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		<updated>2026-05-20T23:42:09Z</updated>
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	<entry>
		<id>http://www.thefarwilds.com/wiki/index.php/Control</id>
		<title>Control</title>
		<link rel="alternate" type="text/html" href="http://www.thefarwilds.com/wiki/index.php/Control"/>
				<updated>2010-08-28T06:47:47Z</updated>
		
		<summary type="html">&lt;p&gt;Zblader: &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;
&lt;br /&gt;
== Control By Uncontrolled Cards ==&lt;br /&gt;
Some uncontrolled/neutral cards like [[Freehold]] will provide control over nearby spaces.  Although there is no color indication for spaces controlled by these cards, they will contest the area like a normal building.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Control in Team Games ==&lt;br /&gt;
In team games, the most recently placed building/effect controls the spaces specified, regardless of other team member's buildings.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Zblader</name></author>	</entry>

	<entry>
		<id>http://www.thefarwilds.com/wiki/index.php/Flux</id>
		<title>Flux</title>
		<link rel="alternate" type="text/html" href="http://www.thefarwilds.com/wiki/index.php/Flux"/>
				<updated>2010-08-28T06:45:00Z</updated>
		
		<summary type="html">&lt;p&gt;Zblader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Flux &amp;amp; Flux Wells: ==&lt;br /&gt;
&lt;br /&gt;
[[Image:control.jpg|frame|left|Dwarven Hall, Flux Well and Area controlled by you.]] [[Image:FluxPoint.jpg|right]]&lt;br /&gt;
'''Flux''' is a measure of magical energy that you use to cast spells and pay for other effects such as special abilities. Every player gains 2 flux before start of every [[Round]].&lt;br /&gt;
&lt;br /&gt;
'''Flux Well'''s are special objects on map. You can gain extra Flux by controlling Flux Wells. Flux Wells are controlled by the player that [[Control|controls the space]] the Flux Well is in. Each Flux Well you control also gives you 1 flux a Round.  There are also other methods to get flux through cards like [[Scorched Horizons]] and [[Ord Stone]], as well as cards that drain flux like [[Psychic Parasite]].  Other cards like [[Gleb's Scavenger Hunt]] and [[Tap the Flux Line]] can move and create new flux wells, giving new opportunities to gain flux.&lt;br /&gt;
&lt;br /&gt;
The person that controls the most Flux Wells at the end of any round gains 2 Glory.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Zblader</name></author>	</entry>

	<entry>
		<id>http://www.thefarwilds.com/wiki/index.php/Deck_and_Hand</id>
		<title>Deck and Hand</title>
		<link rel="alternate" type="text/html" href="http://www.thefarwilds.com/wiki/index.php/Deck_and_Hand"/>
				<updated>2010-08-28T06:42:47Z</updated>
		
		<summary type="html">&lt;p&gt;Zblader: &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.  Some scripted games like Highlander will limit you to one copy of each card.&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>Zblader</name></author>	</entry>

	<entry>
		<id>http://www.thefarwilds.com/wiki/index.php/Control</id>
		<title>Control</title>
		<link rel="alternate" type="text/html" href="http://www.thefarwilds.com/wiki/index.php/Control"/>
				<updated>2010-08-28T06:40:27Z</updated>
		
		<summary type="html">&lt;p&gt;Zblader: &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;
&lt;br /&gt;
== Control By Uncontrolled Cards ==&lt;br /&gt;
Some uncontrolled/neutral cards like [[Freehold]] will provide control over nearby spaces.  Although there is no color indication for spaces controlled by these cards, they will contest the area like a normal building.  &lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Zblader</name></author>	</entry>

	<entry>
		<id>http://www.thefarwilds.com/wiki/index.php/Flux</id>
		<title>Flux</title>
		<link rel="alternate" type="text/html" href="http://www.thefarwilds.com/wiki/index.php/Flux"/>
				<updated>2010-08-28T06:36:23Z</updated>
		
		<summary type="html">&lt;p&gt;Zblader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Flux &amp;amp; Flux Wells: ==&lt;br /&gt;
&lt;br /&gt;
[[Image:control.jpg|frame|left|Dwarven Hall, Flux Well and Area controlled by you.]] [[Image:FluxPoint.jpg|right]]&lt;br /&gt;
'''Flux''' is a measure of magical energy that you use to cast spells and pay for other effects such as special abilities. Every player gains 2 flux before start of every [[Round]].&lt;br /&gt;
&lt;br /&gt;
'''Flux Well'''s are special objects on map. You can gain extra Flux by controlling Flux Wells. Flux Wells are controlled by the player that [[Control|controls the space]] the Flux Well is in. Each Flux Well you control also gives you 1 flux a Round.  There are also other methods to get flux through cards like [[Scorched Horizons]] and [[Ord Stone]], as well as cards that drain flux like [[Psychic Parasite]].&lt;br /&gt;
&lt;br /&gt;
The person that controls the most Flux Wells at the end of any round gains 2 Glory.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Zblader</name></author>	</entry>

	<entry>
		<id>http://www.thefarwilds.com/wiki/index.php/New_Main_Page</id>
		<title>New Main Page</title>
		<link rel="alternate" type="text/html" href="http://www.thefarwilds.com/wiki/index.php/New_Main_Page"/>
				<updated>2010-08-11T16:30:25Z</updated>
		
		<summary type="html">&lt;p&gt;Zblader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;border:1px solid #ccc;  background:#fcfcfc; margin-top:.5em; margin-bottom:.5em; width:100%; padding: .5em 0 .5em 0&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align:center; white-space:nowrap; color:#000;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:162%; border:none; margin:0 auto; padding:.1em; color:#000;&amp;quot;&amp;gt;[[project:Community Portal|Welcome]] to [[The Far Wilds]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;articlecount&amp;quot; style=&amp;quot;width:100%; text-align:center; font-size:85%;&amp;quot;&amp;gt;[[Special:Statistics|{{NUMBEROFARTICLES}}]] articles so far.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| id=&amp;quot;mp-center&amp;quot; style=&amp;quot;width: 100%; margin:6px 0 0 0; background:none; border-spacing: 0px;&amp;quot;&lt;br /&gt;
| class=&amp;quot;MainPageBG&amp;quot; style=&amp;quot;width:55%; border:1px solid #cef2e0; background:#f5fffa; vertical-align:top; color:#000;&amp;quot; |&lt;br /&gt;
{| id=&amp;quot;mp-left&amp;quot; style=&amp;quot;vertical-align:top; background:#f5fffa;&amp;quot;&lt;br /&gt;
! style=&amp;quot;padding:2px;&amp;quot; | &amp;lt;h2 id=&amp;quot;mp-tfa-h2&amp;quot; style=&amp;quot;margin:2px; background:#cef2e0; font-size:120%; font-weight:bold; border:1px solid #a3bfb1; text-align:left; color:#000; padding:0.2em 0.4em;&amp;quot;&amp;gt;Featured article : [[Sylvan]] &amp;amp;ensp;&amp;lt;small&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#000;&amp;quot; | &amp;lt;div id=&amp;quot;mp-tfa&amp;quot; style=&amp;quot;padding:3px 7px&amp;quot;&amp;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...&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;border:1px solid transparent;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game Information and Strategy: ==&lt;br /&gt;
*[[OldMainPage|General Description]]&lt;br /&gt;
*[[Sylvan]]&lt;br /&gt;
*[[Mountain Folk]]&lt;br /&gt;
*[[Dark Legion]]&lt;br /&gt;
*[[Celestial Imperium]]&lt;br /&gt;
*[[Chaos|Hordes of Chaos]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other Places to Look ==&lt;br /&gt;
&lt;br /&gt;
*[http://www.thefarwilds.com/forum/index.php Our Forum]&lt;br /&gt;
*[http://www.thefarwilds.com/ Our Main Page]&lt;br /&gt;
*[http://farwilds.110mb.com/cardlist.htm| Veratileladamri's Seed Set Search Engine]  (Note: this search engine is somewhat outdated ever since the Borderlands expansion was released but most card descriptions are still acurate.)&lt;/div&gt;</summary>
		<author><name>Zblader</name></author>	</entry>

	<entry>
		<id>http://www.thefarwilds.com/wiki/index.php/New_Main_Page</id>
		<title>New Main Page</title>
		<link rel="alternate" type="text/html" href="http://www.thefarwilds.com/wiki/index.php/New_Main_Page"/>
				<updated>2010-08-11T16:26:42Z</updated>
		
