames of the Firebrand”, “Chandra’s Outrage”, “Disintegrate”, “Pillar of Flame” and “Cone of Flame” are designed with this goal in mind.

The enemy fields a 10/10? Nope sorry, boom. Many of your creatures will have Haste, and your Phoenix aerial units will make sure to keep the opponent exasperated by returning from the graveyard to annoy them repeatedly.

Try to make sure they never have an opportunity to make a move. It’s alright to focus on destroying creatures, as long as you don’t forget that the game is won by attacking the opponent directly.

I recommend a setup of 24 Lands, 17 Creatures, and 19 Others.

Hunter’s Strength

Lands: 24 Forests

Creatures: 18

  • 3 Garruk’s Companion
  • 3 Kalonian Tusker
  • 3 Gloomwidow
  • 2 Sacred Wolf
  • 2 Cudgel Troll
  • 3 Sentinel Spider
  • 1 Garruk’s Horde
  • 1 Regal Force

Others: 18

  • 3 Prey Upon
  • 2 Nature’s Lore
  • 2 Oakenform
  • 2 Staff of the Wild Magus
  • 2 Bramblecrush
  • 2 Hunt the Weak
  • 2 Enlarge
  • 2 Overrun
  • 1 Primeval Bounty

Unlockables

  • Master of the Wild Hunt
  • Wurmskin Forger
  • Staff of the Wild Magus
  • Revive
  • Rancor
  • Overrun
  • Enlarge
  • Leatherback Baloth
  • Eternal Witness
  • Primalcrux
  • Predator Ooze
  • Living Hive
  • Savage Summoning
  • Regal Force
  • Eternal Witness
  • Elephant Guide
  • Rancor
  • Prey Upon
  • Bramblecrush
  • Rampaging Baloths
  • Nature’s Lore
  • Brawn
  • Fangren Firstborn
  • Overwhelming Stampede
  • Biorhythm
  • Beastmaster Ascension
  • Bellowing Tanglewurm
  • Rancor
  • Nature’s Lore
  • Craterhoof Behemoth

Not exactly a very complex playstyle with this deck here. You only need to look at the raw stats of your creatures to see what Hunter’s Strength’s main goal is. This deck field some of the most powerful creatures in the game, and they all pack a pretty huge wollop.

Not many of them have innate abilities of their own, so you’ll have to carry around some spellcards to shore up that weakness.

“Gloomwidow” and “Sentinel Spider” will let you handle aerial units, which are a problem for this deck. “Oakenform”, “Enlarge”, and “Overrun” will boost the stats of your forces through the roof and let them clobber anyone in their path. It’s a very straightforward deck.

“Garruk’s Horde” and “Regal Force” are also core, due to enabling you to field more units (the source of your strength) faster. I recommend a setup of 24 Lands, 27 Creatures, and 9 Others.

Guardians of Light

Lands: 25 Plains

Creatures: 20

  • 3 Ajani’s Sunstriker
  • 3 Blade of the Sixth Pride
  • 1 Kor Spiritdancer
  • 2 Auramancer
  • 1 Nomad Mythmaker
  • 2 Skyhunter Skirmisher
  • 1 Ajani’s Chosen
  • 1 Dawn Elemental
  • 1 Healer of the Pride
  • 1 Seasoned Marshal
  • 1 Totem-Guide Hartebeest
  • 2 Dawnstrike Paladin
  • 1 Admonition Angel

Others: 15

  • 1 Lifelink
  • 1 Divine Favor
  • 2 Pacifism
  • 2 Spirit Mantle
  • 1 Griffin Guide
  • 2 Serra’s Boon
  • 2 Staff of the Sun Magus
  • 1 Armored Ascension
  • 1 Divine Transformation
  • 1 Indestructibility
  • 1 Celestial Mantle

Unlockables

  • Sigil of the Empty Throne
  • Divine Favor
  • Seasoned Marshal
  • Auratouched Mage
  • Mesa Enchantress
  • Pacifism
  • Armored Ascension
  • Kor Spiritdancer
  • Three Dreams
  • Angelic Destiny
  • Seraph of the Sword
  • Divine Favor
  • Guardian’s Magemark
  • Mesa Enchantress
  • Totem-Guide Hartebeest
  • Daybreak Coronet
  • Idyllic Tutor
  • Pacifism
  • Aura of Silence
  • Final Judgment
  • Evangelize
  • Pariah
  • Idyllic Tutor
  • Unquestioned Authority
  • Armored Ascension
  • Retether
  • Guardian’s Magemark
  • Kor Spiritdancer
  • Divine Deflection
  • Concerted Effort

Ajani’s Deck may not have the most impressive creatures, but it has extreme cohesiveness. You’re games are supposed to play out with numerous amounts of auras and synergistic cards.

