Magic: The Gathering has amassed a fan base of over six million players originating from over seventy countries since its debut back in 1993. One of the first collectible card games to ever be produced, Wizards of the Coast’s Magic: The Gathering features a library of over ten thousand cards to choose from, each with their own purpose and flavour. The amount of variables can be overwhelming to even veteran players of the game, and when coupled with the expansive and sometimes complicated rules, the game can be rather intimidating to new players. Hoping to enable newcomers to overcome their fears, and to entice those that have always fostered a curiosity for the game, Wizards of the Coast and Stainless Games have created Magic: The Gathering – Duels of the Planeswalkers for the Xbox LIVE Arcade service.
Aimed primarily at beginners, Magic: The Gathering – Duels of the Planeswalkers does a great job of introducing the concept of the game. The game offers a comprehensive tutorial that will teach players both how to play the game of Magic: The Gathering and how to use the Duels of the Planeswalkers graphical interface. There is also a unique Mentoring feature in the game that allows more experienced players to assign themselves a role of Mentor. At any time during the game, players may choose to locate a Mentor over Xbox LIVE and watch them play. Players will be able to see the Mentor’s hand of cards, and can even speak with them privately about their strategies. This great feature not only teaches new players about the intricacies of the Magic: The Gathering rules, but also helps establish the social environment that the real world game thrives on.
Magic: The Gathering is played with a deck of cards known as the Library. Each player assumes the role of a Planeswalker, a powerful wizard capable of creating life and shaping worlds, and engages in a duel using the creatures and spells found in his or her Library. Creatures will form a line of defense in front of their respective Planeswalker, attacking their opponent whenever the opportunity arises and defending their master from incoming attacks. Creatures have a wide range of powers and abilities and each varies in toughness and power – the numbers that represent their strength and vitality.
Spells, on the other hand, are typically one-time affairs that will produce a helpful effect on behalf of the caster. Spells are capable of destroying enemy creatures, damaging your opponent directly, bestowing special effects and abilities upon allied creatures, and can even bring creatures back from the dead.
Each card in Magic belongs to one or more colours, and each colour represents a different kind of magic. Red cards are often chaotic and aggressive, blue cards are mischievous and manipulating, black cards are capable of controlling life and death, white cards offer healing and protection, and green cards represent nature and the powerful forces found therein. Duels of the Planeswalkers offers players with two mono-coloured starter decks to choose from at the beginning of the game: a red deck focused on speed and damage and a green deck focused on producing massive creatures. As players progress through the game’s campaign mode, in either local co-operative or single player modes, they will unlock new cards and decks to use.
Unlike the real game of Magic: The Gathering, deck customization in Duels of the Planeswalkers is actually rather limited. Each of the eight available decks start with sixty default cards, and these cards can never be changed or removed. Whenever a player wins a match in campaign mode, they earn one new card to add to the deck that they just won with. Each deck can earn up to seventeen cards in total, and the cards are rewarded in a pre-determined order. The first win with the red deck will always earn a player the Shivan Dragon card, for instance. Cards earned in this manner are added to a deck’s Sideboard, and can be added to or removed from the deck at any time prior to a match. Unfortunately, only Sideboard cards can be added or removed in this manner, so the deck will always retain its original make-up and theme, but with the addition of a few more cards to add some extra muscle. While this may be beneficial to teaching new players the themes found in each of Magic’s five colours, those used to building their deck from scratch may find the lack of customization very disappointing.
The campaign itself is rather bare bones. Presented as a linear list of matches, there is no adventure or role-playing element at all present, and the only choice a player needs to make is which deck to use before each match. Furthermore, the order of matches in the campaign mode never changes, so progressing through it a second or third time to earn cards for another deck could become terribly repetitive. Thankfully, players also earn the next card in their deck progression via wins in the co-operative campaign and online against other players as well.
The online mode features matches that support up to four players in a variety of configurations. Players can play free-for-all matches involving two to four Planeswalkers, or compete in a match of Two-Headed Giant: a co-operative battle in which two teams of two duel to the death.
The visual presentation of Duels of the Planeswalkers is good, but has its flaws. The cards found in the game use the artwork from their real-world counterparts and look gorgeous, but the graphical interface can feel a little busy at times. Whenever cards target each other, lines are drawn between them to show that they are interacting, but if too many cards are present in the play area, it can sometimes be difficult to determine where they are pointing. Additionally, each of your opponent’s creatures will feature power and toughness and creature ability icons hovering above them for quick reference. This works great when there are a few creatures on the table, but they tend to overlap each other when many creatures are forced to sit side-by-side. Some visual cues, however, like flying creatures hovering over the play area and the noticeable glow of creatures with activated abilities, are quite welcome.
The sound design in the game isn’t quite as redeeming. The game features very little variety in music, and hearing each track over and over again during the sometimes lengthy matches can make Duels of the Planewalkers painful to listen to. Additionally, the sound effects themselves are generic and dull, and due to the variety of recorded bit rates, often play back at varying and seemingly random volumes. The best thing that can be said about the sound design found in Magic: The Gathering – Duels of the Planeswalkers is that it supports Microsoft’s Custom Soundtrack technology. Listening to Placebo’s new album throughout campaign mode made the experience a much more pleasant one.