		<summary type="html">&lt;p&gt;Zblader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;border:1px solid #ccc;  background:#fcfcfc; margin-top:.5em; margin-bottom:.5em; width:100%; padding: .5em 0 .5em 0&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align:center; white-space:nowrap; color:#000;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:162%; border:none; margin:0 auto; padding:.1em; color:#000;&amp;quot;&amp;gt;[[project:Community Portal|Welcome]] to [[The Far Wilds]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;articlecount&amp;quot; style=&amp;quot;width:100%; text-align:center; font-size:85%;&amp;quot;&amp;gt;[[Special:Statistics|{{NUMBEROFARTICLES}}]] articles so far.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| id=&amp;quot;mp-center&amp;quot; style=&amp;quot;width: 100%; margin:6px 0 0 0; background:none; border-spacing: 0px;&amp;quot;&lt;br /&gt;
| class=&amp;quot;MainPageBG&amp;quot; style=&amp;quot;width:55%; border:1px solid #cef2e0; background:#f5fffa; vertical-align:top; color:#000;&amp;quot; |&lt;br /&gt;
{| id=&amp;quot;mp-left&amp;quot; style=&amp;quot;vertical-align:top; background:#f5fffa;&amp;quot;&lt;br /&gt;
! style=&amp;quot;padding:2px;&amp;quot; | &amp;lt;h2 id=&amp;quot;mp-tfa-h2&amp;quot; style=&amp;quot;margin:2px; background:#cef2e0; font-size:120%; font-weight:bold; border:1px solid #a3bfb1; text-align:left; color:#000; padding:0.2em 0.4em;&amp;quot;&amp;gt;Featured article : [[Sylvan]] &amp;amp;ensp;&amp;lt;small&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#000;&amp;quot; | &amp;lt;div id=&amp;quot;mp-tfa&amp;quot; style=&amp;quot;padding:3px 7px&amp;quot;&amp;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...&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;border:1px solid transparent;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game Information and Strategy: ==&lt;br /&gt;
*[[OldMainPage|General Description]]&lt;br /&gt;
*[[Sylvan]]&lt;br /&gt;
*[[Mountain Folk]]&lt;br /&gt;
*[[Dark Legion]]&lt;br /&gt;
*[[Celestial Imperium]]&lt;br /&gt;
*[[Chaos|Hordes of Chaos]]&lt;br /&gt;
*[http://farwilds.110mb.com/cardlist.htm|Veratileladamri's Seed Set Search Engine]&lt;/div&gt;</summary>
		<author><name>Zblader</name></author>	</entry>

	<entry>
		<id>http://www.thefarwilds.com/wiki/index.php/New_Main_Page</id>
		<title>New Main Page</title>
		<link rel="alternate" type="text/html" href="http://www.thefarwilds.com/wiki/index.php/New_Main_Page"/>
				<updated>2010-08-11T16:21:59Z</updated>
		
		<summary type="html">&lt;p&gt;Zblader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;border:1px solid #ccc;  background:#fcfcfc; margin-top:.5em; margin-bottom:.5em; width:100%; padding: .5em 0 .5em 0&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align:center; white-space:nowrap; color:#000;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:162%; border:none; margin:0 auto; padding:.1em; color:#000;&amp;quot;&amp;gt;[[project:Community Portal|Welcome]] to [[The Far Wilds]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;articlecount&amp;quot; style=&amp;quot;width:100%; text-align:center; font-size:85%;&amp;quot;&amp;gt;[[Special:Statistics|{{NUMBEROFARTICLES}}]] articles so far.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| id=&amp;quot;mp-center&amp;quot; style=&amp;quot;width: 100%; margin:6px 0 0 0; background:none; border-spacing: 0px;&amp;quot;&lt;br /&gt;
| class=&amp;quot;MainPageBG&amp;quot; style=&amp;quot;width:55%; border:1px solid #cef2e0; background:#f5fffa; vertical-align:top; color:#000;&amp;quot; |&lt;br /&gt;
{| id=&amp;quot;mp-left&amp;quot; style=&amp;quot;vertical-align:top; background:#f5fffa;&amp;quot;&lt;br /&gt;
! style=&amp;quot;padding:2px;&amp;quot; | &amp;lt;h2 id=&amp;quot;mp-tfa-h2&amp;quot; style=&amp;quot;margin:2px; background:#cef2e0; font-size:120%; font-weight:bold; border:1px solid #a3bfb1; text-align:left; color:#000; padding:0.2em 0.4em;&amp;quot;&amp;gt;Featured article : [[Sylvan]] &amp;amp;ensp;&amp;lt;small&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#000;&amp;quot; | &amp;lt;div id=&amp;quot;mp-tfa&amp;quot; style=&amp;quot;padding:3px 7px&amp;quot;&amp;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...&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;border:1px solid transparent;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game Information and Strategy: ==&lt;br /&gt;
*[[OldMainPage|General Description]]&lt;br /&gt;
*[[Sylvan]]&lt;br /&gt;
*[[Mountain Folk]]&lt;br /&gt;
*[[Dark Legion]]&lt;br /&gt;
*[[Celestial Imperium]]&lt;br /&gt;
*[[Chaos|Hordes of Chaos]]&lt;/div&gt;</summary>
		<author><name>Zblader</name></author>	</entry>

	<entry>
		<id>http://www.thefarwilds.com/wiki/index.php/New_Main_Page</id>
		<title>New Main Page</title>
		<link rel="alternate" type="text/html" href="http://www.thefarwilds.com/wiki/index.php/New_Main_Page"/>
				<updated>2010-08-11T16:21:03Z</updated>
		
		<summary type="html">&lt;p&gt;Zblader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;border:1px solid #ccc;  background:#fcfcfc; margin-top:.5em; margin-bottom:.5em; width:100%; padding: .5em 0 .5em 0&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align:center; white-space:nowrap; color:#000;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:162%; border:none; margin:0 auto; padding:.1em; color:#000;&amp;quot;&amp;gt;[[project:Community Portal|Welcome]] to [[The Far Wilds]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;articlecount&amp;quot; style=&amp;quot;width:100%; text-align:center; font-size:85%;&amp;quot;&amp;gt;[[Special:Statistics|{{NUMBEROFARTICLES}}]] articles so far.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| id=&amp;quot;mp-center&amp;quot; style=&amp;quot;width: 100%; margin:6px 0 0 0; background:none; border-spacing: 0px;&amp;quot;&lt;br /&gt;
| class=&amp;quot;MainPageBG&amp;quot; style=&amp;quot;width:55%; border:1px solid #cef2e0; background:#f5fffa; vertical-align:top; color:#000;&amp;quot; |&lt;br /&gt;
{| id=&amp;quot;mp-left&amp;quot; style=&amp;quot;vertical-align:top; background:#f5fffa;&amp;quot;&lt;br /&gt;
! style=&amp;quot;padding:2px;&amp;quot; | &amp;lt;h2 id=&amp;quot;mp-tfa-h2&amp;quot; style=&amp;quot;margin:2px; background:#cef2e0; font-size:120%; font-weight:bold; border:1px solid #a3bfb1; text-align:left; color:#000; padding:0.2em 0.4em;&amp;quot;&amp;gt;Featured article : [[Sylvan]] &amp;amp;ensp;&amp;lt;small&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#000;&amp;quot; | &amp;lt;div id=&amp;quot;mp-tfa&amp;quot; style=&amp;quot;padding:3px 7px&amp;quot;&amp;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...&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;border:1px solid transparent;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game Information and Strategy: ==&lt;br /&gt;
*[[OldMainPage|General Description]]&lt;br /&gt;
*[[Sylvan]]&lt;br /&gt;
*[[Mountain Folk]]&lt;br /&gt;
*[[Dark Legion]]&lt;br /&gt;
*[[Celestial Imperium]]&lt;br /&gt;
*[[Chaos|Hordes of Chaos]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;poll&amp;gt;&lt;br /&gt;
What kind of tournament do you want to see more often?&lt;br /&gt;
Just more tournaments that give out game currency in general.&lt;br /&gt;
Expert Clashes&lt;br /&gt;
Variation of the Expert Clash (aka Expert Sealed, Expert Draft, etc...)&lt;br /&gt;
An Expert Clash specifically made for newer players.&lt;br /&gt;
An Expert Clash specifically made for veteran players.&lt;br /&gt;
Bring back the Wilds!&lt;br /&gt;
We don't need more tournaments.&lt;br /&gt;
I'm fine with them all as long as any player can participate.&lt;br /&gt;
&amp;lt;/poll&amp;gt;&lt;/div&gt;</summary>
		<author><name>Zblader</name></author>	</entry>

	<entry>
		<id>http://www.thefarwilds.com/wiki/index.php/New_Main_Page</id>
		<title>New Main Page</title>
		<link rel="alternate" type="text/html" href="http://www.thefarwilds.com/wiki/index.php/New_Main_Page"/>
				<updated>2010-08-11T16:14:03Z</updated>
		
		<summary type="html">&lt;p&gt;Zblader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;border:1px solid #ccc;  background:#fcfcfc; margin-top:.5em; margin-bottom:.5em; width:100%; padding: .5em 0 .5em 0&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align:center; white-space:nowrap; color:#000;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:162%; border:none; margin:0 auto; padding:.1em; color:#000;&amp;quot;&amp;gt;[[project:Community Portal|Welcome]] to [[The Far Wilds]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;articlecount&amp;quot; style=&amp;quot;width:100%; text-align:center; font-size:85%;&amp;quot;&amp;gt;[[Special:Statistics|{{NUMBEROFARTICLES}}]] articles so far.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| id=&amp;quot;mp-center&amp;quot; style=&amp;quot;width: 100%; margin:6px 0 0 0; background:none; border-spacing: 0px;&amp;quot;&lt;br /&gt;
| class=&amp;quot;MainPageBG&amp;quot; style=&amp;quot;width:55%; border:1px solid #cef2e0; background:#f5fffa; vertical-align:top; color:#000;&amp;quot; |&lt;br /&gt;
{| id=&amp;quot;mp-left&amp;quot; style=&amp;quot;vertical-align:top; background:#f5fffa;&amp;quot;&lt;br /&gt;
! style=&amp;quot;padding:2px;&amp;quot; | &amp;lt;h2 id=&amp;quot;mp-tfa-h2&amp;quot; style=&amp;quot;margin:2px; background:#cef2e0; font-size:120%; font-weight:bold; border:1px solid #a3bfb1; text-align:left; color:#000; padding:0.2em 0.4em;&amp;quot;&amp;gt;Featured article : [[Sylvan]] &amp;amp;ensp;&amp;lt;small&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#000;&amp;quot; | &amp;lt;div id=&amp;quot;mp-tfa&amp;quot; style=&amp;quot;padding:3px 7px&amp;quot;&amp;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...&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;border:1px solid transparent;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game Information and Strategy: ==&lt;br /&gt;
*[[OldMainPage|General Description]]&lt;br /&gt;
*[[Sylvan]]&lt;br /&gt;
*[[Mountain Folk]]&lt;br /&gt;
*[[Dark Legion]]&lt;br /&gt;
*[[Celestial Imperium]]&lt;br /&gt;
*[[Chaos|Hordes of Chaos]]&lt;/div&gt;</summary>
		<author><name>Zblader</name></author>	</entry>