“Spirit Mantle”, “Griffin Guide”, and “Armored Ascension” are three of the cards that are vital to victory. Since your creatures are not the best, you’ll need to keep using such auras to help them go toe to toe with the other decks and eventually overwhelm them with massively upgraded forces.

Units such as “Kor Spiritdancer”, “Auramancer”, “Nomad Mythmaker”, “Ajani’s Chosen”, and Totem-Guide Hartebeest” especially love getting aura enchantments, and will reward you well for applying such cards to them.

You also have a few cards that allow you to debilitate your enemy, keeping their forces weakened. I recommend a setup of 24 Lands, 31 Creatures, and 5 Others.

Masks of the Dimer

Lands: 10 Island, 11 Swamp, 4Terramorphic Expanse

Creatures: 20

  • 4 Dimir Guildmage
  • 2 Ravenous Rats
  • 2 Surveilling Sprite
  • 3 Chittering Rats
  • 4 Moroii
  • 1 Necropolis Regent
  • 3 Vedalken Dismisser
  • 1 Vengeful Vampire

Others: 15

  • 3 Thought Scour
  • 4 Last Gasp
  • 2 Divination
  • 1 Mind Rot
  • 1 Time Ebb
  • 1 Sleep
  • 1 Beacon of Unrest
  • 2 Illusionary Armor

Unlockables

  • Mindleech Mass
  • Lobotomy
  • Ravenous Rats
  • Illusionary Armor
  • Sleep
  • Mark of the Vampire
  • Threads of Disloyalty
  • Treasure Hunt
  • Archaeomancer
  • Evil Twin
  • Consult the Necrosages
  • Vengeful Vampire
  • Illusionary Armor
  • Dire Undercurrents
  • Lobotomy
  • Threads of Disloyalty
  • Fool’s Demise
  • Archaeomancer
  • Guardian of the Ages
  • Avatar of Will
  • Slate Street Ruffian
  • Shadow Slice
  • Smog Elemental
  • Hands of Binding
  • Mental Vapors
  • Diluvian Primordial
  • Stolen Identity
  • Dinrova Horror
  • Countersquall
  • Doomsday Specter

If Firewave was all about aggression, this deck is about defeating the enemy before they even come into play.

Spells and abilities such as “Ravenous Rats”, “Chittering Rats”, “Vedalken Dismisser”, “Time Ebb” and “Mind Rot” force the opponent to let go of cards from hand before he even gets a chance to field them. And if he does manage to drop a creature or two, you have means to control them with cards such as “Last Gasp” and “Sleep”.

As a result, there are obviously some weaknesses with regards to the creatures you can field, but with a number of decent aerial units, you can attack the opponent directly, bypassing his defenses. Meanwhile keep your opponent down and your hand full using cards such as “Surveilling Sprite”, “Thought Scour” and “Divination”.

I recommend a setup of 22 Lands, 27 Creatures, and 11 Others.

Avacyn’s Glory

Lands: 25 Plains

Creatures: 25

  • 1 Champion of the Parish
  • 2 Doomed Traveler
  • 2 Selfless Cathar
  • 3 Thraben Valiant
  • 2 Unruly Mob
  • 2 Elder Cathar
  • 2 Fiend Hunter
  • 1 Mentor of the Meek
  • 1 Midnight Guard
  • 2 Elgaud Inquisitor
  • 2 Goldnight Commander
  • 1 Angelic Overseer
  • 1 Geist-Honored Monk
  • 1 Requiem Angel
  • 1 Voice of the Provinces
  • 1 Archangel

Others: 10

  • 2 Hallow
  • 2 Path to Exile
  • 3 Gather the Townsfolk
  • 1 Honor of the Pure
  • 2 Oblivion Ring