Overall, Duels of the Planeswalkers is a difficult game to review. With the lack of customization and limited selection of 280 cards, the game may have little or no appeal to Magic: The Gathering veterans. However, the Mentoring feature, comprehensive tutorials, pre-made decks, and a comparatively low financial investment required to start playing the game make it fantastic choice for beginners. The graphical interface could use some polish, and the terrible sound design is unlikely to change, but Wizards of the Coast and Stainless Games have created a great introductory product. However, those Magic: The Gathering veterans that care more about playing the game than agonizing over deck lists and the latest combos may also find a great deal of value in Duels of the Planeswalkers.


Game sounds a bit dissapointing, actually. I’ve been playing since arabian nights, and I don’t particularily want the game to build my deck for me. Also, the lack of replayability is worrysome.
If I want to play online with prebuilt decks, I can do for free using modo (Magic the Gathering: Online) for free. Or at least, I used to be able to.. I haven’t in ages, because it’s not something I particularily want to do.
How’s the AI? It’s silly, but I’d almost be dissapointed if it was good… part of the charm of Shandalar was how insane the AI. And speaking of Shandalar, which game would say is better?
Man, that’s not an easy choice to make. While Shandalar feels more like an adventure or role-playing game, and has full deck customization, I actually prefer the cards available in Duels, as well as the game mechanics (uses M10 rules!), the ability to play two-headed giant co-op, and play with up to 4 people online.
The problem is that while all of those Duels features are good, the adventure and customization of Shandalar are huge factors. I think I’d give a TINY edge to Duels? I dunno. They both offer something good.
Just finished the singleplayer campaign with the white deck I actually thought it was decent, I do agree with the flaws mentioned in the review in regards to game music and also the issues with the graphics being busy. If you consider the 8 premade decks after looking at all with the base config before the additional 15 – 17 cards they are pretty decent. I am really wondering if the Tezzeret artifact deck is unlockable somehow I hope it is. I think it is a really solid gateway drug for new players and for people that want to just pick up and play either 60card base or custom additions. I am going to try playing online matches tomorrow as I wanted to learn the contents of the decks and the game play quirks first. 6.5 / 10 for vets 8.5 / 10 for new players and for 800 points very decent especially if you compare on the xbox live arcade games at that price. The foil alt art garruk promo should push anyone on the fence over
download the trial and see what you think
AI is good to trixy on hardest mode.
oh one other slight beef 8 puzzle kill them this turn challenges 6 I cannot crack and the final 8th one the game freezes / hangs right while the final 1 damage is on the “stack” annoying
I am happy with it so far, oh the main menu music is remarkably like the bourne series, i like feeling like an assassin but it’s kinda weird
Man, you nailed it with the Bourne music comparison. It so happens that I watched the trilogy again yesterday and I was thinking to myself “I have heard this music recently.” Such a strange juxtaposition!
The decks are decent, but I have noticed that the early decks, even with the Sideboard cards included, are just plain weaker than the decks you unlock later. Chandra’s red deck, for instance, is terrible compared to the black and green Elf deck. Some of the themes just work better because Wizards of the Coast included more essential components. The red deck has a strong Goblin theme but only ever gets 1 Goblin King, right? The Elf deck starts with 1 Elvish Champion and gets another as their first unlocked card, in addition to having several other Elves that play off of each other AND a Coat of Arms. SO unbalanced!
I haven’t had any problems with the challenge mode. I thought the last one one buggy when I got her down to -2 and she didn’t die, but then I noticed the Platinum Angel.
This version of mtg is good for beginners and non die hard fans. While it can be entertaining to veterans, at best, they will definately get bored rather quickly as they find thier skill level is higher than the skill of the deck themselves. The decks being unalterable is a major flaw as the premade decks have way too much land in them. It was quite common to go 5 or more turns drawing just land and in one instance in 10 draws I got lands 8 of the draws and my 1st nonland card coming at draw 7. The computer players rarely get bad starting hands, but it does happen. The frustrating part is seeing flaws in the premade decks and not being able to fix them.i lost more to my own deck flaws more than i did the computer players. This is a great game for beginning players but they need to understand that in REAL mtg games you can build your own decks and have the ability to fix flaws so when they play this game and they start to see the flaws in the deck, and they will as their skill as a player goes up, they will know this is no more than an introduction to mtg so they dont get bored with it and end up not playing mtg again. As an introduction to mtg i would give this game 7-8 outta 10. As a game for everyone to enjoy including veteran gamers i would give it a 5 or 6 at best. If they would have deck altering/building options and ability to obtain cards to add to decks, this game could very easily be one of the best replayable games ever with the online multiplayer option. Imo over all, so close but yet so far. A swing and a miss.
On the challenges I was able to finish all of them, some taking alotta thought and time to solve. I think they were great for teaching strategy.
I personally found the black deck, when all cards were unlocked, to be very powerful, when i wasnt going through huge land bubbles in my deck which as stated b4 are quite common. The green deck was also powerful as when i had huge land bubbles i could defend myself for a short time waiting for the bubbles to end but if they were particularly long land bubbles, even the green deck couldnt withstand that. For 10 bucks its an entertaining game. But thats as far as it goes. Entertaining. If your looking to fully submerge yourself in the mtg world, you will find this to be little more than a doorway that allows you to look in and not an entrance into the mtg world.