	<entry>
		<id>http://www.thefarwilds.com/wiki/index.php/New_Main_Page</id>
		<title>New Main Page</title>
		<link rel="alternate" type="text/html" href="http://www.thefarwilds.com/wiki/index.php/New_Main_Page"/>
				<updated>2010-08-11T16:13:44Z</updated>
		
		<summary type="html">&lt;p&gt;Zblader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;border:1px solid #ccc;  background:#fcfcfc; margin-top:.5em; margin-bottom:.5em; width:100%; padding: .5em 0 .5em 0&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align:center; white-space:nowrap; color:#000;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:162%; border:none; margin:0 auto; padding:.1em; color:#000;&amp;quot;&amp;gt;[[project:Community Portal|Welcome]] to [[The Far Wilds]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;articlecount&amp;quot; style=&amp;quot;width:100%; text-align:center; font-size:85%;&amp;quot;&amp;gt;[[Special:Statistics|{{NUMBEROFARTICLES}}]] articles so far.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| id=&amp;quot;mp-center&amp;quot; style=&amp;quot;width: 100%; margin:6px 0 0 0; background:none; border-spacing: 0px;&amp;quot;&lt;br /&gt;
| class=&amp;quot;MainPageBG&amp;quot; style=&amp;quot;width:55%; border:1px solid #cef2e0; background:#f5fffa; vertical-align:top; color:#000;&amp;quot; |&lt;br /&gt;
{| id=&amp;quot;mp-left&amp;quot; style=&amp;quot;vertical-align:top; background:#f5fffa;&amp;quot;&lt;br /&gt;
! style=&amp;quot;padding:2px;&amp;quot; | &amp;lt;h2 id=&amp;quot;mp-tfa-h2&amp;quot; style=&amp;quot;margin:2px; background:#cef2e0; font-size:120%; font-weight:bold; border:1px solid #a3bfb1; text-align:left; color:#000; padding:0.2em 0.4em;&amp;quot;&amp;gt;Featured article : [[Sylvan]] &amp;amp;ensp;&amp;lt;small&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#000;&amp;quot; | &amp;lt;div id=&amp;quot;mp-tfa&amp;quot; style=&amp;quot;padding:3px 7px&amp;quot;&amp;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...&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;border:1px solid transparent;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game Information and Strategy: ==&lt;br /&gt;
*[[OldMainPage|General Description]]&lt;br /&gt;
*[[Sylvan]]&lt;br /&gt;
*[[Mountain Folk]]&lt;br /&gt;
*[[Dark Legion]]&lt;br /&gt;
*[[Celestial Imperium]]&lt;br /&gt;
*[[Hordes of Chaos]]&lt;/div&gt;</summary>
		<author><name>Zblader</name></author>	</entry>

	<entry>
		<id>http://www.thefarwilds.com/wiki/index.php/New_Main_Page</id>
		<title>New Main Page</title>
		<link rel="alternate" type="text/html" href="http://www.thefarwilds.com/wiki/index.php/New_Main_Page"/>
				<updated>2010-08-11T16:11:21Z</updated>
		
		<summary type="html">&lt;p&gt;Zblader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;border:1px solid #ccc;  background:#fcfcfc; margin-top:.5em; margin-bottom:.5em; width:100%; padding: .5em 0 .5em 0&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align:center; white-space:nowrap; color:#000;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:162%; border:none; margin:0 auto; padding:.1em; color:#000;&amp;quot;&amp;gt;[[project:Community Portal|Welcome]] to [[The Far Wilds]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;articlecount&amp;quot; style=&amp;quot;width:100%; text-align:center; font-size:85%;&amp;quot;&amp;gt;[[Special:Statistics|{{NUMBEROFARTICLES}}]] articles so far.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| id=&amp;quot;mp-center&amp;quot; style=&amp;quot;width: 100%; margin:6px 0 0 0; background:none; border-spacing: 0px;&amp;quot;&lt;br /&gt;
| class=&amp;quot;MainPageBG&amp;quot; style=&amp;quot;width:55%; border:1px solid #cef2e0; background:#f5fffa; vertical-align:top; color:#000;&amp;quot; |&lt;br /&gt;
{| id=&amp;quot;mp-left&amp;quot; style=&amp;quot;vertical-align:top; background:#f5fffa;&amp;quot;&lt;br /&gt;
! style=&amp;quot;padding:2px;&amp;quot; | &amp;lt;h2 id=&amp;quot;mp-tfa-h2&amp;quot; style=&amp;quot;margin:2px; background:#cef2e0; font-size:120%; font-weight:bold; border:1px solid #a3bfb1; text-align:left; color:#000; padding:0.2em 0.4em;&amp;quot;&amp;gt;Featured article : [[Sylvan]] &amp;amp;ensp;&amp;lt;small&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:#000;&amp;quot; | &amp;lt;div id=&amp;quot;mp-tfa&amp;quot; style=&amp;quot;padding:3px 7px&amp;quot;&amp;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...&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;border:1px solid transparent;&amp;quot; |&lt;/div&gt;</summary>
		<author><name>Zblader</name></author>	</entry>

	<entry>
		<id>http://www.thefarwilds.com/wiki/index.php/New_Main_Page</id>
		<title>New Main Page</title>
		<link rel="alternate" type="text/html" href="http://www.thefarwilds.com/wiki/index.php/New_Main_Page"/>
				<updated>2010-08-11T16:00:24Z</updated>
		
		<summary type="html">&lt;p&gt;Zblader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;border:1px solid #ccc;  background:#fcfcfc; margin-top:.5em; margin-bottom:.5em; width:100%; padding: .5em 0 .5em 0&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align:center; white-space:nowrap; color:#000;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:162%; border:none; margin:0 auto; padding:.1em; color:#000;&amp;quot;&amp;gt;[[project:Community Portal|Welcome]] to [[The Far Wilds]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;articlecount&amp;quot; style=&amp;quot;width:100%; text-align:center; font-size:85%;&amp;quot;&amp;gt;[[Special:Statistics|{{NUMBEROFARTICLES}}]] articles so far.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zblader</name></author>	</entry>

	<entry>
		<id>http://www.thefarwilds.com/wiki/index.php/New_Main_Page</id>
		<title>New Main Page</title>
		<link rel="alternate" type="text/html" href="http://www.thefarwilds.com/wiki/index.php/New_Main_Page"/>
				<updated>2010-08-11T16:00:14Z</updated>
		
		<summary type="html">&lt;p&gt;Zblader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;border:1px solid #ccc;  background:#fcfcfc; margin-top:.5em; margin-bottom:.5em; width:100%; padding: .5em 0 .5em 0&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align:center; white-space:nowrap; color:#000;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:162%; border:none; margin:0 auto; padding:.1em; color:#000;&amp;quot;&amp;gt;[[project:Community Portal|Welcome]] to [[The Far Wilds]],&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;articlecount&amp;quot; style=&amp;quot;width:100%; text-align:center; font-size:85%;&amp;quot;&amp;gt;[[Special:Statistics|{{NUMBEROFARTICLES}}]] articles so far.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zblader</name></author>	</entry>

	<entry>
		<id>http://www.thefarwilds.com/wiki/index.php/New_Main_Page</id>
		<title>New Main Page</title>
		<link rel="alternate" type="text/html" href="http://www.thefarwilds.com/wiki/index.php/New_Main_Page"/>
				<updated>2010-08-11T16:00:02Z</updated>
		
		<summary type="html">&lt;p&gt;Zblader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;border:1px solid #ccc;  background:#fcfcfc; margin-top:.5em; margin-bottom:.5em; width:100%; padding: .5em 0 .5em 0&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align:center; white-space:nowrap; color:#000;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:162%; border:none; margin:0 auto; padding:.1em; color:#000;&amp;quot;&amp;gt;[[project:Community Portal|Welcome]] to [[The Far Wilds]],&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;articlecount&amp;quot; style=&amp;quot;width:100%; text-align:center; font-size:85%;&amp;quot;&amp;gt;[[Special:Statistics|{{NUMBEROFARTICLES}}]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zblader</name></author>	</entry>

	<entry>
		<id>http://www.thefarwilds.com/wiki/index.php/New_Main_Page</id>
		<title>New Main Page</title>
		<link rel="alternate" type="text/html" href="http://www.thefarwilds.com/wiki/index.php/New_Main_Page"/>
				<updated>2010-08-11T15:59:39Z</updated>
		