Unlockables

  • Mikaeus, the Lunarch
  • Angel’s Mercy
  • Seraph of Dawn
  • Gather the Townsfolk
  • Honor of the Pure
  • Champion of the Parish
  • Seraph of Dawn
  • Thraben Doomsayer
  • Angelic Overseer
  • Avacyn, Angel of Hope
  • Thalia, Guardian of Thraben
  • Champion of the Parish
  • Ring of Three Wishes
  • Mentor of the Meek
  • Fiend Hunter
  • Baneslayer Angel
  • Seraph of Dawn
  • Bonds of Faith
  • Increasing Devotion
  • Devout Invocation
  • Soul Warden
  • Grand Abolisher
  • Restoration Angel
  • Hallowed Burial
  • Elite Inquisitor
  • Deathless Angel
  • Martyr’s Bond
  • Thalia, Guardian of Thraben
  • Soul Warden
  • Twilight Shepherd

With some of the weakest creatures of all the decks, Avacyn’s Glory is all about the numbers advantage. Individually, the units are trash, but their real strength shows when they all come onto the field at once.

Emphasizing speed and numerical advantage, “Gather the Townsfolk”, “Geist-Honored Monk”, and “Voice of the Provinces” will enable you to summon entire armies of cheap units to assault the opponent.

Units such as “Champion of the Parish”, “Mentor of the Meek”, “Goldnight Commander”, and “Angelic Overseer” themselves become stronger the more creatures you have on the field. This is a recurring theme of the deck, where units can empower other fellow units.

“Doomed Traveler”, “Elgaud Inquisitor”, and “Requiem Angel” can return themselves or others from the graveyard and “Selfless Cathar”, “Unruly Mob”, and “Elder Cathar” empower allies with their sacrifices.

If there are some units that are really giving your forces trouble, you can use spells like “Oblivion Ring” to take care of them. I recommend a setup of 25 Lands, 23 Creatures, and 12 Others.

Mind Maze

Land: 25 Islands

Creatures: 21

  • 1 Jace’s Phantasm
  • 3 Phantasmal Bear
  • 3 Gossamer Phantasm
  • 1 Phantasmal Image
  • 2 Blind Phantasm
  • 3 Illusionary Servant
  • 2 Phantom Warrior
  • 1 Phantasmal Dragon
  • 2 Phantom Beast
  • 1 Draining Whelk
  • 1 Jace’s Mindseeker
  • 1 Roil Elemental

Others: 14

  • 2 Unsummon
  • 1 Cancel
  • 3 Claustrophobia
  • 2 Divination
  • 1 Dream Fracture
  • 2 Frost Breath
  • 2 Staff of the Mind Magus
  • 1 Disorient

Unlockables

  • Lord of the Unreal
  • Cancel
  • Unsummon
  • Gossamer Phantasm
  • Aether Figment
  • Veiled Sentry
  • Phantasmal Image
  • Halcyon Glaze
  • Lord of the Unreal
  • Chronozoa
  • Draining Whelk
  • Phantasmal Image
  • Aether Figment
  • Lord of the Unreal
  • Veiled Sentry
  • Phantasmal Image
  • Lord of the Unreal
  • Unsummon
  • Halcyon Glaze
  • Krovikan Mist
  • Ovinize
  • Twincast
  • Leyline Phantom
  • Incursion Specialist
  • Illusory Angel
  • Wistful Thinking
  • Aetherplasm
  • Counterspell
  • Ovinize
  • Omniscience

This blue deck is all about control, control of your enemy’s hand and his battlefield. While the units leave something to be desired, many of them are aerial, and thus are hard to block. “Unsummon”, “Claustrophobia”, “Frost Breath”, and “Disorient” are key to your strategy of confusion and disarray among the enemy ranks.

“Cancel” and “Dream Fracture” can help you throw a monkey wrench in the enemy’s plan whenever he tries to make an elaborate play. Lastly, “Phantasmal Image”, “Draining Whelk”, “Jace’s Mindseeker”, and “Roil Elemental” type of cards will turn the foe’s strength against himself.

I recommend a setup of 25 Lands, 19 Creatures, and 16 Others.

Enter The Dracomancer

Lands: 3 Swamp, 11 Mountain, 6 Forest and 4 Terramorphic Expanse

Creatures: 21

  • 4 Tukatongue Thallid
  • 2 Borderland Ranger
  • 2 Dragonspeaker Shaman
  • 3 Hellkite Hatchling
  • 2 Gorger Wurm
  • 1 Flameblast Dragon
  • 2 Igneous Pouncer
  • 1 Predator Dragon
  • 2 Valley Rannet
  • 1 Volcanic Dragon
  • 1 Hellkite Overlord

Others: 15

  • 4 Dragon Fodder
  • 4 Cultivate
  • 2 Jund Charm
  • 4 Soul’s Fire
  • 1 Sangrite Surge

