
ne of your first tasks before entering Shandalar is
to pick a color of magic to wield. Although you may
be attracted to black magic because of the really
awful things you can do to your opponent, you should
seriously consider going with green. It has plenty of
creatures that are a bit bigger but cost the same to
cast. Plus the available cards are fairly well
balanced between damaging and healing spells.
Once in Shandalar, head to the closest village.
The last thing you want to do right now is get into a
duel with the first miscreant to come along. Odds
are, if you're on Apprentice level, you're going to
start out with a fairly decent deck, but why take a
chance? If you see someone approaching you, it's best
to just back away. To make the fleeing easier, try to
stay on the roads and avoid swampy marshes, lakes,
and other obstacles that could slow your retreat.
If you're quick on your feet, you can try to use
the terrain to your advantage. Since some creatures
can only traverse certain types of terrain (e.g. the
Undead Knight can't leave a swamp), make a beeline to
the terrain they can't cross to avoid them. The
reverse also applies if you're actually trying to
catch a creature - block it into an area where it has
nowhere else to go.