		<summary type="html">&lt;p&gt;Zblader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;border:1px solid #ccc;  background:#fcfcfc; margin-top:.5em; margin-bottom:.5em; width:100%; padding: .5em 0 .5em 0&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align:center; white-space:nowrap; color:#000;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:162%; border:none; margin:0 auto; padding:.1em; color:#000;&amp;quot;&amp;gt;[[project:Community Portal|Welcome]] to [[The Far Wilds]],&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;articlecount&amp;quot; style=&amp;quot;width:100%; text-align:center; font-size:85%;&amp;quot;&amp;gt;[[Special:Statistics|{{NUMBEROFARTICLES}}]] [[Special:allpages|articles]] since July 2006&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zblader</name></author>	</entry>

	<entry>
		<id>http://www.thefarwilds.com/wiki/index.php/New_Main_Page</id>
		<title>New Main Page</title>
		<link rel="alternate" type="text/html" href="http://www.thefarwilds.com/wiki/index.php/New_Main_Page"/>
				<updated>2010-08-11T15:59:05Z</updated>
		
		<summary type="html">&lt;p&gt;Zblader: New page: {| style=&amp;quot;border:1px solid #ccc;  background:#fcfcfc; margin-top:.5em; margin-bottom:.5em; width:100%; padding: .5em 0 .5em 0&amp;quot; |style=&amp;quot;text-align:center; white-space:nowrap; color:#000;&amp;quot;| ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;border:1px solid #ccc;  background:#fcfcfc; margin-top:.5em; margin-bottom:.5em; width:100%; padding: .5em 0 .5em 0&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align:center; white-space:nowrap; color:#000;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:162%; border:none; margin:0 auto; padding:.1em; color:#000;&amp;quot;&amp;gt;[[project:Community Portal|Welcome]] to [[project:about|SmashWiki]],&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;top:+0.2em; font-size:95%;&amp;quot;&amp;gt;the [[Super Smash Bros. (universe)|Super Smash Bros.]] [[Help:FAQ|wiki]] that [[Help:Editing|anyone can edit]].&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;articlecount&amp;quot; style=&amp;quot;width:100%; text-align:center; font-size:85%;&amp;quot;&amp;gt;[[Special:Statistics|{{NUMBEROFARTICLES}}]] [[Special:allpages|articles]] since July 2006&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zblader</name></author>	</entry>

	<entry>
		<id>http://www.thefarwilds.com/wiki/index.php/Celestial_Imperium</id>
		<title>Celestial Imperium</title>
		<link rel="alternate" type="text/html" href="http://www.thefarwilds.com/wiki/index.php/Celestial_Imperium"/>
				<updated>2010-08-10T17:14:11Z</updated>
		
		<summary type="html">&lt;p&gt;Zblader: &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 completley unique to them.  Clever CI players will even find a two other strategies to utilize, which are based around the ability to buff creatures thorugh 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 collosal champion given enough time.  Rune of Speed and Properly Scribed Circle can keep an assault going by coninuosly sending creautures 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.  Transdescene, 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 stregth, 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 anotehr good choice here, as it protects your buildings.  If you have the skills, use Mid Game to build up and prepare for what's coming out at Late Game, but otherwise, try to get to 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 creautures 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 Possesion, 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 Enchants: Anti-Magic Shell and Renevant Bishop might mean you've wasted flux on that Enchant. Don't assume something that died or is at zero health is &amp;quot;dead&amp;quot; until every sign of it ahs 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 Jugglernauts that could make the other three domain creautures 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 benfits you got.&lt;/div&gt;</summary>
		<author><name>Zblader</name></author>	</entry>

	<entry>
		<id>http://www.thefarwilds.com/wiki/index.php/Chaos</id>
		<title>Chaos</title>
		<link rel="alternate" type="text/html" href="http://www.thefarwilds.com/wiki/index.php/Chaos"/>
				<updated>2010-08-09T15:13:08Z</updated>
		
		<summary type="html">&lt;p&gt;Zblader: &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 the only creature that gives domain, allowing it to do some damage to the opponent if attacked 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.  Reoccuring 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 Scavengers, 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 Druken 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 Intference 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 Reoccuring 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;
&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>Zblader</name></author>	</entry>

	<entry>
		<id>http://www.thefarwilds.com/wiki/index.php/Elemental</id>
		<title>Elemental</title>
		<link rel="alternate" type="text/html" href="http://www.thefarwilds.com/wiki/index.php/Elemental"/>
				<updated>2010-08-08T20:08:59Z</updated>
		
		<summary type="html">&lt;p&gt;Zblader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:LordZ.jpg|300px|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wherever the flux touched the winds and the waves and the sands and the dust, up rose the Elementals. They are figures of legend in every culture in the modern era; sorcerers, Djinni, the raw embodiments of light and magic and fluctuations in current that are the spirits of the forces of the world and the weather. Who knows the Elementals? They can be anything, and often, are.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Magma.jpg|200px|right]]In fire and sand and briny spray these wild forces of nature descend like storms to strike their foes, and, just as quickly, they may vanish back to their abstract planes. The lesser entities called the Mogis are brimming with tricks, and the greater elemental spirits are often outright majestic in their powers. Capable of generating catastrophe on a whim and altering the fabric of reality itself, the Elementals do not merely control the weather- they are wind and rain and wildfire; always spectacular, and always dangerous.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Elemental starer deck army is [[Sand_%26_Sea|Sand and Sea]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Elementals are strong, but need to properly played. Many Elementals require flux to activate their true powers, and the many varying abilities means there is no one way to truly run an Elmental Deck.&lt;br /&gt;
&lt;br /&gt;
Keep in mind what kind of deck you're trying to play with when using elemental.  Staples like Dew Mogi, Mogi Nest, and Cinder Mogi are always welcome, but more specific cards means more cooperation within your deck.  Dust Devils require lots of desert to manuever properly, so an Arid Enroachment can help you here.  On the other hand, if you want to dominate by use of the ocean, pack cards like Flash Flood, Chambered Reef, and Gruthlun Tempest.  If you want quick expansion and domain, get some Vapor Mahals, Reroutes, and Halls of Mist.  Want more flux instead?  Then use Scorched Horizons and similar cards to gain flux and unleash your wrath with cards like Epicenter and Pillar of Flame.&lt;br /&gt;
&lt;br /&gt;
In most games, your best bet is to stick with whatever crazy strategy you have.  There are many elemental strategies, but this guide will provide a basic idea of a good style.&lt;br /&gt;
&lt;br /&gt;
Early Game is extremely dependent with your style.  Your best bet is to open up with Mud Mogi or Sleet Mogi as your scout, since they're hard to kill with their abilities.  If you plan to do something else, the best plan is to play Vapor Mahals, since you can easily get to three domain with them and add other buildings in your borders to make your temporary borders permanent.&lt;br /&gt;
&lt;br /&gt;
Mid Game is basically where your strategy plays out.  2 domain cards in elemental are generally very purpose specific,but it's good to have a Thunderhead Reach to expand and grab flux wells and an undimming card (Cinder Mogi, Erg Geyser, Abrixan Sparker) to keep creatures pepped.  Consider having a Flame Ent out because they have 4 attack, which is pretty high for a 2 domain creature.  Continue pushing forward with your strategy and have a plan B ready if your plan gets disrupted at this point.&lt;br /&gt;
&lt;br /&gt;
Late Game should have your strategy fleshed out and you solidly gaining glory.  If not, try to get powerhouses like Kalikias out so you can cripple you opponnent and grab those flux wells!  As this point, keep your plan steady and keep protecting it with cards like Refracting Mist and Dew Mogi.&lt;br /&gt;
&lt;br /&gt;
As stated before, Elemental has many unique strategies and therefore there is no one true strategy to follow.  Always protect cards essential to your plan with other creatures and spell/enchant support, and don't let your opponent get in the way to much.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Counters ==&lt;br /&gt;
Disrupt whatever plan your opponent has.  Even though you will most likely be playing a deck that is not meant to counter your opponent's, adjust your own plan accordingly and try to figure out what you should prevent from happening before it's too late.  Don't let the more impressive fighters like Mud Mogi faze you, as a Lysis/Ascent can easily deal with it.  Spells like Reroute can steal Flux Wells from you, and there are players who will use Benefits of Spectacle and cast as many spells as they can, so don't let them!  When you're fighting against terrain decks, mess up the terrain so they can't use it the way they need too.  Against a domain turbo, target the Vapor Mahals mercilessy and don't let any big cards come out.  Against a flux gain deck, force your opponent to waste flux or destroy it yourself with cards like Dispel Flux.  Once you've managed to figure out and counter the plan, strike quickly to prevent your opponent from rebuilding and reviving their bags of tricks, because a good Elemental player normally will have a plan B that involves fierce counterattacks with heavy hitters like Flame Ent and Water Weird.  And always be wary when your opponent still has flux left, because a Cloudburst might be coming your way.&lt;/div&gt;</summary>
		<author><name>Zblader</name></author>	</entry>

	<entry>
		<id>http://www.thefarwilds.com/wiki/index.php/Elemental</id>
		<title>Elemental</title>
		<link rel="alternate" type="text/html" href="http://www.thefarwilds.com/wiki/index.php/Elemental"/>
				<updated>2010-08-08T20:04:54Z</updated>
		