Unlockables

  • Form of the Dragon
  • Torrent of Fire
  • Dragon Fangs
  • Borderland Ranger
  • Sangrite Surge
  • Crucible of Fire
  • Predator Dragon
  • Hellkite Hatchling
  • Maelstrom Pulse
  • Karrthus, Tyrant of Jund
  • Dragon Roost
  • Dragonspeaker Shaman
  • Crucible of Fire
  • Torrent of Fire
  • Jund Battlemage
  • Dragonspeaker Shaman
  • Maelstrom Pulse
  • Ogre Battledriver
  • Dragon Breath
  • Broodmate Dragon
  • Consume Strength
  • Torrent of Fire
  • Banefire
  • Bloodbraid Elf
  • Dragonlair Spider
  • Spellbreaker Behemoth
  • Artifact Mutation
  • Maelstrom Pulse
  • Penumbra Wurm
  • Dragon Broodmother

Enter the Dracomancer is a slow starting, late game deck that hinges on getting out your powerful dragon creatures out as soon as possible. Cards like “Borderland Ranger” and “Cultivate” will help you in dropping the land you need to field your juggernauts.

You have some small time units you can throw out early to blunt the opponent’s assault while you stall for lands. “Dragonspeaker Shaman” will lower the cost of your precious dragons as well, allowing you to bring them out sooner.

In the meantime you have spells like “Jund Charm” that can be used in myriad of ways and “Soul Fire” to devastate the opponent or his units. When your big units are out but need a bit of oomph, you can devour “Tukatongue Thallid” and “Dragon Fodder” for that extra bit of power.

I recommend a setup of 25 Lands, 29 Creatures, and 9 Others.

Deadwalkers

Lands: 25 Swamp

Creatures: 19

  • 2 Diregraf Ghoul
  • 1 Gravecrawler
  • 3 Black Cat
  • 1 Bloodghast
  • 2 Butcher Ghoul
  • 2 Walking Corpse
  • 2 Fleshbag Marauder
  • 2 Abattoir Ghoul
  • 1 Liliana’s Reaver
  • 1 Veilborn Ghoul
  • 1 Grave Titan
  • 1 Nightmare

Others: 15

  • 3 Doom Blade
  • 2 Sign in Blood
  • 1 Grim Return
  • 1 Soul Bleed
  • 2 Staff of the Death Magus
  • 1 Endless Ranks of the Dead
  • 2 Tendrils of Corruption
  • 3 Cruel Revival

Unlockables

  • Zombie Apocalypse
  • Shrivel
  • Vial of Poison
  • Cruel Revival
  • Farbog Boneflinger
  • Gravecrawler
  • Geralf’s Messenger
  • Lord of the Undead
  • Endless Ranks of the Dead
  • Mikaeus, the Unhallowed
  • Gravecrawler
  • Staff of the Death Magus
  • Corrupt
  • Reanimate
  • Nightmare
  • Geralf’s Messenger
  • Quest for the Gravelord
  • Corrupt
  • Lord of the Undead
  • Rise of the Dark Realms
  • Undead Warchief
  • Grave Pact
  • Exhume
  • Mutilate
  • Vampiric Tutor
  • Death Cloud
  • Consuming Vapors
  • Grave Betrayal
  • Undead Warchief
  • Death Baron

Decks like this one can be among the most frustrating to play against.

For one thing you have the ability to get rid of a lot of your opponents units through “Black Cat” and “Fleshbag Marauder” and the units you have with “Deathtouch” and “First Strike” can sometimes destroy creatures they have no business killing.

“Doom Blade” and “Tendrils of Corruption” also contribute to your cause by letting to kill units with your own hands. If that wasn’t enough, you have cards like “Gravecrawler”, “Bloodghast”, “Butcher Ghoul”, and “Veilborn Ghoul” that just don’t know how to stay dead.

“Cruel Revival” and “Grim Return” also make the opponent miserable, as they watch their own 10/10 walk out of their graveyard to join your forces. Finally, “Liliana’s Reaver”, “Grave Titan”, and “Endless Ranks of the Dead” will give you overwhelming numbers if all else fails.

I recommend a setup of 25 Lands, 24 Creatures, and 11 Others.