		<summary type="html">&lt;p&gt;Zblader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:LordZ.jpg|300px|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wherever the flux touched the winds and the waves and the sands and the dust, up rose the Elementals. They are figures of legend in every culture in the modern era; sorcerers, Djinni, the raw embodiments of light and magic and fluctuations in current that are the spirits of the forces of the world and the weather. Who knows the Elementals? They can be anything, and often, are.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Magma.jpg|200px|right]]In fire and sand and briny spray these wild forces of nature descend like storms to strike their foes, and, just as quickly, they may vanish back to their abstract planes. The lesser entities called the Mogis are brimming with tricks, and the greater elemental spirits are often outright majestic in their powers. Capable of generating catastrophe on a whim and altering the fabric of reality itself, the Elementals do not merely control the weather- they are wind and rain and wildfire; always spectacular, and always dangerous.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Elemental starer deck army is [[Sand_%26_Sea|Sand and Sea]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Elementals are strong, but need to properly played. Many Elementals require flux to activate their true powers, and the many varying abilities means there is no one way to truly run an Elmental Deck.&lt;br /&gt;
&lt;br /&gt;
Keep in mind what kind of deck you're trying to play with when using elemental.  Staples like Dew Mogi, Mogi Nest, and Cinder Mogi are always welcome, but more specific cards means more cooperation within your deck.  Dust Devils require lots of desert to manuever properly, so an Arid Enroachment can help you here.  On the other hand, if you want to dominate by use of the ocean, pack cards like Flash Flood, Chambered Reef, and Gruthlun Tempest.  If you want quick expansion and domain, get some Vapor Mahals, Reroutes, and Halls of Mist.  Want more flux instead?  Then use Scorched Horizons and similar cards to gain flux and unleash your wrath with cards like Epicenter and Pillar of Flame.&lt;br /&gt;
&lt;br /&gt;
In most games, your best bet is to stick with whatever crazy strategy you have.  The elemental strategies, but this guide will provide a basic idea of a good style.&lt;br /&gt;
&lt;br /&gt;
Early Game is extremely dependent with your style.  Your best bet is to open up with Mud Mogi or Sleet Mogi as your scout, since they're hard to kill with their abilities.  If you plan to do something else, the best plan is to play Vapor Mahals, since you can easily get to three domain with them.&lt;br /&gt;
&lt;br /&gt;
Mid Game is basically where your strategy plays out.  2 domain cards in elemental are generally very purpose specific,but it's good to have a Thunderhead Reach to expand and grab flux wells and an undimming card (Cinder Mogi, Erg Geyser, Abrixan Sparker) to keep creatures pepped.  Continue pushing forward with your strategy and have a plan B ready if your plan gets disrupted at this point.&lt;br /&gt;
&lt;br /&gt;
Late Game should have your strategy fleshed out and you solidly gaining glory.  If not, try to get powerhouses like Kalikias out so you can cripple you opponnent and grab those flux wells!&lt;br /&gt;
&lt;br /&gt;
As stated before, Elemental has many unique strategies and therefore there is no one true strategy to follow.  Always protect cards essential to your plan with other creatures and spell/enchant support, and don't let your opponent get in the way to much.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Counters ==&lt;br /&gt;
Disrupt whatever plan your opponent has.  Even though you will most likely be playing a deck that is not meant to counter your opponent's, adjust your own plan accordingly and try to figure out what you should prevent from happening before it's too late.  Don't let the more impressive fighters like Mud Mogi faze you, as a Lysis/Ascent can easily deal with it.  Spells like Reroute can steal Flux Wells from you, and there are players who will use Benefits of Spectacle and cast as many spells as they can, so don't let them!  When you're fighting against terrain decks, mess up the terrain so they can't use it the way they need too.  Against a domain turbo, target the Vapor Mahals mercilessy and don't let any big cards come out.  Against a flux gain deck, force your opponent to waste flux or destroy it yourself with cards like Dispel Flux.  Once you've managed to figure out and counter the plan, strike quickly to prevent your opponent from rebuilding and reviving their bags of tricks, because a good Elemental player normally will have a plan B that involves fierce counterattacks with heavy hitters like Flame Ent and Water Weird.  And always be wary when your opponent still has flux left, because a Cloudburst might be coming your way.&lt;/div&gt;</summary>
		<author><name>Zblader</name></author>	</entry>

	<entry>
		<id>http://www.thefarwilds.com/wiki/index.php/Elemental</id>
		<title>Elemental</title>
		<link rel="alternate" type="text/html" href="http://www.thefarwilds.com/wiki/index.php/Elemental"/>
				<updated>2010-08-08T20:03:24Z</updated>
		
		<summary type="html">&lt;p&gt;Zblader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:LordZ.jpg|300px|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wherever the flux touched the winds and the waves and the sands and the dust, up rose the Elementals. They are figures of legend in every culture in the modern era; sorcerers, Djinni, the raw embodiments of light and magic and fluctuations in current that are the spirits of the forces of the world and the weather. Who knows the Elementals? They can be anything, and often, are.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Magma.jpg|200px|right]]In fire and sand and briny spray these wild forces of nature descend like storms to strike their foes, and, just as quickly, they may vanish back to their abstract planes. The lesser entities called the Mogis are brimming with tricks, and the greater elemental spirits are often outright majestic in their powers. Capable of generating catastrophe on a whim and altering the fabric of reality itself, the Elementals do not merely control the weather- they are wind and rain and wildfire; always spectacular, and always dangerous.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Elemental starer deck army is [[Sand_%26_Sea|Sand and Sea]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Elementals are strong, but need to properly played. Many Elementals require flux to activate their true powers, and the many varying abilities means there is no one way to truly run an Elmental Deck.&lt;br /&gt;
&lt;br /&gt;
Keep in mind what kind of deck you're trying to play with when using elemental.  Staples like Dew Mogi, Mogi Nest, and Cinder Mogi are always welcome, but more specific cards means more cooperation within your deck.  Dust Devils require lots of desert to manuever properly, so an Arid Enroachment can help you here.  On the other hand, if you want to dominate by use of the ocean, pack cards like Flash Flood, Chambered Reef, and Gruthlun Tempest.  If you want quick expansion and domain, get some Vapor Mahals, Reroutes, and Halls of Mist.  Want more flux instead?  Then use Scorched Horizons and similar cards to gain flux and unleash your wrath with cards like Epicenter and Pillar of Flame.&lt;br /&gt;
&lt;br /&gt;
In most games, your best bet is to stick with whatever crazy strategy you have.  The elemental strategies, but this guide will provide a basic idea of a good style.&lt;br /&gt;
&lt;br /&gt;
Early Game is extremely dependent with your style.  Your best bet is to open up with Mud Mogi or Sleet Mogi as your scout, since they're hard to kill with their abilities.  If you plan to do something else, the best plan is to play Vapor Mahals, since you can easily get to three domain with them.&lt;br /&gt;
&lt;br /&gt;
Mid Game is basically where your strategy plays out.  2 domain cards in elemental are generally very purpose specific,but it's good to have a Thunderhead Reach to expand and grab flux wells and an undimming card (Cinder Mogi, Erg Geyser, Abrixan Sparker) to keep creatures pepped.  Continue pushing forward with your strategy and have a plan B ready if your plan gets disrupted at this point.&lt;br /&gt;
&lt;br /&gt;
Late Game should have your strategy fleshed out and you solidly gaining glory.  If not, try to get powerhouses like Kalikias out so you can cripple you opponnent and grab those flux wells!&lt;br /&gt;
&lt;br /&gt;
As stated before, Elemental has many unique strategies and therefore there is no one true strategy to follow.  Always protect cards essential to your plan with other creatures and spell/enchant support, and don't let your opponent get in the way to much.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Counters ==&lt;br /&gt;
Disrupt whatever plan your opponent has.  Even though you will most likely be playing a deck that is not meant to counter your opponent's, adjust your own plan accordingly and try to figure out what you should prevent from happening before it's too late.  Don't let the more impressive fighters like Mud Mogi faze you, as a Lysis/Ascent can easily deal with it.  Spells like Reroute can steal Flux Wells from you, and there are players who will use Benefits of Spectacle and cast as many spells as they can, so don't let them!  When you're fighting against terrain decks, mess up the terrain so they can't use it the way they need too.  Against a domain turbo, target the Vapor Mahals mercilessy and don't let any big cards come out.  Against a flux gain deck, force your opponent to waste flux or destroy it yourself with cards like Dispel Flux.  Once you've managed to figure out and counter the plan, strike quickly to prevent your opponent from rebuilding and reviving their bags of tricks, because a good Elemental player normally will have a plan B that involves fierce counterattacks with heavy hitters like Flame Ent and Water Weird.&lt;/div&gt;</summary>
		<author><name>Zblader</name></author>	</entry>

	<entry>
		<id>http://www.thefarwilds.com/wiki/index.php/Elemental</id>
		<title>Elemental</title>
		<link rel="alternate" type="text/html" href="http://www.thefarwilds.com/wiki/index.php/Elemental"/>
				<updated>2010-08-08T19:59:46Z</updated>
		