Chant of the Mul Daya

Lands: 25 Forest

Creatures: 21

  • 1 Vastwood Hydra
  • 4 Farhaven Elf
  • 4 Grazing Gladehart
  • 2 Oracle of Mul Daya
  • 2 Sporemound
  • 1 Primeval Titan
  • 2 Pelakka Wurm
  • 2 Ulamog’s Crusher
  • 1 Artisan of Kozilek
  • 1 Pathrazer of Ulamog
  • 1 It That Betrays

Others: 14

  • 3 Explore
  • 4 Khalni Heart Expedition
  • 4 Rampant Growth
  • 2 All Is Dust
  • 1 Eldrazi Conscription

Unlockables

  • Primeval Titan
  • Bountiful Harvest
  • Woodborn Behemoth
  • Into the Wilds
  • Explore
  • Oracle of Mul Daya
  • Eldrazi Conscription
  • Terastodon
  • Fierce Empath
  • Scute Mob
  • Green Sun’s Zenith
  • Eye of Ugin
  • Bountiful Harvest
  • Into the Wilds
  • Rites of Flourishing
  • Artisan of Kozilek
  • Pelakka Wurm
  • Woodborn Behemoth
  • Vengevine
  • Elvish Piper
  • Tangle
  • Exploration
  • Vigor
  • Tangle
  • Elvish Piper
  • Summoning Trap
  • Plow Under
  • Terastodon
  • Exploration
  • Tooth and Nail

Similar to the Enter the Dragonmancer deck, Chant of the Mul-Daya also revolves around getting out your super units as quickly as possible. These Eldrazi are incredibly mana intensive and most of your opening moves will be centered around laying down your lands.

“Exlpore”, “Farhaven Elf”, “Oracle of Mul Daya”, “Primeval Titan”, “Khalni Heart Expedition”, and “Rampant Growth” do just that.

Your strategy for the most part is to stall the game until your first and second Eldrazi. You have a myriad of cards that boost your defenses whenever you lay down a land. “Grazing Gladeheart” and “Sporemound” are very useful for mitigating damage and use “All is Dust” as a panic button when things get hairy too fast.

When you get your second Eldrazi out, it’s basically over, since every Eldrazi has “Annihilator” which makes the enemy sacrifice their units. I recommend a setup of 25 Lands, 27 Creatures, and 8 Others.

Sliver Hive

Lands: 6 Plains, 7 Mountains, 7 Forests, 4 Terramorphic Expanse

Creatures: 21

  • 2 Striking Sliver
  • 3 Predatory Sliver
  • 3 Steelform Sliver
  • 3 Blur Sliver
  • 3 Sliver Construct
  • 1 Bonescythe Sliver
  • 2 Battle Sliver
  • 1 Thorncaster Sliver
  • 1 Megantic Sliver
  • 2 Groundshaker Sliver

Others: 15

  • 2 Path to Exile
  • 3 Shock
  • 3 Rampant Growth
  • 4 Cultivate
  • 3 Hive Stirrings

Unlockables

  • Megantic Sliver
  • Indestructibility
  • Fiery Justice
  • Battle Sliver
  • Faith’s Fetters
  • Bonescythe Sliver
  • Bifurcate
  • Predatory Sliver
  • Indestructibility
  • Shared Animosity
  • Path to Exile
  • Armageddon
  • Lifeline
  • Blur Sliver
  • Wild Pair
  • Thorncaster Sliver
  • Faith’s Fetters
  • Lifeline
  • Mirror Entity
  • Survival of the Fittest
  • Indestructibility
  • Armageddon
  • Bifurcate
  • Unflinching Courage
  • Fiery Justice
  • Faith’s Fetters
  • Lifeline
  • Savage Beating
  • Wild Pair
  • Titanic Ultimatum

This Slivers deck can be slow to start, but it relies on getting cards out onto the field quickly, since all Slivers have abilities that enhance other Slivers. The weakness of the deck is in the fact that there are so many colors, but “Rampant Growth” and “Cultivate” will help you find and lay down the type of lands you need to summon your units.

You also have access to spells that can get rid of opposing creatures your don’t want to deal with and send more Slivers onto the field.

One thing to take note of is that Slivers that provide stat bonuses to other Slivers can stack, but Slivers that provide passive abilities like Haste do not. Meaning that if you have two Slivers that give Haste to other Slivers, you’re wasting one of them (it’s redundant). Whereas two Slivers that give +2/+2 to all your units will give your units a bonus of +4/+4 in total.

I recommend a setup of 25 Lands, 16 Creatures, and 19 Others.

Don’t forget to share your deck builds and strategies with us by commenting below!