		<summary type="html">&lt;p&gt;Zblader: &lt;/p&gt;
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&lt;div&gt;[[Image:LordZ.jpg|300px|left]]&lt;br /&gt;
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Wherever the flux touched the winds and the waves and the sands and the dust, up rose the Elementals. They are figures of legend in every culture in the modern era; sorcerers, Djinni, the raw embodiments of light and magic and fluctuations in current that are the spirits of the forces of the world and the weather. Who knows the Elementals? They can be anything, and often, are.&lt;br /&gt;
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[[Image:Magma.jpg|200px|right]]In fire and sand and briny spray these wild forces of nature descend like storms to strike their foes, and, just as quickly, they may vanish back to their abstract planes. The lesser entities called the Mogis are brimming with tricks, and the greater elemental spirits are often outright majestic in their powers. Capable of generating catastrophe on a whim and altering the fabric of reality itself, the Elementals do not merely control the weather- they are wind and rain and wildfire; always spectacular, and always dangerous.&lt;br /&gt;
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The Elemental starer deck army is [[Sand_%26_Sea|Sand and Sea]].&lt;br /&gt;
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== Strategy ==&lt;br /&gt;
Elementals are strong, but need to properly played. Many Elementals require flux to activate their true powers, and the many varying abilities means there is no one way to truly run an Elmental Deck.&lt;br /&gt;
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Keep in mind what kind of deck you're trying to play with when using elemental.  Staples like Dew Mogi, Mogi Nest, and Cinder Mogi are always welcome, but more specific cards means more cooperation within your deck.  Dust Devils require lots of desert to manuever properly, so an Arid Enroachment can help you here.  On the other hand, if you want to dominate by use of the ocean, pack cards like Flash Flood, Chambered Reef, and Gruthlun Tempest.  If you want quick expansion and domain, get some Vapor Mahals, Reroutes, and Halls of Mist.  Want more flux instead?  Then use Scorched Horizons and similar cards to gain flux and unleash your wrath with cards like Epicenter and Pillar of Flame.&lt;br /&gt;
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In most games, your best bet is to stick with whatever crazy strategy you have.  The elemental strategies, but this guide will provide a basic idea of a good style.&lt;br /&gt;
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Early Game is extremely dependent with your style.  Your best bet is to open up with Mud Mogi or Sleet Mogi as your scout, since they're hard to kill with their abilities.  If you plan to do something else, the best plan is to play Vapor Mahals, since you can easily get to three domain with them.&lt;br /&gt;
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Mid Game is basically where your strategy plays out.  2 domain cards in elemental are generally very purpose specific,but it's good to have a Thunderhead Reach to expand and grab flux wells and an undimming card (Cinder Mogi, Erg Geyser, Abrixan Sparker) to keep creatures pepped.  Continue pushing forward with your strategy and have a plan B ready if your plan gets disrupted at this point.&lt;br /&gt;
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Late Game should have your strategy fleshed out and you solidly gaining glory.  If not, try to get powerhouses like Kalikias out so you can cripple you opponnent and grab those flux wells!&lt;br /&gt;
&lt;br /&gt;
As stated before, Elemental has many unique strategies and therefore there is no one true strategy to follow.  Always protect cards essential to your plan with other creatures and spell/enchant support, and don't let your opponent get in the way to much.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Counters ==&lt;br /&gt;
Disrupt whatever plan your opponent has.  Even though you will most likely be playing a deck that is not meant to counter your opponent's, adjust your own plan accordingly and try to figure out what you should prevent from happening before it's too late.  Don't let the more impressive fighters like Mud Mogi faze you, as a Lysis/Ascent can easily deal with it.  When you're fighting against terrain decks, mess up the terrain so they can't use it the way they need too.  Against a domain turbo, target the Vapor Mahals mercilessy and don't let any big cards come out.  Against a flux gain deck, force your opponent to waste flux or destroy it yourself with cards like Dispel Flux.  Once you've managed to figure out and counter the plan, strike quickly to prevent your opponent from rebuilding and reviving their bags of tricks, because a good Elemental player normally will have a plan B.&lt;/div&gt;</summary>
		<author><name>Zblader</name></author>	</entry>

	<entry>
		<id>http://www.thefarwilds.com/wiki/index.php/Dark_Legion</id>
		<title>Dark Legion</title>
		<link rel="alternate" type="text/html" href="http://www.thefarwilds.com/wiki/index.php/Dark_Legion"/>
				<updated>2010-08-08T19:33:06Z</updated>
		
		<summary type="html">&lt;p&gt;Zblader: &lt;/p&gt;
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&lt;div&gt;[[Image:DL1.jpg|200px|left]]&lt;br /&gt;
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These armies of darkness were once in the service of the legendary dark lords Varexes and Baltasar, but although many still serve the will of their late masters, many also serve Ix, the true god of death, or any sufficiently corrupted and evil high priests who have recruited them into their fiendish cults. They have been a scourge even since before the Cataclysm; indeed their masters’ lust for power was, in part, the cause of it all; and they have terrified, conquered and destroyed many a kingdom in their ghastly greed.&lt;br /&gt;
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[[Image:HellCat.jpg|150px|right]]The army itself is a pitiless horde, driven by pitiless masters. Those that live are twisted into cruel mockeries of their former selves; those that die are resurrected in service as mindless, fearless rank-and-file soldiers, and the enemy is not spared the same treatment when killed or captured. The Legion is truly terrifying on the battlefield; with ever-growing ranks of the undead filling the front lines, terrifying monstrosities acting in support, and wicked priests wielding death magic, bringing low even the most mighty heroes with visions of horror and, in the end, utter destruction of the body and the soul- at least, those portions of body and soul that are not put directly to use.&lt;br /&gt;
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The Dark Legion starter deck army is [[Powers_of_Darkness|Powers of Darkness]].&lt;br /&gt;
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== Strategy ==&lt;br /&gt;
Dark Legion is focused around methodically developing ways to continuosly reinforce themselves as well as takign advantage of the carnage of battle that always occurs.  Lysis is great for snagging the big creature that threatens to oliterate your dark army.  Crypt Doctor can recycle creatures that are dying into health for other creatures.  Carrion Feeder grows stronger with ever meal it has (and of course, guess what it's favorite food is).  Gather Spirits, Altar of Ix, Planar Rift, and Nefarious Research are all designed in some way to take advantage of quick creature creation and dying creatures.  Need some quick reinforcements? Don't worry, Zombies can spawn in any area you control, and Journeyman Necromancer can turn any corpse he sees into a Zombie, allowing easy reinforcement in numbers.  The Duchess of Dunmar can also turn defeated enemies into Bloodlings, provided she had a bite on the target.  Red Imps can teleport everywhere and be a nuisance, while Fire Beetle and Demonic Surge use alternate methods of dealing damage.  Legs of Baba Yatsur makes it easy for DL to grab a flux well provided they have a building to use it on. Stalking Spirit regenerates upon death, which makes it near invincible unless it's spawn point is blocked off.  Nether Plasma is the &amp;quot;Swiss Army Knife&amp;quot; of DL, serving puporses from being an easy lab rat for sacrifices to blocking enemies of in chokepoints.&lt;br /&gt;
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Dark Legion is infamous for it's ability to &amp;quot;steal&amp;quot; and revive creatures, and you, dark one, shall be no exception.  Utilize Possesion and sacrifice the Possesed creature in one of many ways, then Reanimate the corpse to make a worthwhile soldier or use Claimed.  If you have a liking for Vampires, and all your worthy broods have died out, play a Belfry of the Restless and they'll be as good as new given a few turns.  &lt;br /&gt;
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Early Game, you can chose to rush with Hell Cats, Red Imps, and other weenies, but a wiser player is better off saving for domain level 2.  You may have access to tempting cards like Demonic Surge, but save it because you will need it.  &lt;br /&gt;
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Mid Game, with 2 domain levels, you'll now be able to fully take advantage of your powers.  Get your minions into battle aggresively, as you can take advantage of their deaths to gain flux (Altar of Ix, Gather Spirits), draw cards (Nefarious Research), heal others (Crypt Doctor), and augment your power (Carrion Feeder, Stomachless Ghoul, and countless other cards).  Legs of Baba Yastur is a great card to use if you haven't got a second flux well already; with another building, you soon will. Oh, and if your scout got killed in enemy territory, good for you!  Transform his corpse into Corrupting Flux, and watch your opponent's buildings wither away.&lt;br /&gt;
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Late Game may almost seem like gravy, but in reality, sometimes it's what wins DL players the game.  With the ability to take advantage of enemy corpses through clever use of Reanimate, Claimed with Blood, Possesion, Tortured Ghost, and Death Mark, you will be very hard to stop and most likely win because of powerful creatures like Barbed Necrath.&lt;br /&gt;
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Happy Hunting, new Dark Lord.&lt;br /&gt;
&lt;br /&gt;
== Counters ==&lt;br /&gt;
NEVER, NEVER let DL players get 3 domains with 2 DL levels.  This is the requirement for many of their best cards, and the process is actually much easier than it looks.  Try to limit the amount of corpses that appear on the battlefield, and keep in mind that DL cannot deal with enchantments, so play powerful enchants like Piked Heads and Desolation Totem to stop them.  Heal your dying creatures, and always have anti-enchants ready if your enemy reaches domain level 3 with 2 DL domains.  Make powerful buildings like Belfry of the Restless and Altar of Ix major targets. And don't assume you've won if a Journeyman Necromancer or Duchess of Dunmar is still standing, because there might be a new army swarming up in a few turns.  Keep in mind some of the more dangerous DL cards still have weaknesses.  After all, what's a Putrid Zombie when it blows up at it's own base?&lt;/div&gt;</summary>
		<author><name>Zblader</name></author>	</entry>

	<entry>
		<id>http://www.thefarwilds.com/wiki/index.php/Dark_Legion</id>
		<title>Dark Legion</title>
		<link rel="alternate" type="text/html" href="http://www.thefarwilds.com/wiki/index.php/Dark_Legion"/>
				<updated>2010-08-08T19:32:27Z</updated>
		
		<summary type="html">&lt;p&gt;Zblader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:DL1.jpg|200px|left]]&lt;br /&gt;
&lt;br /&gt;
These armies of darkness were once in the service of the legendary dark lords Varexes and Baltasar, but although many still serve the will of their late masters, many also serve Ix, the true god of death, or any sufficiently corrupted and evil high priests who have recruited them into their fiendish cults. They have been a scourge even since before the Cataclysm; indeed their masters’ lust for power was, in part, the cause of it all; and they have terrified, conquered and destroyed many a kingdom in their ghastly greed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:HellCat.jpg|150px|right]]The army itself is a pitiless horde, driven by pitiless masters. Those that live are twisted into cruel mockeries of their former selves; those that die are resurrected in service as mindless, fearless rank-and-file soldiers, and the enemy is not spared the same treatment when killed or captured. The Legion is truly terrifying on the battlefield; with ever-growing ranks of the undead filling the front lines, terrifying monstrosities acting in support, and wicked priests wielding death magic, bringing low even the most mighty heroes with visions of horror and, in the end, utter destruction of the body and the soul- at least, those portions of body and soul that are not put directly to use.&lt;br /&gt;
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The Dark Legion starter deck army is [[Powers_of_Darkness|Powers of Darkness]].&lt;br /&gt;
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== Strategy ==&lt;br /&gt;
Dark Legion is focused around methodically developing ways to continuosly reinforce themselves as well as takign advantage of the carnage of battle that always occurs.  Lysis is great for snagging the big creature that threatens to oliterate your dark army.  Crypt Doctor can recycle creatures that are dying into health for other creatures.  Carrion Feeder grows stronger with ever meal it has (and of course, guess what it's favorite food is).  Gather Spirits, Altar of Ix, Planar Rift, and Nefarious Research are all designed in some way to take advantage of quick creature creation and dying creatures.  Need some quick reinforcements? Don't worry, Zombies can spawn in any area you control, and Journeyman Necromancer can turn any corpse he sees into a Zombie, allowing easy reinforcement in numbers.  The Duchess of Dunmar can also turn defeated enemies into Bloodlings, provided she had a bite on the target.  Red Imps can teleport everywhere and be a nuisance, while Fire Beetle and Demonic Surge use alternate methods of dealing damage.  Legs of Baba Yatsur makes it easy for DL to grab a flux well provided they have a building to use it on. Stalking Spirit regenerates upon death, which makes it near invincible unless it's spawn point is blocked off.  Nether Plasma is the &amp;quot;Swiss Army Knife&amp;quot; of DL, serving puporses from being an easy lab rat for sacrifices to blocking enemies of in chokepoints.&lt;br /&gt;
&lt;br /&gt;
Dark Legion is infamous for it's ability to &amp;quot;steal&amp;quot; and revive creatures, and you, dark one, shall be no exception.  Utilize Possesion and sacrifice the Possesed creature in one of many ways, then Reanimate the corpse to make a worthwhile soldier or use Claimed.  If you have a liking for Vampires, and all your worthy broods have died out, play a Belfry of the Restless and they'll be as good as new given a few turns.  &lt;br /&gt;
&lt;br /&gt;
Early Game, you can chose to rush with Hell Cats, Red Imps, and other weenies, but a wiser player is better off saving for domain level 2.  You may have access to tempting cards like Demonic Surge, but save it because you will need it.  &lt;br /&gt;
&lt;br /&gt;
Mid Game, with 2 domain levels, you'll now be able to fully take advantage of your powers.  Get your minions into battle aggresively, as you can take advantage of their deaths to gain flux (Altar of Ix, Gather Spirits), draw cards (Nefarious Research), heal others (Crypt Doctor), and augment your power (Carrion Feeder, Stomachless Ghoul, and countless other cards).  Legs of Baba Yastur is a great card to use if you haven't got a second flux well already; with another building, you soon will. Oh, and if your scout got killed in enemy territory, good for you!  Transform his corpse into Corrupting Flux, and watch your opponent's buildings wither away.&lt;br /&gt;
&lt;br /&gt;
Late Game may almost seem like gravy, but in reality, sometimes it's what wins DL players the game.  With the ability to take advantage of enemy corpses through clever use of Reanimate, Claimed with Blood, Possesion, Tortured Ghost, and Death Mark, you will be very hard to stop and most likely win because of powerful creatures like Barbed Necrath.&lt;br /&gt;
&lt;br /&gt;
Happy Hunting, new Dark Lord.&lt;br /&gt;
&lt;br /&gt;
== Counters ==&lt;br /&gt;
NEVER, NEVER let DL players get 3 domains with 2 DL levels.  This is the requirement for many of their best cards, and the process is actually much easier than it looks.  Try to limit the amount of corpses that appear on the battlefield, and keep in mind that DL cannot deal with enchantments, so play powerful enchants like Piked Heads and Desolation Totem to stop them.  Heal your dying creatures, and always have anti-enchants ready if your enemy reaches domain level 3 with 2 DL domains.  Make powerful buildings like Belfry of the Restless and Altar of Ix major targets. And don't assume you've won if a Journeyman Necromancer or Duchess of Dunmar is still standing, because there might be a new army swarming up in a few turns.  And keep in mind some of the more dangerous DL cards still have weaknesses.&lt;/div&gt;</summary>
		<author><name>Zblader</name></author>	</entry>

	<entry>
		<id>http://www.thefarwilds.com/wiki/index.php/Mountain_Folk</id>
		<title>Mountain Folk</title>
		<link rel="alternate" type="text/html" href="http://www.thefarwilds.com/wiki/index.php/Mountain_Folk"/>
				<updated>2010-08-08T18:55:16Z</updated>
		
		<summary type="html">&lt;p&gt;Zblader: &lt;/p&gt;
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&lt;div&gt;[[Image:MFHeart.jpg|250px|left]]&lt;br /&gt;
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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;
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[[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;
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The Mountain Folk starter deck army is [[Defenders_of_Karkzor|Defenders of Karkzor]].&lt;br /&gt;
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== 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 Prospecters is arguably the most powerful card due to the fact it can easily control hexes that would normally require a contrstuction 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 Squads fail.  Hardarck'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 Geomatic Trickster, Volcano, and Uplifted Earth.&lt;br /&gt;
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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 infinitley gaining health.  Home guard is pretty much useless in many situations, so don't bother unless you really need defense.  Gallom's Prospectors and Brawn Oxes 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 off late game.&lt;br /&gt;
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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, Geomatic Tricker 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 togehter, 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;
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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 Bilgirn's 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;
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== 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>Zblader</name></author>	</entry>

	<entry>
		<id>http://www.thefarwilds.com/wiki/index.php/Sylvan</id>
		<title>Sylvan</title>
		<link rel="alternate" type="text/html" href="http://www.thefarwilds.com/wiki/index.php/Sylvan"/>
				<updated>2010-08-08T18:02:05Z</updated>
		
		<summary type="html">&lt;p&gt;Zblader: Added Strategy.&lt;/p&gt;
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&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;
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[[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;
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The Sylvan starter deck army is [[Roots_have_Arisen|Roots Have Arisen]].&lt;br /&gt;
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== 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;
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Many &amp;quot;Tree&amp;quot; decks are based of the Treant's ability to spawn from forests, allowing creatures to suprisinly pop out of nowhere since Treant's become Seedlings upon death and spawn in Forest.&lt;br /&gt;
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Another clever strategy to take advantage of is Sylvan's powerful range: Alearwyn Barge can become a mobile turrent provided their is enough water, and Coldstream Guards and Tenderfoot Archers 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;
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Sylvan also has some good &amp;quot;flying&amp;quot; creatures: Thistle Falcon makes an earlier game harrasser, Goose Tamer is a ground creature that &amp;quot;breaks the rules&amp;quot; and bypasses terrain easiliy, 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 bypass water though and Goose Tamer still takes damage from it.&lt;br /&gt;
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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 aggesively exploring the map.  Teleport is the best of the four agaisnt creatures, dealing an easy 2 damage or relocating a creature 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;
&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>Zblader</name></author>	</entry>

	<entry>
		<id>http://www.thefarwilds.com/wiki/index.php/User:Zblader</id>
		<title>User:Zblader</title>
		<link rel="alternate" type="text/html" href="http://www.thefarwilds.com/wiki/index.php/User:Zblader"/>
				<updated>2010-08-08T17:42:37Z</updated>
		
		<summary type="html">&lt;p&gt;Zblader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey guys! Welcome to Zblader's page.&lt;/div&gt;</summary>
		<author><name>Zblader</name></author>	</entry>

	<entry>
		<id>http://www.thefarwilds.com/wiki/index.php/User:Zblader</id>
		<title>User:Zblader</title>
		<link rel="alternate" type="text/html" href="http://www.thefarwilds.com/wiki/index.php/User:Zblader"/>
				<updated>2010-08-08T17:40:46Z</updated>
		
		<summary type="html">&lt;p&gt;Zblader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey guys! Welcome to Zblader's page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Aka the Rouge Editor of the Wiki.&lt;/div&gt;</summary>
		<author><name>Zblader</name></author>	</entry>

	<entry>
		<id>http://www.thefarwilds.com/wiki/index.php/User:Zblader</id>
		<title>User:Zblader</title>
		<link rel="alternate" type="text/html" href="http://www.thefarwilds.com/wiki/index.php/User:Zblader"/>
				<updated>2010-08-08T17:36:24Z</updated>
		
		<summary type="html">&lt;p&gt;Zblader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey guys! Welcome to Zblader's page.&lt;/div&gt;</summary>
		<author><name>Zblader</name></author>	</entry>

	<entry>
		<id>http://www.thefarwilds.com/wiki/index.php/User:Zblader</id>
		<title>User:Zblader</title>
		<link rel="alternate" type="text/html" href="http://www.thefarwilds.com/wiki/index.php/User:Zblader"/>
				<updated>2010-08-08T17:34:59Z</updated>
		
		<summary type="html">&lt;p&gt;Zblader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey guys! Welcome to Zblader's page.&lt;br /&gt;
&lt;br /&gt;
[[Image:[[Image:LucarioBrawl.jpg|thumb|125px|right|Lucario in ''Brawl''.]]&lt;br /&gt;
|thumb|125px|right|Lucario FTW.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lucario FTW.&lt;/div&gt;</summary>
		<author><name>Zblader</name></author>	</entry>

	<entry>
		<id>http://www.thefarwilds.com/wiki/index.php/User:Zblader</id>
		<title>User:Zblader</title>
		<link rel="alternate" type="text/html" href="http://www.thefarwilds.com/wiki/index.php/User:Zblader"/>
				<updated>2010-08-08T17:33:58Z</updated>
		
		<summary type="html">&lt;p&gt;Zblader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey guys! Welcome to Zblader's page.&lt;br /&gt;
&lt;br /&gt;
[[Media:http://images2.wikia.nocookie.net/__cb20080301203749/ssb/images/5/5d/LucarioBrawl.jpg]]&lt;br /&gt;
&lt;br /&gt;
Lucario FTW.&lt;/div&gt;</summary>
		<author><name>Zblader</name></author>	</entry>

	<entry>
		<id>http://www.thefarwilds.com/wiki/index.php/User:Zblader</id>
		<title>User:Zblader</title>
		<link rel="alternate" type="text/html" href="http://www.thefarwilds.com/wiki/index.php/User:Zblader"/>
				<updated>2010-08-08T17:33:40Z</updated>
		
		<summary type="html">&lt;p&gt;Zblader: New page: Hey guys! Welcome to Zblader's page.  Image:http://images2.wikia.nocookie.net/__cb20080301203749/ssb/images/5/5d/LucarioBrawl.jpg  Lucario FTW.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey guys! Welcome to Zblader's page.&lt;br /&gt;
&lt;br /&gt;
[[Image:http://images2.wikia.nocookie.net/__cb20080301203749/ssb/images/5/5d/LucarioBrawl.jpg]]&lt;br /&gt;
&lt;br /&gt;
Lucario FTW.&lt;/div&gt;</summary>
		<author><name>Zblader</name></author>	</entry>

	<entry>
		<id>http://www.thefarwilds.com/wiki/index.php/FAQ</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="http://www.thefarwilds.com/wiki/index.php/FAQ"/>
				<updated>2010-08-08T17:29:52Z</updated>
		
		<summary type="html">&lt;p&gt;Zblader: This is my first time contributing to an FAQ.  Please provide constructive criticism in forums!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is Gold? ==&lt;br /&gt;
&lt;br /&gt;
There are two types of currencies in The Far Wilds. One is Gold, the other is [[Power]]. You can purchase Gold from the Market Section, using Paypal or any other major credit card. With gold you can buy cards on the market, buy Starter Packs in the Market Section or use it to enter the various [[Tournaments]]  that The Far Wilds has to offer. (Some Tournaments are totally free to play.) &lt;br /&gt;
&lt;br /&gt;
== What is Power? ==&lt;br /&gt;
&lt;br /&gt;
Unlike Gold, you can't buy Power. Rather, it is something you gain if you are doing well in various [[Tournaments]]. For instance, you get 4 Power if you win an [[Expert_Clash]], 2 if you are the runner up and 1 if you are third. You can enter Tournaments using Power and you can also sell it in exchange for Gold on the market.&lt;br /&gt;
&lt;br /&gt;
== How do I get an Avatar/Profile Picture? ==&lt;br /&gt;
&lt;br /&gt;
Go to 'Options' in the top right corner of the interface. There is a drop down menu next to 'Avatar' where you will be able to select your desired picture.&lt;br /&gt;
&lt;br /&gt;
== What is a Default card? ==&lt;br /&gt;
&lt;br /&gt;
When you register an account, you are given three different pre-made armies from three different domains ([[Default_DarkLegion]],[[ Default_MountainFolk]] and [[Default_Sylvan]]), together with five Basic Buildings from all domains, including the other three currently existing domains (Elemental, Celestial Imperium and Horde of Chaos). Default cards, unlike [[Phantom]] cards and cards that you have bought, can’t be sold or traded. You can tell that a card is a Default Card by the fact that it is grayed out and has no expiry date. The exception to this rule is Default buildings which have their normal color.&lt;br /&gt;
&lt;br /&gt;
Except for these differences, Default cards work in much the same way as other cards. Hence, you can include any variety of them in your decks (given that they adhere to the normal deck rules for each format), including the deck with which you enter the [[Expert_Clash]] .&lt;br /&gt;
&lt;br /&gt;
== What is a Phantom card? ==&lt;br /&gt;
&lt;br /&gt;
A [[Phantom]] card is like a Default Card in that it is grayed out and can’t be traded or sold. The difference is that it has an expiry date. When you receive a Phantom card, you will have it for X number of days, after which it is deleted from your army. You can acquire Phantom cards by playing on the weekly [[Ladder]] or by playing the computer (SarsAI). After each win against the computer, you acquire one Phantom card and if you are fortunate enough to be ranked at the top of the Ladder before it resets, you acquire 60 Phantom cards. &lt;br /&gt;
&lt;br /&gt;
You can include any variety of Phantom cards in your decks (given that they adhere to the normal deck rules for each format), including the deck with which you enter the [[Expert_Clash]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Is this game really free to play? ==&lt;br /&gt;
&lt;br /&gt;
Not completley.  It is possible to create entire decks from just phatoms if you put a lot of time in TFW, but  normally you probably won't have that kind of time, so using money to buy gold is a way to get permanent cards you can build a solid deck around.&lt;br /&gt;
It is possible to win Power in the expert Clash though, which then can be sold for Gold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Why are there no Elemental, Celestial Imperium, and Chaos Default Armies? ==&lt;br /&gt;
&lt;br /&gt;
Mainly due to two factors:&lt;br /&gt;
1) No one has designed such a deck yet.&lt;br /&gt;
2) It would affect the market values of the cards used to build those default decks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What is the difference between the online verison and the download version? ==&lt;br /&gt;
&lt;br /&gt;
Mainly better graphics and smarter computer.  However, if you are an expert programmer, you can mess around with the download version's code and give the computer player new decks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What's a Ladder Rank? ==&lt;br /&gt;
A ladder rank is a weekly rank (separate from your in-game rank) that resets on certain days.  You can increase your ladder rank by playing in Similar Player matches, and battling Similar Players (Players whose names are green) in Anyone Matches.  Your ladder rank is always displayed on the top right corner of the screen along with your gold.  You can click on you ladder rank (leftmost number) to display the top ranking ladder players.  If your name is on the list, you will get a few phantom cards when the ladder rank resets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Why are somes of the names in the lobby green/red? ==&lt;br /&gt;
&lt;br /&gt;
Red indicates a player currently in a game.  As a result, you can't challenge them, although they may challenge you.&lt;br /&gt;
&lt;br /&gt;
Green indicates a player that has a similar rank, and therefore if you battle this person in a similar player or another player battle, it affects your ladder rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Do I HAVE to limit my deck to 40 cards? ==&lt;br /&gt;
No, but it's for your own good.  Bigger deck sizes are harder to process in tournaments and slow the creation process down.  Also bigger decks mean smaller chances to draw cards you may need in certain situations.&lt;br /&gt;
&lt;br /&gt;
However, if you're still new to deck creating, don't be too afraid to bypass the limit.  It may help you discover a playing style you like.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== My card just did something it didn't say it would.  What should I do? ==&lt;br /&gt;
&lt;br /&gt;
Report it in the Bug Thread in the forum.  There a lot of friendly players there that will help you out in a few days with responses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== There's a forum?! ==&lt;br /&gt;
&lt;br /&gt;
Yes, unfortunatley it's very hard to notice.  Here's the link: http://www.thefarwilds.com/forum/index.php&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Why is the AI so easy? ==&lt;br /&gt;
&lt;br /&gt;
Check to make sure your AI is on normal difficulty.  Otherwise, it's good to practice on where there are no battle-willing players.&lt;/div&gt;</summary>
		<author><name>Zblader</name></author>	</entry>

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